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Developer Diary | Small Features #1

Hello there, it's me C0RAX.

This week we are going to talk about some of the small features coming with Arms Against Tyranny, these are small things that add or change the game to increase the QoL or add to the game.

So this week we have 3 main groupings;
  • Division structure
  • Economy
  • Presets

Division Structure
First up we have division structure changes. The way you make a division has been fairly static for quite some time. With this update there are some new changes that increase the challenge and compromises you will have to make when designing your divisions.

First up we have some changes to the categories for each brigade that you choose when you pick the first battalion for each vertical column. Previously we had both artillery, AA and AT in the same category as maneuver units like infantry and tanks. This is no longer the case; artillery, AA, and AT are now in their own category meaning you need to choose how many support brigades you have and how many maneuver brigades you have. This extends to mobile battalion and armored battalion categories.

2023-07-10_15-07_1.png

Previously there was never any real scarcity when it came to a division's battalion slots, you could generally always have whatever number of battalions you wanted in generally any mixture. Now your brigade also starts with the bottom slot locked making a 5x4 grid.this is the default state of divisions and you can unlock this 5th slot by unlocking doctrines giving you a 5x5 grid. When this is combined with the category changes you will need to think about how much combat support battalions you can bring vs vs how many maneuver battalions you you need if you want to make that large division with lots of tank and infantry you will be significantly restricting just how much Artillery, AA and AT you bring to boost your unit.
2023-07-10_15-07.png

2023-07-10_15-06.png



Economy
Now we are onto something many of you have seen in the focus tree dev diaries is the new modifier “Consumer Goods Factories Factor” . This new modifier exists because the Consumer goods calculation and its associated modifiers have changed.

Previously the calculation of consumer goods was calculated by adding all the consumer goods modifiers to get a percentage; it then worked out the number of factories that percentage represented against your total factory count. So if you had 5 civs and 5 mils for 10 total factories and your consumer goods modifiers total was 10% you had to pay 1 civ for consumer goods. You were then “taxed” that number of civilian factories.

This had a nasty problem in that it was very easy to first reach 0% consumer goods which was a considerable balance consideration due to it allowing faster snowballing of the economy. This easiness of reaching 0% consumer goods was then a problem because once you reached 0% other parts of the game where the reward was a further reduction of consumer goods were rendered useless since you cannot go below 0% consumer goods.

This is now done a little differently, firstly there are now 2 steps to the calculation of the percentage. First we have the base value(expected consumer goods), this works the same as the old percentage calculation; it's a simple percent value that is added up together. This generally is only set by laws so it acts as a base value that everything else modifies. We then have the consumer goods factor (the new modifier) which multiplies this value and if there are multiple factor modifiers they are multiplied together meaning that you will generally never actually reach 0% consumer goods from just the factor alone and the effect of each additional consumer good factor modifier has diminishing returns.
2023-07-10_15-08.png
2023-07-10_15-09.png

We have also as part of this made the consumer goods calculation round down consumer goods factories which should help minors a bit while not really being highly noticeable for majors.

For those who want a detailed copy of the calculations it's like this:

ConsumerGoodsPercent = (Base1 + Base2 + ….) *((1+Factor1) * (1+Factor2) * ….)

ConsumerGoods = Max(ConsumerGoodsPercent , MINIMUM_NUMBER_OF_FACTORIES_TAKEN_BY_CONSUMER_GOODS_PERCENT ) (ConsumerGoods * Total factories).RoundedDown



Presets
And finally I kept the most exciting one till last, and that is presets for your equipment designers. Ever since the introduction of the equipment designers we have known that some players don't want to or struggle to interact with the complexity of them especially when they are new to the features or game. This was for many off putting and something they would shy away from or be continuously frustrated with, Since the game didn’t really teach you how to make a well rounded design for each role. This was doubly true if they wanted to recreate a historical vehicle that they know from their own knowledge of WW2 but didn’t understand how to translate that into the game with the designer.

