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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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I hope that the workload brought by the new naval system will not always distract me from focusing on military operations on the mainland (especially when playing the role of the Japanese Empire).
 
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Naval impact on winning the war isn't going to change much - and paradoxically it's not even mentioned as a Design Goal.
Naval impact on winning the war was limited to disrupting the enemy's communications and providing support for the ground units landings. I can't really see HOI is turning into fleet simulator. WW2 is about (1) war on the land, (2) war in the air and only then (3) war on the see.
 
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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...
 
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It's looking good, but there are a few things which are missing to entirely fix the naval warfare :

1) There is still nothing which prevents deathstacking from being the meta. Could be admiral ship limit, Homebase limitations to sustain more than X ships, etc...

2) I didn't see any mention of a fix to patrol missions which make killing subs very easy as they aren't submerged when engaged.

3) Extension of 1), but there isn't mention of any stats rebalance (= damage reduction) to make the naval warfare last for longer than one giant decisive battle

4) Something should be done about carriers limit in a fleet. Instead of being a define, it should be a modifier, which can be upgraded via tech / admirals / decisions

5) AI improvements: : the AI is incapable of playing correctly the navy, which makes naval gameplay very unchallenging in singleplayer.

6) Nerfing subs lethality to surface ships, as they become mega cost-efficient antiship solutions in "engage at high risks" and especially in "always engage"

The other proposed changes are great improvements, maybe be cautious about navy dominance stats, to prevent a meta where you build weird ships to have insane dominance values (a bit like current's empty CV hull meta to achieve supremacy worldwide)

EDIT : please fix the US navy having full doctrines by 1940 thanks to permanent training, it breaks the Pacific naval war balance
 
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It's looking good, but there are a few things which are missing to entirely fix the naval warfare :

1) There is still nothing which prevents deathstacking from being the meta. Could be admiral ship limit, Homebase limitations to sustain more than X ships, etc...

2) I didn't see any mention of a fix to patrol missions which make killing subs very easy as they aren't submerged when engaged.

3) Extension of 1), but there isn't mention of any stats rebalance (= damage reduction) to make the naval warfare last for longer than one giant decisive battle

4) Something should be done about carriers limit in a fleet. Instead of being a define, it should be a modifier, which can be upgraded via tech / admirals / decisions

5) AI improvements: : the AI is incapable of playing correctly the navy, which makes naval gameplay very unchallenging in singleplayer.

6) Nerfing subs lethality to surface ships, as they become mega cost-efficient antiship solutions in "engage at high risks" and especially in "always engage"

The other proposed changes are great improvements, maybe be cautious about navy dominance stats, to prevent a meta where you build weird ships to have insane dominance values (a bit like current's empty CV hull meta to achieve supremacy worldwide)

EDIT : please fix the US navy having full doctrines by 1940 thanks to permanent training, it breaks the Pacific naval war balance
Agree on the Edit, you have a full doctrine as the USA with 0 effort.
 
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We finally got a Naval Dev inside, didn't believe "Naval Rework when???!!!" Agenda Leaders had this much leverage over PDX.
I am very excited about this. I also hope we will get more changes tied to combat.
 
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Like the home base changes, like the air and naval base changes. Like the future changes to naval air. I'm not sold on Dominance though and the structuring of the primary naval missions. In my mind, the goal of the navy is to sink the opponents navy. Controlling the ocean comes after that, and nothing here is changing this dynamic to current gameplay. It just gives me additional bonuses by controlling the sea zones after I've sunk the enemy.
 
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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!
 
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It's good to see the return of home bases, and the visual changes look good. I hope you guys are able to take the time to review some of the well-made threads on suggested naval improvements here in the forums. Just a few questions if you're able to spare a moment:

  • The loss of naval control on critical sea lanes should be devastating for sea-dependent nations, including economically. Moreso than just the temporary interruption of resource imports. Is this something you guys are looking to include?
  • Many of the war's great naval battles were the direct result of sea-land operations - amphibious invasions and troop convoy escorts. While the current system allows for strike forces to intercept enemy naval task forces, are there plans to modify how spotting and engaging work?
  • Any thoughts on adding some island or coastal terrain?
  • Can we get an option to mass assign MIOs and fleet deployments in the production queue?

Thank you and good luck to the team on the expansion.
 
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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.

We do not have plans to introduce any category-specific research slots at this moment.
 
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Dev diary looks amazing. Hoping death stacking will be "fixed" without increasing the need to micro - thankfully we already have the button that splits fleets into balanced task forces.

Can we get a confirmation the naval AI will get an overhaul? Most notably Germany almost never doing a large u-boat campaign and struggling to gain supremacy on Norwegian waters for Operation Weserbrung, or how the Italians like to send their fleet to the north sea allowing them to get naval invaded in the med
 
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Naval impact on winning the war was limited to disrupting the enemy's communications and providing support for the ground units landings. I can't really see HOI is turning into fleet simulator. WW2 is about (1) war on the land, (2) war in the air and only then (3) war on the see.
I can only redirect you back to "the HoI4's anti-naval bias and what does it mean" thread :) With this diary, it is as valid as ever.

Your premise right here is also wrong on several levels, but I don't want to derail the thread much by addressing it in details (as it was already addressed in the linked thread one way or another anyway).
 
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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.
 
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Wish the old naval combat ui could make a comeback. I miss looking at my ships moving around and shooting at what. Mabe a better explanation on stats on shbb and shbc with doctrines. I feel some stats aren't applying correctly to these niche ships.
 
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I wish we had commanders for task forces, which we then can promote to admirals. Just like how generals are created.
 
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