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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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11. What is with Manchukuo and the Nissan Zaibatsu or the South Manchuria Railway?
12. What is with Manchukuo obedience vs rebellion path? Obedience get the fighter designer with focus. Rebellion not. They get only the mediums designer when they follow the british path of neutrality or deomcracy. Obedience can't move this path.
13. What is with the underground military factorys of the rebellion path. They reduce the reability of rifles from 80 to 60%. Can i fix this with mio?
14. What is with asia theatre? There are 2 weapon, 1 artillery, 1 truck and 2 naval (one control from Japan but they cant use it) designer the all china nation share but only the province controler can use it.
15. What is with the 2 tank designer in asia? You need the german or russian path from shared asia focustree to get they. Will there be come more? Japan or Skoda tank designer? Skoda was active in Manchukuo and China.
16. What is with Italy and the international boycott? Will the isolation influence mio/ market?
17. What is with Hungary? They can't import ressource or send ll (they accapt but can't delivery) if they not join the Achse or conquer a neighbour.
18. What is with Netherland and the fokker designer. There is a 210 days focus to get it. Will you reduce it?
19. Will the 4 - 5 years plan focus and events influence mio? And can weg get then a ship and dockyard option?
20. Will the french event for the spanish civil war, that cancel ll do it the same with mio/ market?
21. There are some focus and advisor they give bonus at units, for example Hess there give a 2,5% discount of medium fighter will this stack when i extend the same stat with mio? Will it add full toegether or only % from the other %?
13. You can turn off the underground workshops via a decision, same way you activated them.
 
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13. You can turn off the underground workshops via a decision, same way you activated them.

Ok. As i start my first run as rebel i have believe all equipment get the malus, for example tank too. But then i have seen it works rifle only. I ask me now is the malus of the 60% reability a fixed value or can i combine it with mio reability variant? Or other example. Jägernotprogram.

Unless they've fundamentally bugged how they implemented the modifier, all modifiers in the game stack.

But when i combine advisor or focus with mio is it 10% + 10% = 20% or 10% +10% of 10% = 11% at the end? Or will it be how at the idelogysystem: the higher you get, you less you get.
 
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I have to admit I was not that hyped for this update. However, with the final design of the MIOs you really got me. This looks super awesome. Now it's really a pity to have to wait another 10 days...
I think it will also work very well with the designers. I love to rebuild historical designs and put upgrades from time to time. I know for some this is micro hell, but I pretty much like it. The air designer was very limited in this regard and it was hard to differentiate between MiG-3, La-5, La-5FN, Jak-3 etc.
Or let's take the hundreds of Bf-109 variants. Now all this progress during the war will be much better represented. Then also the differences between the design companies. Really, the way this is implemented, at least on paper, looks sooo good.
It is anyway so much of an improvement compared to the way designers were previously implemented.
I wonder if they will come with a starting level. Might be something worth to consider.

Anyway great job!
 
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MIO and MEX!!!


It will be fun to see how Mexico's focus tree incorporates the new Military Industrial Organization.

jk1KfCkBED1oL6yBe0ek3_OtrjdkFZ3ADVjkm2mkmHPnj6mXV0MsMHX8p6YklWd2-fbY-kBypSug44LLPZGk_0uw6IxGFf608lJXuvpLCLOEQvrBtaSdWL2lqMYOl7zeW58ZPgFVQd5dDooqjCBYXe3AAA=s2048


Mexico's naval yard focuses:

1696178909964.png
 
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China and MIOs, too.

China is a fun nation to play. I'm curious to see how the new DLC (AAT) will incorporate all those design companies locked behind different walls.
1696179148637.png



1696179173624.png


1696179198995.png


1696179219496.png

More locked Chinese design companies:
1696179312760.png


1696179333281.png


1696179351821.png


1696179364031.png


This new game mechanic, Military Industrial Oranizations, sounds like it will be lots of fun.

I'm looking forward to MIOs, especially with how it will be applied to nations like:

* Mexico
* China
* Nations with similar design companies situations.
 
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But when i combine advisor or focus with mio is it 10% + 10% = 20% or 10% +10% of 10% = 11% at the end? Or will it be how at the idelogysystem: the higher you get, you less you get.
If the modifier has the same name, it will add to itself (10 + 10 = 20).
 
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China and MIOs, too.

China is a fun nation to play. I'm curious to see how the new DLC (AAT) will incorporate all those design companies locked behind different walls.

More locked Chinese design companies:


This new game mechanic, Military Industrial Oranizations, sounds like it will be lots of fun.

I'm looking forward to MIOs, especially with how it will be applied to nations like:

* Mexico
* China
* Nations with similar design companies situations.
Presumably the exact same way the design companies are: you can't use them until you take those focuses.
 
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China and MIOs, too.

Thx for the info. Thats what i ask in question 12, 14 and 15. Have they change chinese panzer? They have free access through the german cooperation from start. They need the german focus not.

Presumably the exact same way the design companies are: you can't use them until you take those focuses.

When i understand it realy all nation keep her old design companys?! They can now only modifier it? When yes - what is with nations they have no designer in some categorys or the designer is blocked? Get they now the no name standard designer or get they nothing? I ask me what can i do with the double asia weapondesigner?

A desginer cost no more 150 pp now 0.100pp at day? I ask for Manchukuo. The country that start without pp adivsor, low stability and negative war support that go down in the asia war again in negativ stability and war support because Manchukuo is a 100% copy of Mengkukuo and get then added the negativ spirits.

The limit is in one path is 50 stability. And sinks from time to time under it. The rebellion path can go high. No river fleet, No dockyards, 1 navy designer control form china the other from japan. Paradox gift Japan the only civil factory they work at 1936. Can they then get a pp advisor pls and & or a new navy (river) designer for small ships?
 
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When i understand it realy all nation keep her old design companys?! They can now only modifier it? When yes - what is with nations they have no designer in some categorys or the designer is blocked? Get they now the no name standard designer or get they nothing? I ask me what can i do with the double asia weapondesigner?

A desginer cost no more 150 pp now 0.100pp at day? I ask for Manchukuo. The country that start without pp adivsor, low stability and negative war support that go down in the asia war again in negativ stability and war support because Manchukuo is a 100% copy of Mengkukuo and get then added the negativ spirits.

The limit is in one path is 50 stability. And sinks from time to time under it. The rebellion path can go high. No river fleet, No dockyards, 1 navy designer control form china the other from japan. Paradox gift Japan the only civil factory they work at 1936. Can they then get a pp advisor pls and & or a new navy (river) designer for small ships?
The devs have repeatedly stating that they are not adding any new MIOs/design companies in this update (except for the countries specifically getting content, obviously). Presumably the generic design companies will get the same MIO treatment as the unique ones.
 
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Presumably the generic design companies will get the same MIO treatment as the unique ones.

At the end there is the old company bonus plus the same what all get. And for the old generic design company the same too. Better as nothing. Is was sometimes worthless to choose they for research only. The officer corp was sometimes cheaper and better. Civil industrial designer next dlc?
 
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Presumably the exact same way the design companies are: you can't use them until you take those focuses.
That could be a problem for some that are very deep in focus trees since realistically you won't get much use out of them since you won't have enough time to level them up.
 
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