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Developer Diary | Military Industrial Organisations

Hello there it's me C0RAX. It's time for another feature dev diary and this week we are going to look at military industrial organisations (MIO’s).

Now we talked about the concepts of the MIO’s in the Dev corner in May but since then we have done a lot of work taking onboard internal and community feedback and from that work we have changed lots of things. This means that some of the things we talked about previously in the dev corner won't be true anymore. That's enough prefacing so let's get into it, let's see what the finished MIO’s look like.

So to reiterate what we went over in the last dev corner here is what we identified and how we wanted to improve it. Firstly we have the current model of companies in HOI.

Currently we have to provide static modifiers and sometimes change them via scripted decisions or focus rewards, this makes them very un-interactive and mostly something you click once and then forget about, it's just another modifier on your country.

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.

From this we had an intent and goals established.
Intent:
  • Create a sense of a living organisation the player can interact with rather than a static bonus as with current design companies.

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

So let's see what the final version of the MIO’s looks like. So firstly how do you see your MIO's? This is as simple as previously you can find your MIO’s in the political menu where you would have found the buttons to unlock design companies before.

politics menu.png


rosters.png

From here we can click on details and this will show the detailed page for that specific MIO, this is where you will upgrade that MIO as it grows in size.

details menu.png

Right so this is very different from the mock ups from the dev corner so let's go through this.

Firstly let's talk about the progression change in the middle. Previously we had 6 departments (3 design, 3 manufacture) each with their own stats and unlocks; this now has been condensed into 1 tree covering everything for the MIO. The old design was very void of narrative and feeling and often was overwhelming with choice but underwhelming in effect. By bringing everything into a tree like so with fewer actual unlocks your choices are more impactful and the compromises are clearer. The trees also allow for a narrative progression through the small advances made within companies that the bonuses provided represent.

MIO trait.png

In addition to this we have unique traits for some MIO’s that represent them having their historical unique capabilities.

unique trait.png

Departments now represent the groupings of equipment an MIO will affect this allows you to have a quick snapshot of the bonuses an MIO can and is offering so if you see an MIO with a department for medium tanks you know to expect it to give you bonuses for that and once you’ve unlocked some of those traits you will see them on the department/

departments overview.png

Now we have some entirely new things. So let's start with the initial trait. Every MIO has an initial trait this provides bonuses to that MIO always and generally designates the type of MIO so an MIO such as supermarine has the initial trait agility fighter this tells us this MIO is focused around agility for small aircraft and the initial bonuses will also be for that

initial trait.png


initial trait 2.png

Next we have policies, policies are mid upgrade bonuses. They cost political power and provide a bonus that is outside of the normal traits you would get for the MIO. These bonuses specialise you MIO in certain directions from making it grow faster or giving bonus stats or building faster. Once you select a policy you cannot change it for 180 days so you need to make sure you’re selecting the ones you need for each MIO because they are long term choices.

policies 1.png


policies 2.png


policies 3.png


policies 4.png


Now we will get onto using the MIO’s, so as detailed before in the dev corner MIO’s are applied when we research now, so when you go to research something that has an applicable MIO for it you will get the option to attach an MIO for a small PP income cost or to research without an MIO. MIO’s offer research time bonuses so attaching them makes the time faster and adds funds letting your MIO increase in size as you research.

If you didn’t attach on MIO or want to change the attached MIO you can also do this after researching. You can go to any equipment and create a new variant and attach or change the MIO on the equipment for a small XP cost. Once an MIO is attached to equipment it will apply to any further variants you make.

researching with mio.png


adding mio after research.png


adding mio after research 2.png


adding mio after research 3.png

However the MIO attached to equipment is a snapshot of the traits of the MIO when it was applied and must be upgraded to gain any new traits unlocked since then also for a small xp cost. This can be done via the make variant screen or via the history tab.

make variants upgrade for mio.png


The history tab in the MIO details screen shows every equipment you have with that MIO attached and any equipment currently being produced by the MIO. from here you can upgrade the MIO on the equipment up to the latest traits individually or you can upgrade all non obsolete ones with the upgrade all button. You can also upgrade all whenever you unlock a new trait via a check box.

history menu.png


upgrade equipment mios on trait unlock.png


Finally we can add mio’s in the equipment designers this works the same as with other equipment but we do when designing the equipment.

equipment designer mio application 1.png


equipment designer mio application 2.png


equipment designer mio application 3.png

Finally we have production, any production line can have an MIO attached so long as it has the equipment designed in one of its departments, most MIO’s will have production bonuses for equipment allowing for faster or more efficient production when they are attached. On top of this you also gain funds from producing equipment so building something with you MIO’s will let them increase in size faster. This is integrated into the flow when you add a new production line and can be added later simply via the production menu

add production line MIO flow 1.png

add production line MIO flow 2.png

add production line MIO flow 3.png

add mio on existing production line 1.png

add mio on existing production line 2.png

add mio on existing production line 3.png


Implementation of new MIO’s are very easy, you can create a new one or “include” and extend/modify an existing one all natively in the api.

An MIO has a basic structure like this

Code:
equipment_type = { mio_cat_eq_all_light_tank mio_cat_eq_all_medium_tank }
research_categories = { mio_cat_tech_light_armor_and_modules mio_cat_tech_medium_armor_and_modules }

This acts to tell the MIO what equipment it will be affecting with traits and which tech categories it will be applicable to. Here we are using a new type of collection for MIOs equipment categories; these are script defined sets of equipment types that allow you to reference all of them with a single token instead of having to declare each one individually for every instance.


Code:
initial_trait = {
        name = generic_mio_initial_trait_standardized_production
 
        equipment_bonus = {
            armor_value = -0.05
            defense =-0.05
        }
 
        production_bonus = {
            production_cost_factor = -0.1
        }
    }

Next we are defining the initial trait that is modifiers that the MIO starts with, these can affect the equipment modifiers, production modifiers or MIO modifiers like fund gain or research bonus speed.

Code:
trait = {
        token = generic_mio_trait_simplified_suspension
        name = generic_mio_trait_simplified_suspension
        icon = GFX_generic_mio_trait_icon_reliability

        position = { x=1 y=0 }
 
        equipment_bonus = {
            reliability = 0.05
        }
    }
 
trait = {
        token = generic_mio_trait_crew_ergonomics
        name = generic_mio_trait_crew_ergonomics
        icon = GFX_generic_mio_trait_icon_maximum_speed

        position = { x=4 y=0 }
        relative_position_id = generic_mio_trait_simplified_suspension
 
        equipment_bonus = {
            maximum_speed = 0.02
            defense = 0.02
        }
    }

trait = {
        token = generic_mio_trait_improved_tracks
        name = generic_mio_trait_improved_tracks
        icon = GFX_generic_mio_trait_icon_maximum_speed

 
        position = { x=0 y=2 }
        relative_position_id = generic_mio_trait_simplified_suspension
 
        any_parent = { generic_mio_trait_simplified_suspension }

        equipment_bonus = {
            reliability = 0.05
            maximum_speed = 0.05
        }
    }

Now we are defining the traits we can declare where they exist on the trait grid and if they have any parents that they connect to and what parents are needed for the trait to be accessible. As above we have the any_parent trigger. We can also do things like mutual exclusivity and other things expected from hoi4’s trees.

When creating traits we don't always have to affect everything, we can limit a trait to only affect specific equipment. By using the “limit_to_equipment_type” we can select an equipment type that MUST be contained in the “equipment_type” categories defined.

Code:
tree_header_text = {
        text = mio_header_tank_construction
        x = 3
    }

Finally for normal MIO setup we have headers, these are text entries that you can position on the grid. They will always be above a trait on the same grid location and are fixpoints numbers so can go between grids.

Now that works great for a new MIO but now let's talk about taking an existing one and expanding on it to make it a bit more unique without having to duplicate this for every MIO.

Code:
include = generic_medium_tank_organization

This include line will take all the script from the defined MIO and use it for this new MIO; we can now modify this include as well. We can simply declare non trait values normally and they will override just like with parenting in other parts of hoi4’s scripting. However for traits since they are a tree they need to have some explicit commands.

Code:
add_trait = {
        token = ENG_mio_trait_expanded_turret_capacity
        name = ENG_mio_trait_expanded_turret_capacity
        icon = GFX_generic_mio_department_icon_tank_medium_tank_engine
        special_trait_background = yes

        position = { x=1 y=1 }
        relative_position_id = generic_mio_trait_all_round_cupola

        any_parent = { generic_mio_trait_all_round_cupola }
        limit_to_equipment_type = { mio_cat_eq_all_medium_tank }

        equipment_bonus = {
            reliability = 0.05
            armor_value = 0.05
            breakthrough = 0.05
        }
    }

Here we can see we have used the add trait line to add another tree to the tree just for this MIO, we are even able here to give it a parent by using the token for a trait declared in the included MIO. in addition to add we can also “remove_trait” and “override_trait” if we wish.

