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Dev Corner | Hydrodynamics

Briefing: Hydrodynamics
Written by: @Zwirbaum


Hello everyone!

Another week is upon us which means it is the time for another dev corner. Last week Thomas talked about what we are cooking with the Factions, while I will be talking about naval and naval-related changes. Even the most beautiful placeholder art will be gone eventually like tears in the rain. So strap in, and prepare for the deluge of the information that will be coming your way. Also, keep in mind that everything discussed here is in a relatively early stage, and as such is subject to change.

It is no secret that one of the most common sentiments across the Hearts of Iron IV player base is that the Navy seems to be rather hard to understand. Some elements are almost instantaneous in the effect (Supremacy), others take a long time (building the Navy) and some elements remain relatively hidden until the actual shooting starts (Supremacy Value of the Ships, Screening in Taskforces etc.). On top of that we are also having a fairly complex system of Naval Missions - where they work best when using them together, synergistically. However missions could be explained a bit better, and sometimes what is best to achieve your goal could be somewhat counterintuitive. (Giant Strike Force of Doom, sitting idle in the port somewhat projecting supremacy across the entire oceans without ever sailing out as one example). So how are we planning to address it?

Core Concept
Similarly to how last week we talked about high-level concepts for the Factions, I will try to do the same for the Naval Systems, but before that I will also list some of our goals that were the basis for what we are working on:

  • Updating and Reshaping Naval Gameplay, making it more strategic, giving you the opportunity for the counter-play if needed; a bit more predictable, and less ‘flip-floppy’
  • Updating Naval Missions so that they become more intuitive, with a much clearer purpose and use case
  • Encourage a more active use of fleets
  • Update and Communicate better to the Player some of the intricacies of the Naval Systems
  • Increasing the Importance of the Islands Control (in the Pacific) and Naval Logistics
  • Updating Carriers and address the interactions between land-based aircraft and naval taskforces

Update to the Naval Gameplay

Naval Dominance
First of all, and the most important of the changes is that we are introducing the concept of Naval Dominance. Naval Dominance is a sort of umbrella term for a couple of things. Similar to how ships had Supremacy Value, now they have Naval Dominance Value, which will be displayed on the Ship Card.

dc_hydrodynamics_001_marked.png

Mutsu has 509 Naval Dominance Value. We are also changing the old calculation, that was based mostly on Production Cost and Manpower, to have more things affecting the calculation, like Speed and Range, so for those who want to build Fast Battleships, increased dominance value may be the reward…

Next, we will want to talk about Naval Dominance - which is our way of indicating naval control of sea zones. Each Sea Zone, depending on the terrain type, has a certain threshold of dominance points you need to have before you can claim you ‘control’ it. And if you are at war, then similarly to the older system, you are also taking into account enemies' Dominance Value and the ratios between you and them. Also the ratio needed for ‘control’ now has been adjusted to require 66% instead of 50%+1.

Having control, or as we call it now, establishing Naval Dominance in a Sea Zone, provides you with certain advantages and bonuses. For instance, as you can see in the screenshot below - potentially reducing the amount of convoys needed for Trade and Supplies by up to 25% if you have secured the entire shipping route.
There are other benefits that I will not fully reveal yet, but amongst other things, there will be something to help you secure islands and potential naval invasion targets.

dc_hydrodynamics_002.png

In this example we can see that in order to claim ‘control’ over the Deep Oceans sea zone, you would need to accumulate at least 1000 points worth of Dominance, assuming nobody would contest you.

Dominance Gain
dc_hydrodynamics_003.png

This tooltip shows the information about the current amount of dominance accumulated in this sea zone, how long it will take to establish its full value, things that impact it, like airbases located on the islands in the seazone etc.

Dominance as opposed to the previous supremacy system now takes some time to establish, but it also doesn’t simply instantly disappear when ships engage in combat, or go to repair after a battle.

Naval Mission Updates
We will also be making the following changes to Naval Missions. We will divide current missions into 2 groups; Core Missions and Auxiliary Missions.

Core Missions - (PATROL, CONVOY RAIDING, CONVOY ESCORT, STRIKE FORCE)

Those missions are your primary way to interact with naval dominance. Each mission type will interact a bit differently. As it is right now, Patrol will be serving for Building Up Dominance, Convoy Raiding reducing Enemy Dominance, Convoy Escorts will provide a ‘protected’ value, which means enemy raiding won’t be able to reduce your dominance below that value, and Strike Force serving as a ‘Synergy Tool’ - and amplifying other missions. Hopefully this will provide a clear and relatively intuitive system on how to use the Naval Missions.

Auxiliary Missions - (NAVAL EXERCISE, MINELAYING, MINESWEEPING, NAVAL INVASION SUPPORT)

Those missions do not interact directly with naval dominance, however, they do benefit from it, like for example, being able to minelay or minesweep faster and more efficiently when operating within a region where you have established control and have naval dominance.

