• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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.
 
  • 59Like
  • 16Love
  • 6
  • 1Haha
  • 1
Reactions:
This confirms that MIOs are the number one reason for getting this DLC. They will add so much flavour and have the potential to really add variety between different playthroughs. The changes since the Dev Corner seem positive, especially Policies which weren't in the initial sketch at all.

Once AAT is released, I imagine you will get a lot of feedback about the traits and policies that you have chosen for the different MIOs. So I hope that the team has got some CD time set aside for iterating on those modifiers.

While it's too late for AAT, I think that in a future patch cycle you should consider exploring the "industrial" side of MIO Policies. For example, if there is an NF that creates strikes, then you could have a Higher Wages Policy where production cost increases but the strikes are more likely to end.

I think the exploit of adding the MIO to tech research the day before completion hasn't been addressed. I wonder whether MP mods will drop the PP requirement to avoid that, or try to make it a flat cost if that can be scripted.

I understand these add more 'customizability' but I don't really get the point that much.

I always feel these designers are for a type of player that is breaking the game to win a multiplayer game. The old stuff was more than enough to beat the AI with and was way less clicking.

I have a feeling I will almost never care about these. What about you guys? Do you mess around with the designers a lot?

I play exclusively SP and the Ship Designer is my favourite part of the game because I like the naval warfare side and so much of that is about designing ships and see whether they do the job 3 years later. MIOs will fit perfectly into that.

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.

Hmm. I can see the appeal of this. But there's really got to be a sunk cost element. E.g. if your aircraft MIO's designers have spent six years studying two-engined aircraft in their wind tunnels, then suddenly switching to four-engined aircraft means throwing away all that knowledge. And in a game that takes place over only a 15-year timespan, starting again from scratch is almost always going to be a bad idea, especially for countries that are involved in major wars during the 1930s. I am not sure it's a great use of Dev time to implement a feature that will rarely be used (probably only by people playing as the USA, I suspect).
 
  • 6Like
  • 1
Reactions:
I'm also buying AAT mainly because of MIO, the biggest improvement IMHO. It was great to follow your thought process from draft until this DD.
The DD gives a lot of answers, that's great. I'm still unclear though about impact on countries like France: PP is a problem for nearly first two years, so how/when develop MIO will need some practice.

Main question about focus trees: France gets a lot of air designer in Front Populaire path, does it mean these focii are now obsolete? Or will there be lots of traits specific to that country based on the different ?

The main focus I have in mind:
1695864232025.png
 
  • 6
  • 3Like
  • 1
Reactions:
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.


I'm also glad that this MIO change has the potential to let a German tank punch harder than a Italian tank from the same tech year. This should make it so that different nations play different, and perhaps make the game a touch more realistic.

But this also likely means that we will no longer be able to conquer the world with carbon copy Panzer VIs tanks as Finno-Ugria Estonia. Thank goodness I already did that in a previous version of the game!
 
Last edited:
  • 5Like
  • 3Haha
Reactions:
My dream would be to have alternative companies competing for contracts.
Make the historical way planes/etc were designed gameplay, I feel it'd work for a mechanic really easy.

You're the Soviet Union, you don't click design a new plane you says these are specs I want (plane designer) then throw it out to the companies, YAK, An, MiG, etc come back with varients RNG-influenced by their position, workload, specs, etc and you select it. The HoI4 thing of you select one company to do all, or this new model where you pick a company specific to the deisgn just feels like missing a trick for an extra bit of game mechanics.
Don't get me wrong this new system looks great and I do love some menus, it's just not more gameplay layers just more menus in an existing?
 
  • 3
  • 1Like
  • 1
  • 1
Reactions:
This looks amazing! This adds even more depth to the choice between MIL and CIV, makes every nation more unique and works together really well with existing systems.

I have one question though: Will we be able to create the Zero plane with an accurate range at the cost of reduced air defense and speed? It wasn't an exceptional plane by any means, except for its range and acceleration in the year it was introduced.
 
  • 1Like
Reactions:
Is there a limit to how many factories an MIO can use? If not I think this will encourage even more specializing instead of diversifying since you'll want to assign many factories to get the MIO size up. If we had a factory limit you'd have incentive to use more than one.

Also what about MIOs shared between different nations, like e.g. chinese minors, etc? Will they be different independent copies or will they share their tree? It would make sense also to share some MIO's between commonwealth nations for example.
 
Last edited:
  • 4
  • 1Like
Reactions:
It should most cancel out, but we've had testing both internally and with some external people and have so far not seen any major issues.
Just looking at the bonuses that Supermarine gives, how is a country without a "high agility fighter designer" ever supposed to contest air against a country that does have it? Does a "range focused aircraft designer" (or any other type of MIO) get similar boosts to air attack, defense, speed, and agility? Or is a country without the high agility designer doomed to always lose air trades?
 
