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Developer Diary | Special Projects

Hi,


I am Thomas, the Design Manager and Design Lead on the Hearts of Iron Expansion Team. Today I am here together with Manuel, also known as Mano de Zombi. to introduce one of the new features of the upcoming Götterdämmerung expansion: Special Projects.

As always, please note that everything here might change before release… The UI in particular is receiving final touches at the moment, so it can most certainly look different on release day, but also any values, texts, etc you see in screenshots might change. But you know this already, right?

In Götterdämmerung, we have added a new way of acquiring super weapons and other experimental technological advancements that can give you an edge over your opponent. You can now construct secret experimental facilities, assign lead scientists and start up Special Projects there - trying to beat your enemy to getting those long range rockets, the atomic bomb, or the land cruiser mega tank.

With this new feature, Special Projects, you invest time and resources into specific fields, in order to produce those new super weapons, or similar things that can hopefully affect the outcome of the war, or at least will look cool and impress neighbouring countries :)

Experimental Facilities and Specializations
Ok, so how does one start one of these Special Projects? Well, the first thing you will need is an Experimental Facility. This is a new type of building that you can only have one of in a state (of any kind).

There are four types of Facilities, and all Special Projects are grouped into one of four specializations that match the types of Facilities.

The four Experimental Facilities are:
  • Advanced Physics Facility (mainly nuclear related projects)
  • Naval Engineering Facility (Naval, both Surface and Submarine projects)
  • Aerodynamics and Avionics Facility (Air and Rocket projects)
  • Land Warfare Facility (mainly Tank and Artillery related projects)
specialprojects_1_facility_construction.png

New Mexico seems like a safe place to construct an Advanced Physics Facility

Once constructed, you can see your Facilities on the map, and can click them in order to assign a scientist (more on them later) and start a Project from the map - or if you prefer from the top menu.

specialprojects_2_physics_facility.png

And here we have our new Experimental Facility, ready to change the world as we know it

The old research button found on the top bar has been given a “facelift”. If you click it as before, you open the research menu as before, but there is now a second tab that you can click to access the Special Projects. Or if you prefer you can right click on the research top menu item and go directly here. The third option, as I mentioned earlier, is to click on the Facility on the map.

specialprojects_3_special_projects_menu.png

I wonder who would be the perfect candidate to assign to our new facility in New Mexico?

You need an Experimental Facility to start a Special Project. However, you can’t start a project just because you have built a facility. In order to start a project you must first have at least one Scientific Breakthrough in the current field/specialization.

Breakthroughs are earned in two ways. The fastest and most efficient is by researching related technologies. This will generate progress towards a breakthrough in the field. For example, researching regular aircraft technologies will generate progress towards a breakthrough in the Aerodynamics and Avionics specialization.

Once you have gotten a Breakthrough, you can use it to start a Special Project from among those that you have available. So basically, regular technology research will give you the chance to start specific Special Projects. If you focus your research on Air technologies, you will more quickly generate Breakthroughs in Aerodynamics and Avionics.

Some projects are more advanced and require you to have more than one breakthrough in order to start working on them.

The other, and slightly slower way (at least with a less experienced scientist) to generate Breakthroughs is to have a scientist attached to an Experimental Facility with no active project in it. The Scientist will then do Basic Research in the field, and this will generate progress towards the next breakthrough

specialprojects_4_breakthrough_progress.png

Researching Air techs generates the majority of the Breakthrough progress here, but Heinrich Focke helps as well.

Of course, not all projects are available from game start. Some will be, but some require you to have a basic technology researched in order to become available. For example, Submarine Special Projects are only available once you have researched Submarines.

Additionally, some projects require other projects to be completed before they show up. That could be in the same Specialization, or in another, or even both. For example, in order to start the ICBM Project, you need to have completed a few other Rocket Projects, but also the Nuclear Warheads Project.

Prototyping
Projects take a long time to complete, and they are done in a number of prototype iterations. At the end of each iteration, progress is generated to the project.

Sometimes other things can happen as well. Work with the project can for example give a research bonus in a related technology, or army xp, or similar things, depending on the outcome of the iteration phase. If you are unlucky, some powerful-yet-dangerous projects could make the facility suffer damage due to an onsite explosion…

specialprojects_5_shh_iteration_1.png
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Iterations generate project progress, but sometimes you get other interesting things

Some iteration outcomes will lead to a choice that can affect the final project output as well. Do we want our rockets to be range focused, or is explosive power the main thing? This gives the project a bit more life of its own, and makes not all end results be the same. But in general, each prototype iteration brings the project closer to completion.

Researching a Special Project is, as mentioned in the beginning, a bit of an investment. First you need to have, or build, the experimental facility of the appropriate specialization. The project also takes time, during which you cannot do anything else in the facility. In addition, the Facility needs to be hooked onto the supply network (you can only build them on or next to a supply depot or naval base) - and lastly, some Special Projects consume resources while you run them.

specialprojects_7.png

Firepower is what we go for here

Completing a Special Project
When project completion reaches 100%, the project finishes, and you get whatever it is you get :) from completing it.

This could be a new piece of equipment that you can produce, a new building you can build, or something else. Usually you also get something more tangible as well. Couple of examples:
The Nuclear Reactor Special Project will not only unlock the Nuclear Reactor Building type for you, but you will also get a Reactor for free in the same state as the Experimental Facility - assuming there is space for it that is.
The Super-Heavy Railway Gun Project will not only unlock the Super-Heavy Railway Gun equipment to be produced, but it will also spawn one on completion.

Some projects also unlock new technologies in the basic tech tree that are not available, or even visible if you haven’t completed the Special Project in question. For example, when you complete the V1 Project you get access to tech that you can research to improve your rockets, but also to rocket powered bombs, that can improve your strategic bombers.

Some projects, like the Bouncing Bomb Project only unlock a new module for your airplanes. But that module in itself unlocks special Dam Busting Air Raids that allow you to try to destroy enemy dams, disrupting their industry and strategic movement in the affected state.

Oh, and yes, dams are a thing. I’ll talk more about dams in a future Dev Diary…

Capturing Experimental Facilities
If you manage to capture an enemy Facility with an ongoing project, you will not only get to keep that Facility, but also earn some progress in that project - if you have it unlocked and it is not already completed. Additionally you will gain some breakthrough progress in the field related to the specialization.

Scientists
An Experimental Facility needs a scientist leading the work. All major powers and some minor countries start with historical scientists and all countries can recruit more if needed.

Scientists have a skill level related to the field in which they work - some may have more than one. The skill level affects how long prototype iterations take, and thus how long the projects take to complete.

Skill level also affects the previously mentioned Basic Research. When involved in Basic Research, the scientist will generate progress towards a new breakthrough as described above, and the amount generated depends on the skill level of the scientist. Additionally, by doing Basic Research, the scientist will speed up regular research in related technologies.

Aside from skill levels they can come with traits, for example making them better at a subset of projects, or giving them other bonuses/penalties.

Worth mentioning that scientist is a new character role, and as such all the old Nuclear/Rocket Theorists, along with a few other relevant scientists/engineers previously represented as advisors, have now become scientists instead.

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specialprojects_9.png

Any scientist with level 1+ on a specialization can work on those projects. However, traits can boost specific projects making a scientist faster than the others at researching certain projects.

The Projects Themselves
The expansion comes with a decent number of Special Projects. There are, of course, projects allowing you to do your own Manhattan Project, and to take it even further… There are various Rocket Projects, you can develop the V1 Flying Bomb or the V2 Ballistic Missiles as was done historically.

We have included some (slightly) fantastic Special Projects that were perceived/started during the era, like Project Habakkuk (the British Ice Carrier Project), or the Ratte Project (The German Mega Tank) as well, but we’ve tried to stay on the feasible side of things, so some of these might not be very efficient on their early stages, but might become more powerful and viable if you research further technologies unlocked by their Special Projects.

In general, most projects will unlock a piece of equipment (Super-Heavy Howitzers, Parasites-Mothership Aircraft), a unit (Land Cruiser, Early Helicopter, Habakkuk), a module (Flamethrower Tank, Earthshaker Bomb, Anechoic Tiles) or a building (Nuclear Reactor, V3).
Some projects can also boost existing equipment and projects that unlock very big things might also create a unit or a production line with progress in it.

A few projects have more unique effects, such as the Naval Project, Underway Replenishment, which unlocks a new feature that Naval Task Forces can use.

Here are some examples of projects:
specialprojects_10.png

specialprojects_11.png

We have a few Naval Projects to choose from, and there are more hiding

specialprojects_12.png
specialprojects_13_v3.png
specialprojects_14.png
specialprojects_15.png

And there are a few Land Warfare Projects as well

Changes to Old Content
There has been some rework to the tech tree: We have added some new technologies, most of them invisible at game start and unlocked by Special Projects. Some previously-existing technologies are now hidden at game start and unlocked via Special Projects.

Besides the aforementioned V2 and the Manhattan Projects (rockets and nukes), other equipment has been moved into the Special Project feature, For example:
Flamethrower tanks are no longer unlocked by Engineers II technology, but they have their own early Special Project, with an additional technology mid-game that will boost the flamethrower.
Cruiser and Midget Submarines, previously equipment only available to very specific countries, will now have their own Special Projects making them accessible to any country.

With the addition of the Super-Heavy Railway Gun Special Project, we can now differentiate between “normal” Railway Guns, and insane much bigger ones, like Schwerer Gustav and Dora. This means that Germany gets a new model and icon for the regular Railway Gun researchable in the tech tree, and Dora becomes the Super-Heavy Railway Gun unlocked by a project.

specialprojects_16_rwg_ger.png
specialprojects_17.png


A Word About Rockets
In the old systems, there was one type of rocket. Now there are several. The V1s are classed as Flying Bombs. These work similarly to before, but the rocket bases themselves have changed somewhat. The V2s however, are now classed as ballistic missiles. Ballistic missiles use another type of air mission, and are not affected by anti air. No one during the WW2 era had the capability to knock these rockets out, so that is something for later.

specialprojects_18_rockets.png

Different types of rockets to choose from

Oh, yes. You do have to actually produce rockets now, they are no longer constructed by rocket sites.

We have made some quality of life improvement to the Rocket interface as well, making it easier to select target and mission. You decide which type of rocket you want there, from the ones you have available, and then you can just right click on their target, as they each have only one mission available - so you do not need to pick mission type first.

specialprojects_19_rocket_base.png

Sending some rockets to the low countries

That’s all for now. Next Dev Diary will be about something completely different… A country that we decided to do a rework on in this expansion, namely Hungary.


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Make sure to check out the Expansion pass over on Steam HERE or click the above image
 
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Hello awesome additions, I do have 3 questions

1. Since we’re adding new support companies, have you guys thought about increasing the amount of support companies allowed in a division? I think if a player wants to make a very expensive fully equipped division with all the bells and whistles, they should be allowed to

2. Will MIOs play into the projects at all since I’m sure companies would be helping with the projects, like the Ratte was designed by Krupp

3. Will Future DLCs like the graveyard of empires add new scientists and/or projects for the nations getting a focus
So far the support companies seem to be exclusive variants on existing ones so I would say no for #1.
 
Also here is the big question, will the AI actually be able to use these projects and use things like nukes or will they be a pushover since they still can't build things like railways and supply dumps and the like.
 
Has there been an effort to balance completed projects so that they are actually useful? As it stands we can already build rocket interceptors, rocket sites, superheavy tanks, etc... but they are all useless or mostly useless in the game (although superheavys just need their terrain modifiers fixed, to be fair). This works as a way to simulate Germany wasting effort on boondoggles if you are doing an ultra-historical playthrough...but I think most of us are probably hoping for wacky superweapons that are fun/rewarding to use.

As a specific example, if I complete the Ratte my hope is that I'll be able to field REALLY expensive Ratte-supported divisions with insane armor and attack values. What I fear is a situation where I can indeed build insanely expensive Ratte-supported divisions...but they move at 2 km/hour and have a universal -200% terrain modifier.
 
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Potential suggestion for mod: LaResistance owners get the ability to kidnap scientists as a high cost special operation.
That would be OP and inconsistent with other gameplay elements that do not let you kidnap/kill VIPs like generals or politicians. Historically such things happened but it does not really fit into the mechanics.
 
So many relevant questions can be made about this Dev Diary, I loved the idea of the projects, but people did raise good points, MIOs, allied cooperation and spies could actually play a relevant role within this system in order to fully embrace other game mechanics rather than being its own thing, I also believe the lack of mention of the AI to be a little concerning, because I'd like to see them using these projects in my games, with some weighing. I am also curious to know how likely countries are to build these facilities on their own, or even where they will place them. I find the topic of the AI to be important because using these weapons will be very fun, but hitting a target that won't even fight back would take away from the enjoyment.
 