What these are are premade designs for your equipment designers that are stored in the game files. When you create a new variant from a blank chassis you can press the presets button and will get a list of all the presets made for that chassis/hull/airframe. So should you open up the improved heavy tank chassis presets you will find an entry called Tiger I and you will see the picture of the Tiger I tank and if you click it all the modules and roles and values will be set for you. Should you be missing modules or upgrades the preset entry will tell you what you are missing in order to make it, then all you have to do is research those modules and then create the variant.

So now if you don't understand or want to understand the deeper workings of equipment design you can still make good use of the equipment designers just pick the tank you want and the game will make it for you. Of course if you want to try out tweaking the designs to edge your way into the world of equipment design you can do that too. Once the preset is loaded you can adjust any part of the design as normal, and if you feel lost at any point you can just load the preset back in.
2023-07-10_15-09_1.png
2023-07-10_15-10.png

Some of you may wonder why we’re not allowing you to add your own presets or saved templates. In short, this is something we’d like to do and are not ruling out for the future - historical presets are an important step towards making custom presets a possibility.

However, this feature is entirely moddable so if you want your MP mods to have all the latest meta builds there as presets you can do that, or if you want even more templates for your super in depth history mod or maybe a totally different world you can do that. These presets are defined by the templates you make normally for the AI with some new additional fields, you can now define the art and the name of the template.

That's everything for this dev diary, I hope you will enjoy these changes as much as we have. As always feel free to let us know your favorite parts.

Next week we will be bringing you more information on a new system for content along with how it will be tied into the stories you can tell with this expansion and beyond. See you next week.
 
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Will it be possible to upload custom presets to mod sites like Steam Workshop or Nexus?
 
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Is there a possibility of bringing back something like the HOI III consumer goods differential between ideologies? Democracies needed more consumer goods at peace time, but less during war. While authoritarian ideologies needed more than democracies while at war. Helped balance ideologies somewhat and represent things like how much Germany focused on continuing to produce/loot civilian goods to keep their home population loyal during the war (and avoid a repeat of the end of WWI).
 
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Yes the short version is since the presents templates are also used by the AI they will invalidate ironman.
Some of you may wonder why we’re not allowing you to add your own presets or saved templates. In short, this is something we’d like to do and are not ruling out for the future - historical presets are an important step towards making custom presets a possibility.

So I take that, on release, we cannot create a new preset in-game but can mod our custom presets in, if we so wish. However, can we restrict a template to be player-only? Exactly how the AI chooses a custom preset? I'd imagine that there is a weighted AI block like decisions have.
 
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I had already found my own solution to this problem: I did not buy any of the DLCs introducing equipment customization, exactly because I dreaded the additional micromanagement.
I can't quite go that far, but BBA is the only paradox dlc I've ever disabled (and still do) because it's totally absurd that adding an extra set of guns to a preset design will give me a >5 to 1 exchange ratio with the AI. I do very little ship customization too, since that's another system that's too limited to replicate historical designs (or give you a gameplay reason to do them) and which the AI can't handle.
 
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Yes preset !
Since this, i abandoned most of my aircraft and naval war because don't have time to put me into this, with preset it's will be amazing !
 
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Great to finally have presets! This probably won’t be on the cards but it would be interesting to have a game rule where ONLY historical presets could be used as I imagine some players would appreciate this for more strict historical games.
 
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Hello there, it's me C0RAX.

This week we are going to talk about some of the small features coming with Arms Against Tyranny, these are small things that add or change the game to increase the QoL or add to the game.

So this week we have 3 main groupings;
  • Division structure
  • Economy
  • Presets

Division Structure
First up we have division structure changes. The way you make a division has been fairly static for quite some time. With this update there are some new changes that increase the challenge and compromises you will have to make when designing your divisions.

First up we have some changes to the categories for each brigade that you choose when you pick the first battalion for each vertical column. Previously we had both artillery, AA and AT in the same category as maneuver units like infantry and tanks. This is no longer the case; artillery, AA, and AT are now in their own category meaning you need to choose how many support brigades you have and how many maneuver brigades you have. This extends to mobile battalion and armored battalion categories.