  • 3
  • 2Like
  • 1
Reactions:
Just looking at the bonuses that Supermarine gives, how is a country without a "high agility fighter designer" ever supposed to contest air against a country that does have it? Does a "range focused aircraft designer" (or any other type of MIO) get similar boosts to air attack, defense, speed, and agility? Or is a country without the high agility designer doomed to always lose air trades?
Most major nations will most likely already have one as presumably MiG, Messerschmitt, Morane-Saulnier, Macchi Aviation, Mitsubishi etc. and any other designed designated as Light Aircraft Designer currently will turn into one, aside from the few unique gold upgrades as mentioned. Not sure about minors, hopefully even generic MIOs can get most of those bonuses.
 
  • 1
  • 1
Reactions:
Just looking at the bonuses that Supermarine gives, how is a country without a "high agility fighter designer" ever supposed to contest air against a country that does have it? Does a "range focused aircraft designer" (or any other type of MIO) get similar boosts to air attack, defense, speed, and agility? Or is a country without the high agility designer doomed to always lose air trades?
yeah as I said in the post values are not final and there will as always bee plenty of balancing happening pre and post release
 
  • 11
  • 1Like
Reactions:
Will you show us the new achievements as well?
 
  • 1Like
Reactions:
Will there be more generic but nation-specific commander portraits for the majors (concerning the divisional commanders)?
 
  • 2Like
Reactions:
This confirms that MIOs are the number one reason for getting this DLC. They will add so much flavour and have the potential to really add variety between different playthroughs. The changes since the Dev Corner seem positive, especially Policies which weren't in the initial sketch at all.

Once AAT is released, I imagine you will get a lot of feedback about the traits and policies that you have chosen for the different MIOs. So I hope that the team has got some CD time set aside for iterating on those modifiers.

While it's too late for AAT, I think that in a future patch cycle you should consider exploring the "industrial" side of MIO Policies. For example, if there is an NF that creates strikes, then you could have a Higher Wages Policy where production cost increases but the strikes are more likely to end.

I think the exploit of adding the MIO to tech research the day before completion hasn't been addressed. I wonder whether MP mods will drop the PP requirement to avoid that, or try to make it a flat cost if that can be scripted.



I play exclusively SP and the Ship Designer is my favourite part of the game because I like the naval warfare side and so much of that is about designing ships and see whether they do the job 3 years later. MIOs will fit perfectly into that.



Hmm. I can see the appeal of this. But there's really got to be a sunk cost element. E.g. if your aircraft MIO's designers have spent six years studying two-engined aircraft in their wind tunnels, then suddenly switching to four-engined aircraft means throwing away all that knowledge. And in a game that takes place over only a 15-year timespan, starting again from scratch is almost always going to be a bad idea, especially for countries that are involved in major wars during the 1930s. I am not sure it's a great use of Dev time to implement a feature that will rarely be used (probably only by people playing as the USA, I suspect).
"Sunk cost" shouldn't mean permanently stuck. Of course there will be COSTS to any major pivot.
 
  • 4
Reactions:
yeah as I said in the post values are not final and there will as always bee plenty of balancing happening pre and post release
Hopefully German Messerschmitt and/or Focke-Wulf designs still get chances to win Supermarine designed fighters. During the Battle of Britain in 1940 the British lost more fighters (1023) than the Germans (873), which is often forgotten, when only Germany's higher the total plane losses are mentioned. Bf 109 did not excel as an escort (due to lack of drop tanks, which came too late for BoB), but was about equal to Supermarine Spitfire against enemy fighters. And besides, the two 300+ aces (Hartmann and Barkhorn) flew Bf 109 until the end of WWII.
 
  • 5
  • 1
Reactions:
Hopefully German Messerschmitt and/or Focke-Wulf designs still get chances to win Supermarine designed fighters. During the Battle of Britain in 1940 the British lost more fighters (1023) than the Germans (873), which is often forgotten, when only Germany's higher the total plane losses are mentioned. Bf 109 did not excel as an escort (due to lack of drop tanks, which came too late for BoB), but was about equal to Supermarine Spitfire against enemy fighters. And besides, the two 300+ aces (Hartmann and Barkhorn) flew Bf 109 until the end of WWII.
They probably will since Messerschmitt is the German equivalent to Supermarine in the current system. Aside from the unique gold upgrades that is, which presumably Messerschmitt will have their own unique upgrades in return.
 
  • 4Like
  • 1
Reactions:
With the MIOs at work, I assume that there is potential for creating more variants of equipment (hopefully, that was not a Captain Obvious remark).
Will there be more graphic eye candy to represent that. It would help to distinguish different models not only by name but also visually.

1695939475253.jpeg
 
  • 8Haha
Reactions: