This week weíre not going to talk about one huge new feature, however what will do is do a number of small features that arenít enough to do a dev diary of its own.
First off letís do a return to supplies. We talked about supply line and networks in a much earlier developer diary. What do we do about allies and puppets? Well first off if you have troops inside someone elseís supply net you autotrade supplies to that country for free. Note if they are overseas these supplies still need to be shipped, also the country that they are in needs to pay the supply tax. To give an example here letís say Germany decides to send a few divisions to Italy in 1943 to stop a possible allied invasion then Germany will trade the supplies needed to Italy. These appear in Rome and then it is up to Italy to distribute them and pay the supply tax for them. In the case of puppets it is slightly different. Since puppets are owned body and soul by their master they do not generate a separate supply net. Instead they are linked to the masterís supply net and instead send supplies to their master to keep their troops supplied.
What effects does this have? If we take an World War II example if Germany sets up a puppet state in Croatia, then they will simply lock into the Germany supply network allowing the German troops further into Yugoslavia to remain supplied without any problems. This is important when it comes to determining the occupier. In order to keep the supply nets functioning the country that is supplying the troops becomes the occupier of the province. Thus puppets never occupy provinces, while allies can.
Combat is also something we have been looking at. In Hearts of Iron 2 we had the combat delay, a unit would not carry out new orders for a time period after an attack while it got itself organised. Well it is back in Hearts of Iron 3 but with a new twist. Land Doctrines reduce the delay, giving a country like Germany a real edge of a smaller country like Poland, as Polish units will be delayed longer. We also put in a restriction that if a unit is about to shatter it cannot attack. This means as a player you do not have to constantly monitor your units.
Then we have CAGs. Now as we mentioned in an earlier Dev Dairy CAGs are air units now. Not as good as standard air units but are multi-role and can do a bit of everything. So you can give them missions just like air units. However the CAG also has a special default mission the carrier airgroup mission. There it will sit on the carrier and wait for targets. When the fleet engages enemy ships or is bombed the CAG unit will engage them.
Well thatís us with the little details for this week, and here is a screenshot of how the game currently looks.