Previously there was never any real scarcity when it came to a division's battalion slots, you could generally always have whatever number of battalions you wanted in generally any mixture. Now your brigade also starts with the bottom slot locked making a 5x4 grid.this is the default state of divisions and you can unlock this 5th slot by unlocking doctrines giving you a 5x5 grid. When this is combined with the category changes you will need to think about how much combat support battalions you can bring vs vs how many maneuver battalions you you need if you want to make that large division with lots of tank and infantry you will be significantly restricting just how much Artillery, AA and AT you bring to boost your unit.
Now we are onto something many of you have seen in the focus tree dev diaries is the new modifier “Consumer Goods Factories Factor” . This new modifier exists because the Consumer goods calculation and its associated modifiers have changed.

Previously the calculation of consumer goods was calculated by adding all the consumer goods modifiers to get a percentage; it then worked out the number of factories that percentage represented against your total factory count. So if you had 5 civs and 5 mils for 10 total factories and your consumer goods modifiers total was 10% you had to pay 1 civ for consumer goods. You were then “taxed” that number of civilian factories.

This had a nasty problem in that it was very easy to first reach 0% consumer goods which was a considerable balance consideration due to it allowing faster snowballing of the economy. This easiness of reaching 0% consumer goods was then a problem because once you reached 0% other parts of the game where the reward was a further reduction of consumer goods were rendered useless since you cannot go below 0% consumer goods.

This is now done a little differently, firstly there are now 2 steps to the calculation of the percentage. First we have the base value(expected consumer goods), this works the same as the old percentage calculation; it's a simple percent value that is added up together. This generally is only set by laws so it acts as a base value that everything else modifies. We then have the consumer goods factor (the new modifier) which multiplies this value and if there are multiple factor modifiers they are multiplied together meaning that you will generally never actually reach 0% consumer goods from just the factor alone and the effect of each additional consumer good factor modifier has diminishing returns.
We have also as part of this made the consumer goods calculation round down consumer goods factories which should help minors a bit while not really being highly noticeable for majors.

For those who want a detailed copy of the calculations it's like this:

ConsumerGoodsPercent = (Base1 + Base2 + ….) *((1+Factor1) * (1+Factor2) * ….)

ConsumerGoods = Max(ConsumerGoodsPercent , MINIMUM_NUMBER_OF_FACTORIES_TAKEN_BY_CONSUMER_GOODS_PERCENT ) (ConsumerGoods * Total factories).RoundedDown



Presets
And finally I kept the most exciting one till last, and that is presets for your equipment designers. Ever since the introduction of the equipment designers we have known that some players don't want to or struggle to interact with the complexity of them especially when they are new to the features or game. This was for many off putting and something they would shy away from or be continuously frustrated with, Since the game didn’t really teach you how to make a well rounded design for each role. This was doubly true if they wanted to recreate a historical vehicle that they know from their own knowledge of WW2 but didn’t understand how to translate that into the game with the designer.

What these are are premade designs for your equipment designers that are stored in the game files. When you create a new variant from a blank chassis you can press the presets button and will get a list of all the presets made for that chassis/hull/airframe. So should you open up the improved heavy tank chassis presets you will find an entry called Tiger I and you will see the picture of the Tiger I tank and if you click it all the modules and roles and values will be set for you. Should you be missing modules or upgrades the preset entry will tell you what you are missing in order to make it, then all you have to do is research those modules and then create the variant.

So now if you don't understand or want to understand the deeper workings of equipment design you can still make good use of the equipment designers just pick the tank you want and the game will make it for you. Of course if you want to try out tweaking the designs to edge your way into the world of equipment design you can do that too. Once the preset is loaded you can adjust any part of the design as normal, and if you feel lost at any point you can just load the preset back in.