Naval Home Bases, Range & Supply
dc_hydrodynamics_004.png

This Dutch Fleet has set the port in Batavia to be their Home Base.

We are reintroducing the Home Base system for the Fleets. Each Fleet needs to have a Home Base. Any Naval Base that you have access to (Your own, Subject or Faction Members, or if you have secured Docking Rights) can be selected as a Home Base. So the question is; what does the Home Base do?

Naval Range
One of the changes that we are doing is that the ship's range is now projected from the Home Base instead of all Naval Bases.

dc_hydrodynamics_005.png

dc_hydrodynamics_006.png

As you can see depending on where Home Base is located, the range, and access to do the Naval Missions is quite different. A fleet with Königsberg set as Home Base does not have the range to do the missions in Norwegian Sea or Western Approaches Sea Zone.

Naval Supply
Previously, naval units would always draw the supplies from the Naval Bases closest to where the taskforces were operating, now - they will be drawing the supply from their selected Home Base.

dc_hydrodynamics_007.png

This fleet has a Home Base set in Honolulu - and is operating in the Micronesian Gap. Despite the port in Johnston Atoll being closer it draws the supply from Hawaii Naval Base Supply.

State Building Limit - Islands
In Götterdämmerung we introduced terrain-based limits for province-based buildings like Forts and Coastal Forts, so that you couldn’t build the Maginot Line everywhere. In a similar spirit, we will be introducing state-based building limits for the buildings. In this case we are now focusing on putting limits on the various Island categories, so that not every single tiniest of islands can have an airbase capable of storing and launching for missions 2000 planes every day. Right now those caps are based on the Island state categories (Tiny Island, Small Island, Large Island), and upon one concept we will talk about in the future.

dc_hydrodynamics_008.png

Marcus Island can now have at most a level two airbase and level three naval base. Those limits as all the numbers, stats and values are of course subject to change. Also there is totally nothing hidden under that Hearts of Iron IV logo.

Short Comment
Initially when I started writing this section, I was going to write how I envision things mentioned so far will change the naval gameplay, and how X will impact Y, however I think I am more interested in hearing what you, my dear readers, are thinking and your opinion on what you have read today.

Naval Invasions
We are doing some touch-ups to the naval invasions as well. In the current live version of the game, there is a global naval invasion capacity set by your technologies, doctrines and other modifiers, and then depending on how many divisions you assigned to the invasion, it would take a certain amount of time to plan that naval invasion. This system unfortunately had one issue, that in order to be ‘optimal’, it encouraged to spam 1-division naval invasions, as that technically allowed you to have a massive naval invasion planned just within a few days, at the small cost of carpal tunnel syndrome.

In the new system, there will be, depending on your technologies, doctrines etc. a certain amount of naval invasions you can plan at the same time, each being able to have a certain amount of divisions, and no matter what, always taking a specific amount of time to plan.

Also, for a country that hasn’t researched even the basic Transport technology, there will still be a possibility to launch a very limited naval invasion under the new system.

Appeal to my Lizard Brain
And last but not least, I’m going to tell you about one more thing - and that is that we are adding visual representation of control over the seas, visible on default map mode, which during a conflict should represent a gradual shift of control over the zones, giving the feeling of ‘naval frontlines’. Also this can serve as a kind of warning, that when your coastline sea zones start displaying your potential enemy colours.

dc_hydrodynamics_009.png

This is the current prototype of showing on the default map mode who has naval dominance. In this case Japan has the most dominance, and nobody is effectively contesting it, thus Japanese colours are displayed on the map.


Wrapping Up
So, to wrap things up, this is just a number of things we are doing for the Naval. I have not touched upon anything Carrier related, new equipment or new tools yet, or any UX/UI updates. I will return in due time to provide you with more information on all the things that are not-dry, in the meantime - here is a teaser of a thing that we may talk about in the future, with this beautiful placeholder art done by myself.

dc_hydrodynamics_010.png

Who will guess what this is?

This is my first dev corner, so I can only hope my writing is not too stiff. In time I hope it will get better.

Anyways, thanks for reading and until next time, farewell!

/Zwirbaum





Also, we have a survey for you to fill out when/if you have time regarding Naval Gameplay. Just keep in mind that this forum thread is for your feedback about the Developer Corner. If you have feedback about this specific survey we welcome your thoughts in a separate forum post, or in the HOI Discord!

EDIT 25/06/25 - Thank you to all participants for the Player Survey, this survey is now closed!
 
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Reserved for Developer replies~

Zwirbaum replies:
Will there be techs to increase the naval base caps on small islands? Truk & Ulithi were both massive bases on atolls. Floating drydocks and dedicated repair ships enabled serious repairs near the frontline.