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Everything is cool except for the land cruiser. I think it would be fine if it was just a Maus-size tank with a slightly bigger gun. However the silhouette looks like a Landkreuzer P. 1000 "Ratte" to me. The devs mentioned that they're sticking to "grounded" wunderwaffe but this is just fantasy. There are literally no engines powerful enough in the 20th century to move a 1000 ton vehicle faster than a snail's pace. Not to mention that the tank would just completely ruin any road or bridge it drove across.
 
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They have their own modifier, there are several ways of boosting Special Projects: Regular modifiers in a scientist trait, a state where a facility is or in the country itself as a National Spirit for example, can boost the speed of all or a selection of projects.
There are also modifiers to the research speed or breakthrough points provided by a Scientist in an idle facility (as Scientist traits). Ultimately, we have effects to add breakthrough progress, add progress to a specific project, or even complete one.
Does this mean that mutually exclusive choices which are in focus trees will be used to boost progression rather than unlock the tech? like the choices between cruiser/midget subs in some focus trees at the moment, effectively meaning you'll get one earlier than the other - but not instead of.
 
Great Dev diary.

Very happy about the rocket rework and must admit, I never used them in my Germany playthroughs. I hope this will change.
Another point:


In general, most projects will unlock a piece of equipment (Super-Heavy Howitzers, Parasites-Mothership Aircraft), a unit (Land Cruiser, Early Helicopter, Habakkuk), a module (Flamethrower Tank, Earthshaker Bomb, Anechoic Tiles) or a building (Nuclear Reactor, V3).
I am very curious what the new helicopter may do, whether we will have a new unit type that can operate like modern helicopters do with much better mobility...
Would be very interested in this.

Especially relevant for those going past the WW2 era either in the vanilla game or in mods, when helicopters became a much more stable part of warfare.

EDIT: Never mind. Saw the other posts. Looks great.
 
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This may have been the most game changing invention of land warfare.

The proximity fuzes developed in World War II markedly increased the effectiveness of artillery by triggering the explosion of the shell by its proximity to the target. This was accomplished by including a tiny radar-like radio sender-receiver in the fuze. This device depended, in those days before solid state electronics, on the availability of rugged miniaturized vacuum tubes. In 1942 James Van Allen joined the Applied Physics Laboratory of Johns Hopkins University (APL) where he helped develop the required tubes. In 1955, after he had returned to Iowa, he designed the scientific instrumentation that eventually flew on America's first successful satellite, Explorer 1. The instruments in those early spacecraft had to meet some of the same ruggedness and size requirements as those in proximity fuzes. Their design consequently drew on the knowledge that had been gained from designing the microelectronics for the fuzes. Data obtained from Explorer 1 and later satellites led to the discovery of a zone of intense radiation that surrounds the earth that was later named the Van Allen belt.

 
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This may have been the most game changing invention of land warfare.

The proximity fuzes developed in World War II markedly increased the effectiveness of artillery by triggering the explosion of the shell by its proximity to the target. This was accomplished by including a tiny radar-like radio sender-receiver in the fuze. This device depended, in those days before solid state electronics, on the availability of rugged miniaturized vacuum tubes. In 1942 James Van Allen joined the Applied Physics Laboratory of Johns Hopkins University (APL) where he helped develop the required tubes. In 1955, after he had returned to Iowa, he designed the scientific instrumentation that eventually flew on America's first successful satellite, Explorer 1. The instruments in those early spacecraft had to meet some of the same ruggedness and size requirements as those in proximity fuzes. Their design consequently drew on the knowledge that had been gained from designing the microelectronics for the fuzes. Data obtained from Explorer 1 and later satellites led to the discovery of a zone of intense radiation that surrounds the earth that was later named the Van Allen belt.


What you've been shown is only some of the special projects, VT fuzes are simply not one that was shown off.
 
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Perhaps maybe a controversial idea, but perhaps to consider a slightly different pool of potential scientists depending on whether Germany is fascist or not.
I think that would make sense, especially given well, the obvious, but also the ideological turn that affected Physics (Deutsche Physik) vs mainstream physics.


Other question on rocketry:

Will there be a way to automate them, and perhaps have them fire V1s if they run out stockpile of V2s automatically?
And whether there's any change to the animations.
 
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Perhaps maybe a controversial idea, but perhaps to consider a slightly different pool of potential scientists depending on whether Germany is fascist or not.
I think that would make sense, especially given well, the obvious, but also the ideological turn that affected Physics (Deutsche Physik) vs mainstream physics.


