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Developer Corner | Military Industrial Orgs.

Greetings all!

Today marks the first occasion since the release of By Blood Alone where we take a deeper look into what is coming next. As you may recall from the BBA development cycle, we had an early set of 'Development Corner' diaries, which serve as an opportunity for us to reveal a narrow look at a specific mechanic or design without revealing too much about the wider context of future releases. Today's offering, as well as the next couple of diaries, will be in much the same spirit - you'll just have to wait a little bit longer to get the full picture. Scandalous and polarising, I know.

/Arheo

Hello there, it's me, C0rax. Now you can get all excited because it's time for some Dev Corners in which we will show you some WIP looks into the new features we have been working on. So without further ado this week we will be looking at…


Military Industrial Organisations (MIO's)

This is all very much a work in progress (WIP), you are going to see WIP mock ups, and some details are still being finalized as well

Feature Intent and Goals

Intent:
Create a sense of a living organisation the player can interact with rather than a static bonus as with current design companies.

Why is this important you ask? Well previously we had to provide static modifiers and sometimes change them via scripted decisions or focus rewards. By creating a more organic system to upgrade your design companies you the player can now decide what these upgrades are and tailor them to fit your playstyle. Additionally we can now reward the player for using a design company as opposed to simply having you save up a resource and click a button, rewarding you for putting effort into them.

Goals:​

  • Allow the player to define their designer direction.
  • Integrate design companies into production
  • Provide a framework for national specialisms that can be used on the world stage


Military industrial Organisations (MIO’s)​

So first here is a rough structure of an MIO

contains​

  • Name
  • Icon
  • Size (Level)
  • funds (XP)
  • Task Capacity
  • Departments

departments​

  • 0-1 Design team
    • 3 departments
      • Max 13 traits each
  • 0-1 Industrial manufacturer
    • 3 departments
      • Max 13 traits each

Each departments contains​

  • Name
  • Category’s
  • Trait tree
  • Trait icons

Task Capacity​

  • Size determines how many tasks a MIO can handle
    • Researching
    • Producing
    • Designing

Defaults:​

  • 2 task Capacity
    • + scripted increases
    • + trait increases

This structure allows us to represent MIO’s in a way that expresses the specialisms of the various organisations that designed and produced war materials during the period. You can now represent a company like Bofors AB who designed and produced anti tank, anti air and naval guns seamlessly and expand each of those specialisms as you see fit. Investing in the right MIO is critical to upgrading those specialist departments in order to gain the bonuses you need for specific stats.

Task Capacity:​

An MIO of course can’t work on a number of infinite simultaneous projects. For this we have task capacity that limits how many things your MIO’s can work on balancing. This is an important thing to balance, since producing too much equipment with an MIO will lock you out from using it for research or designing equipment. For ship production this is actually important for producing ships in parallel so you might want to invest in the manufacturing department for task capacity so you can really ramp up your naval production.


Levelling & upgrades​


Research cost and Production cost is used to calculate MIO funds that it gains when it is used.
An amount of MIO Funds is required to increase your size and pick a new trait.


image2.png

image (17).png


Skill Trees
  • Split roughly along the same lines as current design companies​
  • Possibility for country unique trees​
  • possibility for content prerequisites (National focus or decision locking etc...)​
image (16).png

image (19).png

image (20).png

Departments and Tasks​

Industrial manufacturers (IM's)​

  • Assigned to production lines (Task)
  • Skill trees provide production specific bonuses

Design teams (DT's)​

  • Applied to research (Task)
  • Applied to equipment both via equipment designers and normal variants
  • Skill trees provide Stat bonuses
  • Can be applied retroactively to equipment at cost
  • A move away from pay mana get reward


So that's a lot of high-level structural talk so you understand the core concepts of the MIO Feature and so I'll now show some of the WIP flows of actually using these structures and systems.