Also, how will the naval supply system interact with the forward replenishing project? Right now it's horrifically expensive and doesn't really do much of use. Will there be a comparable way to extend the range of submarines, say with something resembling the Type XIV?

As it is right now we do not have dedicated techs planned to increase the naval base caps on islands. Their use would be a very niche, populate and add rather not needed bloat to the already massive naval tech windows. However without spoiling much, not every island will be the same...

Underway Replenishment (Special Project from Gotterdammerung) as it is currently works just as before, it extends the range of the naval taskforce - so if previously it would mean you had 2000 km operational range from all naval bases, and 3000 km with underway replenishment from all naval bases, now it will mean you have 2000 km operational range from home base, and 3000 km with underway replenishment from the home base.

If I'm interpreting this right and strike force can no longer build dominance/supremacy by itself, this might be the best update ever imo. I've been complaining about it for years, cant wait to play it
Indeed, you are correct. :)
This looks interesting and definetly a step forward in Navy Mechanics.

Have you considered introducing naval-only research slots for countries? If often feels that you are falling behind when researching naval tech instead of other tech.

We do not have plans to introduce any category-specific research slots at this moment.
What happens when fleet is manually moved to a new port, will the home base change? For example, as England can I send a task force to Hong Kong and trust they'll carry out missions there when their home base was/is in England?

Needing to manually moving the home base would certainly be a source of confusion for players wondering why their fleets have no range when moving to a new port, as well as adding a new source of micro management.

You would need to set Hong-Kong as the new home base before sending the fleet there, if they have no range to operate out there, but switching Home Base can be done right now with CTRL-Right Click if my memory serves well, so it is a relatively painless 'operation'.

Agree on the Edit, you have a full doctrine as the USA with 0 effort.
We are making some changes to how the Naval XP is being generated - and we definitely want to lower the crazy XP gain from Naval Exercises, however we also want to encourage people being a bit more active with their fleets, so... (Numbers are absolutely placeholderish, do not read too much into the amounts of XP)
hm2.png


Hmmm, the change from Naval Supremacy to Dominance looks interesting, overall I think I like it and it's a positive change.

Overall I was expecting more from this Naval Focus Dev diary however and I hope you cover more about the Navy in the future. As it is right now once you've destroyed the enemy Fleet with yours you really don't have anything else to do. It would be great if your battleships could provide active bombardment of enemy airfields in the islands, or do damage to enemy Coastal forts before the naval invasions take place ( which of course can be disrupted by land-based bombers)

Looking forward to more words on Carrier interactions. As it is now Port striking from carriers really seems to do more damage and it's just better to use land-based Naval bombers to attack ports. I imagine you're introducing raid system for Port striking and I'm looking forward to it, but maybe also don't forget that carriers aren't the only things that can rate a port! It might be dangerous but if I want to send my entire fleet to go bombard another enemy Navy in their home base, I should be able to do so!
This is the Dev Corner and not the Dev Diary, so it shows a earlier look at some of the things we are developing, and not the whole set . :)
Is there are any plan to rebalance the modules of the ship designer as well? Looking at Panzerschiff and CDS hull having a 3500 production cost, a higher cost than even a 1944 battleship hull. They are currently obscenely expensive to build or refit. Not to mention costing even more steel.

No promises, but I do definitely want to take a look at the some of the numbers, stats and values - and it is quite high on my personal list.
Will there be any rebalances to the naval tech tree or production output since currently, building any capital ships apart from the 36' or 40' tech is almost never worth it.

By the time you research them and start building them, capitals from the 40' tech come off the drydocks in late 43, by which time the naval game is almost always decided already...
As mentioned somewhere else, no promises, but it is something quite high on my personal todo-list.
I'm afraid that that may be a bit confusing to new players. People often don't read the tooltips fully, which you can realize by people being surprised that you can order training exercises to stop automatically after reaching the unit experience cap. It's bound to result in people being confused why they cannot operate in a particular zone, even after they click the port nearby.

Perhaps we should ask first: if a player has a fleet selected and right-clicks a port, what is more likely? That they now want their fleet to operate from that specific port from now on, or for any other reason? Perhaps changing the home base should be as easy as right-clicking, and simply moving there for a different reason should require the ctrl?

Speaking of ranges, I do wonder if switching bases is an action that requires the range. Or in other words, if I want to move my destroyers from Netherlands to Indonesia or the other way and I have no bases in-between, is that still possible?

One of the reasons why I prefer keeping CTRL-RIGHT-CLICK as switching Home Base over RIGHT-CLICK, is that player can always select just a single taskforce out of the fleet, and now by right clicking would switch the home base for the entire Fleet, instead of just sending it to repairs or move to avoid a specific thing. Things that can have a potentially more annoying effect by 'accidental' clicking IMO should require a bit more than just 'right click'. For the people that would not know about the ability CTRL-RIGHT-CLICK, there will be a selectable list of the naval bases that you can open by clicking on the Home Base button on the Fleet/Taskforce view.