Some of you may wonder why we’re not allowing you to add your own presets or saved templates. In short, this is something we’d like to do and are not ruling out for the future - historical presets are an important step towards making custom presets a possibility.

However, this feature is entirely moddable so if you want your MP mods to have all the latest meta builds there as presets you can do that, or if you want even more templates for your super in depth history mod or maybe a totally different world you can do that. These presets are defined by the templates you make normally for the AI with some new additional fields, you can now define the art and the name of the template.

That's everything for this dev diary, I hope you will enjoy these changes as much as we have. As always feel free to let us know your favorite parts.

Next week we will be bringing you more information on a new system for content along with how it will be tied into the stories you can tell with this expansion and beyond. See you next week.
I just remembered something that would be a nice small modding feature: why does changing country colors on the map, a cosmetic change, disable achievements? Are there plans to change it? I've always wanted to create a country map color mod to be used with my flag mod, but, unlike the latter, the former would disable achievements.
 
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Division Structure
This is one area where 'change for change's sake' is acceptable, because I think the vast majority of HoI4 players enjoy deciding how to plan our divisions and this change forces us to rethink them a bit.

It feels a bit harsh on minors, since the amount of land XP required for adding that first artillery battalion is quintupled, which is a big deal for some of them.

It also penalizes artillery line battalions generally. I'm not a minmaxer, but I guess that it will perpetuate the current trend for a dichtonomy between pure infantry divisions in defence and pure tank+MOT/MECH divisions for offensive thrusts??

Consumer Goods Factories
I love to see incremental improvement to existing features! This looks like a straightforward win, so good work guys and girls.

Presets
This is going to be very popular as it deals with one of the major complaints about the Designers. I really enjoy the existing Designers but I will certainly take advantage of the opportunity to make some Gladiators, Spitfires, Zeros, etc. to historical designs.

Although it's here as a minor feature, I think this has the potential to be a lot of work, especially on the naval side since the number of classes is typically higher.

in base game you majors will have unique presets and most minors will share common presets but there's nothing stopping shared historic presets across multiple countries.
I guess this is one way to reduce the workload. But I am a little disappointed that presets won't be backported to other countries with DLC content—at the very least the AAT countries.

Will the presets use the correct 3d models and pictures?
I think we have been promised that this bug has been fixed internally. If it isn't, and better presets are listed as a patch feature, then I foresee a lot of unhappy players, unfortunately.
The way it stands now some historical planes can't be made (no single engine hvy fighter like the P47 thunderbolt) or they don't have the range (B-29's that can't reach Japan from the Marianas and P51-D Mustangs can't reach from Iwo Jima without a lot of tweaking to make it work) or the models need an 3d model update (Sherman and P51 Mustang).
I think this is a big ask and misunderstands the level of abstraction involved. A HoI4 heavy fighter is defined by the fact that it uses two or three engines, not everything that has ever been labelled as a "heavy fighter" in the literature. Something like the P47 Thunderbolt is very broadly represented by a Level 3 Engine on a light fighter airframe. The new MIOs might make it possible to apply range boosts that would enable the design labelled as the B-29 to reach Japan from the Marianas. But it would be a colossal amount of work to make every preset match all of the historical design's characteristics, and would probably require country-specific modules. In an ideal world, the HoI4 team would have a hundred devs and it could be done. But given the current limits on dev time, I feel like that belongs to the BlackICE mod, not the base game, since there are higher priorities.
 
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So I take that, on release, we cannot create a new preset in-game but can mod our custom presets in, if we so wish. However, can we restrict a template to be player-only? Exactly how the AI chooses a custom preset? I'd imagine that there is a weighted AI block like decisions have.
yep you just change the AI use weights to 0 and it wont pick them ever
 
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First of all, the changes you present here seem very promising. But I do not really get the calculation for „Factors multiplied together“. You say, that „if there are multiple factor modifiers they are multiplied together“. In the picture presented as an example there are two factors,–33% and –13%. If I multiply them (0,33*0,13) I get 4,29%(0,0429). But result given in the picture is 57%. The only way to get that would be to multiply both factors and to shift the comma one unit to the left making 4,29% to 42,9% or rounded 43%. If I then take 100%-43% I get 57% as a result. So the description of „Factors multiplied together“ seems to be a bit misleading. So how does the calculation for the „Factors multiplied together„ actually work?
 
