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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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Wouldn't changing home bases be the same as moving a fleet to another base in essence?

Some of the Pacific Islands show up as plains when they should be mountainous or hilly. Is it also planned to change terrain types to further slow down or limit constructions?
 
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Thank you, some positive changes. I do hope, which you seemed to be alluding to, that there's more in the works in terms of changes since this hasn't really adressed anywhere near the full scope of problems with naval combat in hoi4. Such as the naval war typically being decided in just one or two large engagements, losing fleets being destroyed immediately, carrier penalty etc.
 
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A suggestion, add a proper chain of comnand to navies, allow me to award my captains, and shps, example if I give award to a captain that award will also be visible on a ship, but if I promote the captain ship will keep the award.
 
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I don't think navy is really as bad as the community says it is...

For those that don't think these changes are enough, what do you want to see? Doom stacking is a IRL thing. People grouped their ships and forced decisive fights. If you don't want that engagement, they you hide your fleet and attempt to whittle it down with naval bombers. I think maybe the real counter to doom stacking are ships being a bit slower. If you commit your fleet to one part of the ocean, you are vulnerable in other parts.
 
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A suggestion, add a proper chain of comnand to navies, allow me to award my captains, and shps, example if I give award to a captain that award will also be visible on a ship, but if I promote the captain ship will keep the award. And give us more naval titles, not only Admirals. I want someone to manage my taskforce too.
 
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Would you consider adding the option to mothball ships to then be able to pull out sailors to create small ad hoc divisions? Removing the mothball wouldn't be instant as it would require sailor training or re absorbing the ad hoc sailor divisions.
 
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Would you consider adding the option to mothball ships to then be able to pull out sailors to create small ad hoc divisions? Removing the mothball wouldn't be instant as it would require sailor training or re absorbing the ad hoc sailor divisions.
And the other way around in the form of deploying with 0 manpower. HoI4 ships operate just fine with insufficient manpower on them (suffering just a minor hit chance reduction), so it's unclear why we shouldn't be able to remove manpower voluntarily rather than rely on combat damage to do this for us.
 
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Hi, I'll give you a clear example on the current gameplay:

There is a country "A" that has set itself the goal of superiority at sea and built battleships and aircraft carriers for dominance, and there is a second country "B" that has set itself the goal of destroying the enemy fleet and has built many light cruisers and destroyers with torpedoes and, if you like, spammed them with submarines (which also currently have colossal power against surface ships). So the question is who is the true dominant force in the conflict, the one who has many large ships or the one who has many powerful ships. I don't understand naval historical battles and maybe I just said something stupid, but I wonder if it should be like this? And yes, I still don't understand whether the strike ships will be permanently at the base?
 
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I'd personally like if we could have more ways of supporting our army with our navy, a more engaging Shore Bombardment maybe, more influenceable too ( by designs of battleships, for example )
 