The final part I'll talk about for trees is the allowed and available blocks. Allowed & available works just like any other in the game. We can lock MIO’s for any reason. So if you want to stop a trait from being available because of a decision or national focus you can do this. And allows you to lock MIO’s to specific countries but is only run on load as with other allowed blocks.

The finally part of MIO’s is policies

Code:
mio_policy_land_cutting_corners  = {
    icon = GFX_mio_policy_cutting_corners
    allowed = {
        OR = {
            has_mio_equipment_type = armor
            has_mio_equipment_type = motorized
            has_mio_equipment_type = mechanized
            has_mio_equipment_type = anti_tank
            has_mio_equipment_type = flame
            has_mio_equipment_type = anti_air
            has_mio_equipment_type = artillery
            has_mio_equipment_type = rocket
            has_mio_equipment_type = infantry
        }
     }
    available = { has_mio_size > 5}
    equipment_bonus = {
        same_as_mio = {
            build_cost_ic = -0.1
            reliability = -0.05
            soft_attack = -0.05
            hard_attack = -0.05
            armor_value = -0.05
        }
    }
}

This is a policy in script. It's very simple to implement but we have a few special things for MIO’s. Has_mio_equipment_type is the trigger used to ask if the MIO has a specific unit type defined in “equipment_type = {....“ so this is very useful for making sure policies are only allowed or available for the mio’s you want. Finally we have same_as_mio this dynamically makes the stat bonus apply to whatever equipment was defined for “equipment_type = {....“ So we don't need to worry if the armour bonus we add with a policy is targeted against the correct equipment or cover them all, so long as we are allowing them correctly we just add the modifiers under “same_as_mio”.

That's a quick round up of most of the core parts of MIO’s from a modding standpoint but feel free to ask questions if there's something still unclear.


That's everything for this week as always feel free to ask questions about this feature and I'll do my best to answer them. Later this week we will be looking at the International Market feature. I hope to see you there. C0RAX Out.
 
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This DLC seems really interesting, looking forward as I’ve pre-ordered already.

What I really liked seeing in this thread was the Devs acknowledging the thus far neglected reality of differences in quality and price of various equipments of the same kind produced by different counties.

I sincerely hope they manage to pull off the differences between them properly though.

For example, most of what Russians make should be cheaper than what the Germans make and Poles shouldn’t have a Panzer MIO equivalent to that of the Germany and so on and so forth.

Always bothered me immersion wise how the game didn’t really represent the differences between the Sten gun and MP40 for example and just gave them the same costs and stats, what I observed here from the devs was indeed a step in the right direction.
 
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How will the MIOs interact with the Soviet's "Merge Factory" decisions? Or other nations that upgrade their design companies through focuses? Will they get those original buffs added to their relevant MIO or will they just unlock upgrades for "free"?

Also how will MIO upgrades work for design companies that are only available under certain diplomatic conditions (IE Greek or Ethiopian foreign designers) if you've invested in these MIOs will you be able to keep them? It'd suck to have invested a bunch into a foreign owned MIO just to have it removed with a sudden DoW.
 
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Sounds good. Though I'm a bit worried that these large bonuses might contribute to stats inflation.
 
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Looking good to me right now- can't wait to see how it plays out in game! Right now my only concern is the pp drain when researching using an MIO- you obviously want to research using MIO's to get the funds, but to me that just means Fascist countries may benefit the most out of this thanks to their countries usually having great PP generation, in addition to their army spirit that gives them even more PP gain- and I can definately see the Soviets struggling to keep up considering how much PP they consume for all their systems. (looking at you, 225PP to annex all baltic countries wheras germany just finished focus' and can annex Austria and Czechoslovakia)
Would be nice if- say, the national experts industry path for the Soviets gave a discount on the drain for researching with MIO's- that way they could be considered actual competition to their mutual focus Foreign experts- which is just superior in every way thanks to the -5% consumer goods you can get from it (which ofc will be changing to consumer goods factor)
 
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That's everything for this week as always feel free to ask questions about this feature and I'll do my best to answer them.
Can you share some pics of what to expect out of naval MIOs? I've managed to grasp just a few policies, and would like to know more.
 