Other question on rocketry:

Will there be a way to automate them, and perhaps have them fire V1s if they run out stockpile of V2s automatically?
And whether there's any change to the animations.
I wouldn't think that would really be a valid process. The two products are so dissimilar.
 
Perhaps maybe a controversial idea, but perhaps to consider a slightly different pool of potential scientists depending on whether Germany is fascist or not.
I think that would make sense, especially given well, the obvious, but also the ideological turn that affected Physics (Deutsche Physik) vs mainstream physics.
I think you could include that without directly touching on WHY Germany is suddenly a more amenable home for certain scientists. The designers are pretty deft at dancing around the feel-bad details.
 
I think you could include that without directly touching on WHY Germany is suddenly a more amenable home for certain scientists. The designers are pretty deft at dancing around the feel-bad details.
A way to do it could be through getting the scientists back through the focus that replaces Reverse the Brain Drain in the democratic path.
 
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Dear Paradox team, as a HOI4 player of soon to be 8 years now, let me say this:

You giving us this expanison, with a glorious its content, is a dream come true! I have waited for this for a decent chunk of time and by the looks it will be worth the wait. Me, my brother and nephew play the game all the time together, and we cannot wait to throw our money at you and get our hands on this. The team has outdone itself and you all deserve a huge pat on the back.

I do have a few questions and it would make my day to gain a reply.

1. We are Norwegian based and i wonder if the heavy water we produced during the war will have some impact on nuclear resarch in the game? Will the Vemork facility be a building that can be targeted by raids ect? The facility historically was targeted by both bombers and saboteurs.

2) I play mainly as Germany and since i am obsessed with naval ships in ww2, i focus very on building the german navy. Will it be possible to build the Bismarck and Tirpitz earlier on in the new tech tree? These ships where laid down in 1936 historically... Will also the be more 3D models for the german navy and will auxillary raiders (disguised merchant ships) also be added as unit?

3) I have looked at many of the dev replies on this thread and i seen new building types that will come. The stronghold network, V3 facility and many more. Will we be getting naval batteries too? We have costal bunkers but they dont affect ships. Since new super artilley will be resarchable, i just got very curious if naval batteries, that target spotted naval vessels (by radar or air planes) also will be a thing.

4) My brother asked if i could ask this: Will the devs consider in the future to add a mechanic that allow field marshals of theatre to controll the air wings attached to its armies? Like when we attach rail guns to armies ect.

Hope to hear a reply and i really look forward to bring out my insane weapons scientist in the coming expanison!

Kind regards!
 
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Thank you for doing special projects so early on! Its my most anticipated feature! That said, I have a burning question: Will we see Chemical, Biological or Radiological (dirty bombs) take any prominence if not as individual projects but as additions say, Chemical shells/grenades/bombs, converted "flamethrower" tanks and the like?
 
First of all:
A great diary and I am really looking forward to November 14th!

However, I am confused about the ultra-heavy tank being part of a division.

We are talking here about something that would me MUCH bigger than a super-heavy tank.

With super-heavy tanks being between Panzerkampfwagen VII Löwe and Panzerkampfwagen VIII Maus.

So, how would a division containing an ultra-heavy tank be able to strategically redeploy?
I cannot imagine that thing being loaded onto a train. Or on a wheeled transport vehicle.

Furthermore, as a support company would contain one ultra heavy tank.......how would we deal with damage to that monster?

Or would we define this division as an ultra-heavy tank with support elements?

Read: The tank is damaged/breaks down, the division stops until the ultra-heavy tank is repaired OR abandoned?

And would such a division be transportable via sea?

Otherwise, ultra-heavy tanks would be worthless for the US, UK and Japan.

Another issue is the question of air superiority.

This thing should be extremely vulnerable to enemy CAS.

And with just one ultra-heavy tank in a division, this can't be simulated with some negative modifier when attacking - we would need to have a significant chance of the ultra-heavy tank being destroyed or immobilized by enemy CAS.

Then, there is the question of repair cost. We need port capacity and dockyards to repair a ship. Will there be some IC cost to repair such a vehicle?

Don't get me wrong - I look forward to build such a monster. But somehow, I have the sneaky suspicion that this thing can only be useful with excellent logistics and under total air superiority (read: when you are winning anyway).
 
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