Researching​

image8.png


image (18) (1).png


image10.png


Equipment variants​

image13.png

image (13) (2).png

image1.png

image (14).png


Production​


image (15) (1).png


Well that wraps things up for this week, I Hope you enjoyed it and as always please leave questions and comments below and I will do my best to answer them. Join me in two weeks for another dev corner showing another feature coming to you in the near future.
 
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Hi, i like the idea, i really dont like the plan way its implemented from realise.
What im concerned its that instead of having a high cost from choosing companies a cost holded in time, i meand this militar complex should cost a porcentage of pp and or an amount of IC lock like a proyect, representing the lost of autonomy of the state compromising him for the arms race. So maybe a cost for holding and rise up the complex.

@C0RAX is any plan to make the MIO a holding cost instead of just a picking cost? Mybe an interaction with economy law cost the war economy could be more expensive as you empower them?

I would like the chanse to get historic models and variants in an easy way mybe from this complex, cheapper than using xp by a less xp cost but a little of pp or more IC.
the same way i would like some way to make ai get some more usefull tempaltes in late game, for years i have seen ai using the desinger not in the worst way but theres a problem still very deep in mixing units types and make rasonable mot/tank templates, mybe the military complex stuff its a reasond to add some content to make ai capable of get some tempaltes than employ better mix of equipment

On other stuff, i would like devs take a little look in trade and the laws. One thing i dont like its the posibility from facist and communist to get free trade witch its opposite to they thinking, block it also enpower democracies and not aligned, like for other side block locked economy for democracies.
Other interesting idea could be get some kind of buff when a resourse to market that its not exported is higher than a value. This means that if you have 30 oil to export and you only export 6, if the exedent (24) is higher than 15 for example you get some buff like cheap production cost in trucks car and tanks.

i think you are in a good path
 
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Looks interesting. Really hope that democracies will have these Military Industry Orgs give some type of political influence, espeically considering that WW2 is about the time that the Military Industrial Complex emerges in the United States. Really nice to have DCs back as a preparation for DDs.
 
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Greetings all!

Today marks the first occasion since the release of By Blood Alone where we take a deeper look into what is coming next. As you may recall from the BBA development cycle, we had an early set of 'Development Corner' diaries, which serve as an opportunity for us to reveal a narrow look at a specific mechanic or design without revealing too much about the wider context of future releases. Today's offering, as well as the next couple of diaries, will be in much the same spirit - you'll just have to wait a little bit longer to get the full picture. Scandalous and polarising, I know.

/Arheo

Hello there, it's me, C0rax. Now you can get all excited because it's time for some Dev Corners in which we will show you some WIP looks into the new features we have been working on. So without further ado this week we will be looking at…


Military Industrial Organisations (MIO's)

This is all very much a work in progress (WIP), you are going to see WIP mock ups, and some details are still being finalized as well

Feature Intent and Goals

Intent:
Create a sense of a living organisation the player can interact with rather than a static bonus as with current design companies.

Why is this important you ask? Well previously we had to provide static modifiers and sometimes change them via scripted decisions or focus rewards. By creating a more organic system to upgrade your design companies you the player can now decide what these upgrades are and tailor them to fit your playstyle. Additionally we can now reward the player for using a design company as opposed to simply having you save up a resource and click a button, rewarding you for putting effort into them.

Goals:​

  • Allow the player to define their designer direction.
  • Integrate design companies into production
  • Provide a framework for national specialisms that can be used on the world stage


Military industrial Organisations (MIO’s)​

So first here is a rough structure of an MIO

contains​

  • Name
  • Icon
  • Size (Level)
  • funds (XP)
  • Task Capacity
  • Departments

departments​

  • 0-1 Design team
    • 3 departments
      • Max 13 traits each
  • 0-1 Industrial manufacturer
    • 3 departments
      • Max 13 traits each

Each departments contains​

  • Name
  • Category’s
  • Trait tree
  • Trait icons

Task Capacity​

  • Size determines how many tasks a MIO can handle
    • Researching
    • Producing
    • Designing

Defaults:​

  • 2 task Capacity
    • + scripted increases
    • + trait increases

This structure allows us to represent MIO’s in a way that expresses the specialisms of the various organisations that designed and produced war materials during the period. You can now represent a company like Bofors AB who designed and produced anti tank, anti air and naval guns seamlessly and expand each of those specialisms as you see fit. Investing in the right MIO is critical to upgrading those specialist departments in order to gain the bonuses you need for specific stats.