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The MIO's given to you are what you get, different countries get different MIO's and those choices shape the way that country is different.
Will the number of MIOs be identical to the number of design companies we currently have, as in, a country that only has the generic tank designer will also only have that one tank designer in AAT? Since you will be able to use all designers at once, starting with more companies will be a bigger advantage than before, where it was basically impossible to afford the required PP to use every company until far into the late game.
 
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Will the number of MIOs be identical to the number of design companies we currently have, as in, a country that only has the generic tank designer will also only have that one tank designer in AAT? Since you will be able to use all designers at once, starting with more companies will be a bigger advantage than before, where it was basically impossible to afford the required PP to use every company until far into the late game.
yes
 
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I see an example of an MIO that gives +5% armour and -5% speed to a range of tank chassis, but I'm not clear whether this modifies the armour and speed of just the basic chassis element, or of the whole tank including armour and engine levels? It would make quite a difference...
 
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Good news for me who would straight-up cheat burning through 100s of pp switching designers around, just so all equipment could have appropriate icons. The minor bonuses were nice too. Kaiserreich would give me anxiety since it had designers for techs without variants like artillery, and I would forget to assign them. Which is how I think everything used to work in HOI4. Anyway looking forward to trying it myself. You've given many WW2 equipment fetishists a bone with this (maybe literally)
 
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The MIO's given to you are what you get, different countries get different MIO's and those choices shape the way that country is different.
But then it would be neat if countries would get all the design companies they had historically, Hungary had two tank producers MÁVAG and Manfréd Weiss Steel and Metal Works.
 
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how does this compare to/work with the soviet merging designers focuses considering these would go in the same slot as said designers if not outright replace the mechanic

it'd be a shame if this were to make said focuses redundant

edit: nevermind, didnt see this was already answered, voiced unfounded concerns
 
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In order for these things to be "living systems" then it should be possible to scrap everything and start fresh (at a potentially significant cost). Which would be a company shifting its focus. For example, if I focus on light/heavy tank bonuses and later in the game pivot to modern tanks which are superior, I should be able to adjust the tank designer to medium/modern tank bonuses.

There should be flexibility like that, but of course it will cost in terms of political power, or experience, or production efficiency.
Rather than these just being yet more "doctrine trees" where you always just pick the next layer and things never change.
 
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MIO's are not transferable they exist on a country and cant be moved but you can handle this stuff via "available" blocks and script
Honestly those examples brought up sounds like something I bet many people would appreciate if you have enough dev time to work on at some point, as for example Germany did use Škoda and BMM(CKD) after the occupation and presumably they would be reintegrated into Austria-Hungary should they merge again. It would add some nice extra flavor. Same with other nations that can be merged.

For example either in the form of a new focus or a decision after doing a requisite focus to create a copy of the MIO of the nation in question.
 
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Honestly those examples brought up sounds like something I bet many people would appreciate if you have enough dev time to work on at some point, as for example Germany did use Škoda and BMM(CKD) after the occupation and presumably they would be reintegrated into Austria-Hungary should they merge again. It would add some nice extra flavor. Same with other nations that can be merged.

For example either in the form of a new focus or a decision after doing a requisite focus to create a copy of the MIO of the nation in question.
yeah it would be nice to add in future, for now we have tried to provide scripted events and functionality for all existing content to work with MIO's with the possibility to add more for future focus trees and maybe even in war effort patches.
 
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yeah it would be nice to add in future, for now we have tried to provide scripted events and functionality for all existing content to work with MIO's with the possibility to add more for future focus trees and maybe even in war effort patches.
Thanks, nice to know it's not off the table for the future. Really looking forwards to testing out the MIO system in practise when the DLC drops.
 
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i'm not entierely sure how they are supposed to work, but i've seen some PP upkeep cost? and some options when you have some levels? but i'm not sure on what they are tied... total equipment produced? ic alvailable?
 
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yeah it would be nice to add in future, for now we have tried to provide scripted events and functionality for all existing content to work with MIO's with the possibility to add more for future focus trees and maybe even in war effort patches.
Will there be an effect to add XP/traits to specific MIOs in the country? What about checking the xp/traits of the MiO? country scoped modifier for MIO xp gain? I’ve planned out a fair amount of upxomint content in my mod using MIOs and I’d like an idea of how feasible it is. Thanks in advance for any response.
 
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I honestly don't think I 100% understand what's going on here, but it looks good to me regardless. If nothing else I'll finally have a reason to use designers instead of ignoring them as a waste of PP.
 
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