On second question - you are allowed to switch naval bases even if technically they are out of range. Ships will move to that port / base, and will be able to operate in the new place after they arrive. Blocking this, would result in more often than not, requiring players to do some kind of weird rebase dance everytime they would have to move their fleets just a little bit farther than they could reach initially.

PDX_Gorion Comments/Replies:

"I was ill the last few days, but I've enjoyed reading all of your suggestions & feedback!"
 
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Will there be techs to increase the naval base caps on small islands? Truk & Ulithi were both massive bases on atolls. Floating drydocks and dedicated repair ships enabled serious repairs near the frontline.

Also, how will the naval supply system interact with the forward replenishing project? Right now it's horrifically expensive and doesn't really do much of use. Will there be a comparable way to extend the range of submarines, say with something resembling the Type XIV?
 
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We need a better logistic system (like what you have done with Barbarossa) to improve the consequences of fighting. We need this urge to invest in naval
 
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  • Updating Carriers and address the interactions between land-based aircraft and naval taskforces
Will the 4 carrier limit be removed entirely? Currently if you want to use more than 5 in a meta fleet, you need to use junk hulls to soak up the penalty
 
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This is concerning. Unfortunately, all of this does very little (if anything at all) to abolish the current anti-naval bias of HoI4.

No new incentives seem to be coming aside of reducing one's need in convoys, which is next to nothing given how convoys are artificially set to ~25% of their probable cost already and how controlling sea lanes naturally reduces own losses anyway (thus reducing the convoys required indirectly).

Instead of merging missions together to e.g. allow both patrolling and convoy raiding at the same time so that an active battlefleet would not miss obvious targets, missions are just re-shuffled UI wise.

Limitations to islands are obviously long due, and are good, but this is hardly the maritime domain; and no indication of finally being able to bombard them to e.g. wipe airplanes out. So no interactions with them for Navy per se.

'Core concepts' section is already bad enough at properly establishing the issues worth rectifying and has instilled a strong deja vu sentiment - we've seen similar level several times already (e.g. with MtG and some relatively recent diaries several years ago), - and reading the rest of the text only reinforces initial skepticism.

I'm sorry to say that, but this is a bit too little too late. Doubly so when we see HoI4 introducing far more radical and potentially impactful changes into the faction system. Naval impact on winning the war isn't going to change much - and paradoxically it's not even mentioned as a Design Goal.
 
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Will there be techs to increase the naval base caps on small islands? Truk & Ulithi were both massive bases on atolls. Floating drydocks and dedicated repair ships enabled serious repairs near the frontline.

Also, how will the naval supply system interact with the forward replenishing project? Right now it's horrifically expensive and doesn't really do much of use. Will there be a comparable way to extend the range of submarines, say with something resembling the Type XIV?

As it is right now we do not have dedicated techs planned to increase the naval base caps on islands. Their use would be a very niche, populate and add rather not needed bloat to the already massive naval tech windows. However without spoiling much, not every island will be the same...

Underway Replenishment (Special Project from Gotterdammerung) as it is currently works just as before, it extends the range of the naval taskforce - so if previously it would mean you had 2000 km operational range from all naval bases, and 3000 km with underway replenishment from all naval bases, now it will mean you have 2000 km operational range from home base, and 3000 km with underway replenishment from the home base.
 
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One aspect to massively improve naval combat would be to slash production costs of large vessels by 33% at least.
Many players do not bother with navy, because they can spend entire pre-war building it and then losing it all in one battle and it's not worth to rebuild it before the end of the game.
 
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If I'm interpreting this right and strike force can no longer build dominance/supremacy by itself, this might be the best update ever imo. I've been complaining about it for years, cant wait to play it. I believe this change itself could even be enough to reduce deathstacking, since you would need to split up your fleet to if you want to retain dominance over far apart sea zones.
 
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As long as a deathstacked fleet is the optimal way to win battles, this won't change too much combat wise - but UI improvements and more strategic depth are always welcome
Yeah deathstacking needs to be chucked out of the window, i played a game with a friend using TFB's fleet cap mod and it made the naval war much more fun and dynamic compared to vanilla deathstacking
 
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This looks interesting and definetly a step forward in Navy Mechanics.

Have you considered introducing naval-only research slots for countries? If often feels that you are falling behind when researching naval tech instead of other tech.
 
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Moving the Primary Naval Base presents one problem in reality:

Suppose the UK decides to move the primary fleet HQ to the Easter Islands, the consequence would be a supply and command nightmare. Not only is the distance to the primary supply source vast but also the distance to the MoD.

The local development and geographic limitations should be taken into consideration. It's already dubious to have a primary supply point at the location of the capital is already somewhat dubious.
 
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