Task Capacity:​

An MIO of course can’t work on a number of infinite simultaneous projects. For this we have task capacity that limits how many things your MIO’s can work on balancing. This is an important thing to balance, since producing too much equipment with an MIO will lock you out from using it for research or designing equipment. For ship production this is actually important for producing ships in parallel so you might want to invest in the manufacturing department for task capacity so you can really ramp up your naval production.


Levelling & upgrades​


Research cost and Production cost is used to calculate MIO funds that it gains when it is used.
An amount of MIO Funds is required to increase your size and pick a new trait.


View attachment 974650
View attachment 975128

Skill Trees
  • Split roughly along the same lines as current design companies​
  • Possibility for country unique trees​
  • possibility for content prerequisites (National focus or decision locking etc...)​
View attachment 975129
View attachment 975130
View attachment 975131

Departments and Tasks​

Industrial manufacturers (IM's)​

  • Assigned to production lines (Task)
  • Skill trees provide production specific bonuses

Design teams (DT's)​

  • Applied to research (Task)
  • Applied to equipment both via equipment designers and normal variants
  • Skill trees provide Stat bonuses
  • Can be applied retroactively to equipment at cost
  • A move away from pay mana get reward


So that's a lot of high-level structural talk so you understand the core concepts of the MIO Feature and so I'll now show some of the WIP flows of actually using these structures and systems.

Researching​

View attachment 974656

View attachment 975159

View attachment 974658

Equipment variants​

View attachment 974661
View attachment 975163
View attachment 974649
View attachment 975132

Production​


View attachment 975158

Well that wraps things up for this week, I Hope you enjoyed it and as always please leave questions and comments below and I will do my best to answer them. Join me in two weeks for another dev corner showing another feature coming to you in the near future.

Words cannot express how overjoyed I am that this is becoming a thing! My biggest pet peeve was that you could only have one company for each branch, even though historically just in the USA for example you had Northrop Grumman, Vought, Douglas, etc. all making carrier aircraft, Boeing, Republic, North American Aviation, etc. all making land based aircraft yet you could only choose one designer. This should hopefully alleviate that problem finally!
 
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Greetings all!

Today marks the first occasion since the release of By Blood Alone where we take a deeper look into what is coming next. As you may recall from the BBA development cycle, we had an early set of 'Development Corner' diaries, which serve as an opportunity for us to reveal a narrow look at a specific mechanic or design without revealing too much about the wider context of future releases. Today's offering, as well as the next couple of diaries, will be in much the same spirit - you'll just have to wait a little bit longer to get the full picture. Scandalous and polarising, I know.

/Arheo

Hello there, it's me, C0rax. Now you can get all excited because it's time for some Dev Corners in which we will show you some WIP looks into the new features we have been working on. So without further ado this week we will be looking at…


Military Industrial Organisations (MIO's)

This is all very much a work in progress (WIP), you are going to see WIP mock ups, and some details are still being finalized as well

Feature Intent and Goals

Intent:
Create a sense of a living organisation the player can interact with rather than a static bonus as with current design companies.

Why is this important you ask? Well previously we had to provide static modifiers and sometimes change them via scripted decisions or focus rewards. By creating a more organic system to upgrade your design companies you the player can now decide what these upgrades are and tailor them to fit your playstyle. Additionally we can now reward the player for using a design company as opposed to simply having you save up a resource and click a button, rewarding you for putting effort into them.