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While the named changes are nice and do eliminate some cheese with the navy. Ultimately it doesn't do enough, it doesn't address(nor does it even listed as a goal)what I believe is the main problem with navy right now.
What's the point?
Right now, navy as I see it there isn't a point at all 0 no reason nothing to even look at the navy tab, I have 2k hours in this game over 30 world conquests and I didn't really need to think about, build, sink or design any ships to do it.
Right now there are a handful of powerful navies which you might need to "get around" so you cn naval invade and defeat a country (IJN, RN and USN) To overcome any of these navies in a normal manner you yourself need a big navy. I recon you need atleast 40 dockyards, a load of steel/chromium and atleast some research investment, early on in the game to build a navy capable of killing them. That is a TON of resources, especially for any country that doesn't start as a major power. It also takes time to build and then sink navies.
It's just so much resources.
Resources that could instead be invested into the other 2 "more useful" armed forces, airforce and army. 40 dockyards of IC can build you about 30 mils
30 mills on the army could get you tanks, artillery, mechanised/motorised (powerful divisions that can punch holes in a line) or 30 mils on Airforce would give u full air supremacy(in most airzones) with some cas on the side. With those forces you could instead conquer small countires and snowball, until most of the large continent you are on is under you control and hence obtain more factories and dockyards. Then you could think about making a navy and take down the UK/Jap/Usa.
But typically for me the game lags at 1942/3. I wouldn't don't have enough time left before the game lags a halt to do this.
I end up just cheese naval invading the UK/Japan and taking their navy to deal with the USN to get to the USA. Now the cheese is gone IDK it's just going to have to be paradrops that take down the UK/Japan.
Because the problem still remains why build navy when you can have a bigger airforce/army
Navy needs more impact for the industry investment compared to other alternatives. A mill can be switched to produce anything from pistols to planes, a dockyard can only make ships.
Navy I see as simply worse/less impactful and more expensive than the other to military branches, I don't want it to be I do love ships I've got 100s of hours in World of warships andFrom the Depths. I want to have a hoi4 game where I go full navy, create task forces, maticulously design/build ships and sink the IJN or RN fair and square. But there just isn't a reason to......
I think some fixes for this would be:
Increasing the impact of convoy interuption
Even while being raided you can still force divisions through a enemy controlled sea zone and still get some trade through be it with losses.
There is alot you could do here with interupting lend lease, resources, troops and so on.
Making capital ships easier to produce
Right now it takes almost 3 years to build a battleship, that is such a huge amount of time to get any impact out of your Industry investment. In 3 years I could have made again a small army or airforce and conquered industry off of another small country, simply a better investment.
Have quality ships be more impactful
currently I haven't seen later tech ships be that much better than early war variants. I have been able to sink the RN multiple times just with a load of old dreadnoughts I have stolen from defeated countries such as USSR, spain, Turkey, Italy, germany and Argentina
There are probably lots of ways, more fun and creative ways than those I listed to solve this but I can't put a finger on them.

PS: This was all abit broad it will vary between countries, but it is the general sentiment I have when considering navy in a hoi4 game.
 
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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.

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'.
 
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In my experience, building a navy requires too much pre war resources, takes too long, the naval war is easily won by spamming, and you barely need your navy, in fact, you just need your navy for that 1% extra supremacy so you can finally invade through land, as land warfare completely dominates the game. More strategicsl incentive needs to be given to navies and they have such a limited array of actions for an enormous price.
 
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Lot of good changes here. However, my one concern is the home base setting + range projection change. Seems like that could lead to micromanagement in the case of submarine warfare, and possibly the need to break up raiding fleets into many more tiny fleets which would lead to an admiral shortage.
 
A suggestion, add a proper chain of comnand to navies, allow me to award my captains, and shps, example if I give award to a captain that award will also be visible on a ship, but if I promote the captain ship will keep the award.
I would love it if this were added. It would mirror what was done for division commanders/generals.
 
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I'd personally like if we could have more ways of supporting our army with our navy, a more engaging Shore Bombardment maybe, more influenceable too ( by designs of battleships, for example )

Maybe a sort of command power button to intensify bombardment. The same concept could be applied to CAS operating in the air zone. It could give bonuses to breakthrough, soft, and hard attack.
 
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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'.


Will home bases have a cap based on naval base sizes? If so, that could be a game changer for some countries (Germany would start with being able to project less naval presence in the Atlantic until it takes France and the UK wouldn't be able to flood the Mediterranean as successfully, making North Africa less of a lost cause for the Axis). In turn, naval base strikes from air forces would be more important.
 
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Lot of good changes here. However, my one concern is the home base setting + range projection change. Seems like that could lead to micromanagement in the case of submarine warfare, and possibly the need to break up raiding fleets into many more tiny fleets which would lead to an admiral shortage.
Submarines already have good range (2500 even for 1936 hulls) and very low supply usage (0.04) so I don't think it should be a huge issue unless you try to cram them all into a lvl 1 naval base. There's always the cruiser submarine if you need even more range (7500 base and 1500 extra with the fuel tanks module).
 
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