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Nice! Any chance that the presets could be excluded from the checksum calculation?

Would allow both using these in achievement-compatible games and MP on my side only.
Not in this version, we've used the existing AI template system for the designers to avoid having to write the pre-sets system from nothing but that means it touches things that could break the AI. It would be a much larger effort to separate these 2 but it not impossible so maybe in the future this could happen but right now I don't know.
 
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First of all, the changes you present here seem very promising. But I do not really get the calculation for „Factors multiplied together“. You say, that „if there are multiple factor modifiers they are multiplied together“. In the picture presented as an example there are two factors,–33% and –13%. If I multiply them (0,33*0,13) I get 4,29%(0,0429). But result given in the picture is 57%. The only way to get that would be to multiply both factors and to shift the comma one unit to the left making 4,29% to 42,9% or rounded 43%. If I then take 100%-43% I get 57% as a result. So the description of „Factors multiplied together“ seems to be a bit misleading. So how does the calculation for the „Factors multiplied together„ actually work?
For those who want a detailed copy of the calculations it's like this:

ConsumerGoodsPercent = (Base1 + Base2 + ….) *((1+Factor1) * (1+Factor2) * ….)

ConsumerGoods = Max(ConsumerGoodsPercent , MINIMUM_NUMBER_OF_FACTORIES_TAKEN_BY_CONSUMER_GOODS_PERCENT ) (ConsumerGoods * Total factories).RoundedDown

Note that its (1+Factor) * (1+Factor) not (Factor * Factor)
 
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Will it be possible to add flavor text to these presets? There were some mods that added custom descriptions for the tank techs of countries, and now that the research slots are the chasis instead of the tanks themselves some of that flavor got lost. Could one, say, add the history of the T-34 into the tooltip of the T-34 preset, as an example?
 
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Ignore, I made a maths error.
Note that its (1+Factor) * (1+Factor) not (Factor * Factor)
That still doesn't match the numbers quoted in the tooltip, does it?

I think what matches the tooltip is:
Code:
Base_Expectation = Factory_Total* (Base1+Base2+...)
Consumer_Goods_Factories = Base_Expectation*Factor1 + Base_Expectation*Factor2 + Base_Expectation*Factor3 +....
 
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Note that its (1+Factor) * (1+Factor) not (Factor * Factor)
Then I would get 1,5029 as a result (1,33*1,13). I would guess that you mean with Base1, Base2… the „Base Expectation“ which is 25%. So if I take 1,5029*0,25 I get 0,375725 as a result which is not really close to which is not close to the 14% consumer goods which are being used or the 57% for „Factors multiplied together“. But maybe I get the equation wrong. Can you maybe clarify what „Base1 + Base2 + ….“ exactly means?
 
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Then I would get 1,5029 as a result (1,33*1,13). I would guess that you mean with Base1, Base2… the „Base Expectation“ which is 25%. So if I take 1,5029*0,25 I get 0,375725 as a result which is not really close to which is not close to the 14% consumer goods which are being used or the 57% for „Factors multiplied together“. But maybe I get the equation wrong. Can you maybe clarify what „Base1 + Base2 + ….“ exactly means?
((1+-0.33)*(1+-0.13)) = 0.5829
0.5829 * 0.25 = 0.145 rounded down to 0.14 = 14%

We are probably losing some values somewhere to fixed point accuracy or rounding which would explain the 57% instead of 58% shown in the tooltip
 
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@C0RAX

Any plans for having voice-overs for Yugoslavia (Serbo-Croatian), and Switzerland (could alternate between the existing German, French, and Italian ones)?
 
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