Goals:​

  • Allow the player to define their designer direction.
  • Integrate design companies into production
  • Provide a framework for national specialisms that can be used on the world stage


Military industrial Organisations (MIO’s)​

So first here is a rough structure of an MIO

contains​

  • Name
  • Icon
  • Size (Level)
  • funds (XP)
  • Task Capacity
  • Departments

departments​

  • 0-1 Design team
    • 3 departments
      • Max 13 traits each
  • 0-1 Industrial manufacturer
    • 3 departments
      • Max 13 traits each

Each departments contains​

  • Name
  • Category’s
  • Trait tree
  • Trait icons

Task Capacity​

  • Size determines how many tasks a MIO can handle
    • Researching
    • Producing
    • Designing

Defaults:​

  • 2 task Capacity
    • + scripted increases
    • + trait increases

This structure allows us to represent MIO’s in a way that expresses the specialisms of the various organisations that designed and produced war materials during the period. You can now represent a company like Bofors AB who designed and produced anti tank, anti air and naval guns seamlessly and expand each of those specialisms as you see fit. Investing in the right MIO is critical to upgrading those specialist departments in order to gain the bonuses you need for specific stats.

Task Capacity:​

An MIO of course can’t work on a number of infinite simultaneous projects. For this we have task capacity that limits how many things your MIO’s can work on balancing. This is an important thing to balance, since producing too much equipment with an MIO will lock you out from using it for research or designing equipment. For ship production this is actually important for producing ships in parallel so you might want to invest in the manufacturing department for task capacity so you can really ramp up your naval production.


Levelling & upgrades​


Research cost and Production cost is used to calculate MIO funds that it gains when it is used.
An amount of MIO Funds is required to increase your size and pick a new trait.


View attachment 974650
View attachment 975128

Skill Trees
  • Split roughly along the same lines as current design companies​
  • Possibility for country unique trees​
  • possibility for content prerequisites (National focus or decision locking etc...)​
View attachment 975129
View attachment 975130
View attachment 975131

Departments and Tasks​

Industrial manufacturers (IM's)​

  • Assigned to production lines (Task)
  • Skill trees provide production specific bonuses

Design teams (DT's)​

  • Applied to research (Task)
  • Applied to equipment both via equipment designers and normal variants
  • Skill trees provide Stat bonuses
  • Can be applied retroactively to equipment at cost
  • A move away from pay mana get reward


So that's a lot of high-level structural talk so you understand the core concepts of the MIO Feature and so I'll now show some of the WIP flows of actually using these structures and systems.

Researching​

View attachment 974656

View attachment 975159

View attachment 974658

Equipment variants​

View attachment 974661
View attachment 975163
View attachment 974649
View attachment 975132

Production​


View attachment 975158

Well that wraps things up for this week, I Hope you enjoyed it and as always please leave questions and comments below and I will do my best to answer them. Join me in two weeks for another dev corner showing another feature coming to you in the near future.
That’s neat, so you can level up Krupp, Ford, and Gazprom
 
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I like this; choosing a designer was always kind of a "do it early and forget about it" thing for me.
 
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Industrial Concern design companies remain unchanged in this new system since they represent a different type of company than those that interact with equipment normally. So MIO's replace the 4 equipment focused categories
Thank you for your reply.
I know from WIP that Industrial Concern is not a target for this new system.
However, Keçi Ticaret should have also been present in three of the 4 equipment-focused categories (excluding aircraft). Under the current specifications, by adopting all Keçi Ticaret except industrial concern, Keçi Ticaret would be considered to have gained a monopoly on Turkish industry and could adopt the Keçi Ticaret of industrial companies.
I'd like to know how this would work in the new system, where you'd be free to choose more than one company.
Sorry for the lack of explanation.
 
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So, at least in theory, you could massively reduce the base Research rates, and then increase that from these, making research almost totally based on your corporations/design bureaus/etc. and not on some nebulous ‘national research’?
 
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Will this be a mechanic we will actively be managing in 42-45 or mostly part of the prewar buildup?
I'm currently in the process of making sure the pace of interaction is good, its currently very slow by 1941 so we actually need to decrease size increase requirements so its no so much a concern right now
 
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