• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Johan

Studio Manager Paradox Tinto
Administrator
Paradox Staff
Moderator
15 Badges
Dec 14, 1999
18.975
67.021
  • Diplomacy
  • Teleglitch: Die More Edition
  • War of the Roses
  • 500k Club
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis III: Collection
  • Magicka: Wizard Wars Founder Wizard
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Imperator: Rome Sign Up
  • A Game of Dwarves
  • Magicka
  • Starvoid
We’ve already run through the basics of the mission system. So you are probably wondering what else is new in Hearts of Iron 3.

There are two major changes. The first one is doctrine effect on air combat. By focussing on doctrines you can influence how your air units behave in combat. There are two sets here, one for air-to-air combat and one for ground attack. For air-to-air you can research fighter and bomber focus. This determines its targeting priority for mixed stacks of enemy units. The names are pretty self-explanatory, on the one hand you can take more damage in the short term and attrition down enemy fighters in the quest for air superiority, on the other hand you can aim for the enemy bombers and reduce your own damage from enemy bombing.

The second is front line and reserve focus. Here this influences which types of enemy units air power will bomb in when doing ground attack missions for enemy stacks in combat. You can aim for the front line units to try and force a break through or concentrate more on reserve units in a quest for generalised attrition against the enemy.

As I mentioned these come in pairs so they are not mutually exclusive doctrines. Essentially these techs supply a weighting value; identical levels of research give equal weight to the targeting choices.

As a side note you are wondering about the power of air bombing on ground units. Well this is the subject of much testing and balancing, but from our own internal tests air power comes into its own when units are fighting in combat. There the combination of bombing and fighting can induce units to shatter much quicker than they otherwise would. Regardless of which approach you take, bombing the reserves or the front line, close air support can swing battles.

The other big change is unsurprisingly AI control. Air units have no individual command structure; instead a stack of air units is always classed as a brigade. Thus any HQ in the chain of command can have air support attached to them. When on manual control this doesn’t actually mean anything as you order around the air units yourself. However when on AI control this can allow you to better control your air assets. Let’s say you have three army groups on a front but all your offensive objectives are in front of only one of those army groups. You can assign air units for the sole use of this army group instead of the whole theatre, focussing air power over the area you wish to attack instead of it being spread over the whole theatre.

Now if we reconsider our example and say you wanted to control the offensive army group yourself, you can assign air power to the army groups you want to hand over to the AI and allow them to use themselves without you having to manage both your offensive and air power over the whole theatre.

Now these examples are for large formations, but air power can even be assigned down to corps level. So if you think that a corps or an Army needs some special help for whatever reason you can detach the air power from the high level command and assign down for the exclusive use of this formation. When the help is no longer required simply detach again and reassign up the chain the command.

What we have aimed for is to maximise both flexibility and ease of management.

beta_may_27_a.jpg


beta_may_27_b.jpg
 
Keeps getting better...
 
Looks great......

i like the ability of AI control for air units........ very very interesting to try to play a high level leader and allow your subbordinates to coordinate actual attacks.......... allows for more role playing opportunities...

thanks for the dev update
 
yeah! Finally! Proof of my birthtown Dokkum ingame :D Saw a 'D' once, but could have been another town :) good dd by the way :)
 
YAY! Another brilliant pair of 'sociology answers' to the interceptors and A2G questions, and another thing to look forward to with HoI3!

[edit] and both a great screenshot & a nice sprite!
 
This is most excellent. The doctrinal effects sound great, and being able to attach air units to army units is really cool as well. Question though: can we mod this relationship? IE, could I, say, make it depend on doctrine whether or not they're attachable, or at least to what level? Could doctrine determine what type of air unit is attachable as well?
 
This is most excellent. The doctrinal effects sound great, and being able to attach air units to army units is really cool as well. Question though: can we mod this relationship? IE, could I, say, make it depend on doctrine whether or not they're attachable, or at least to what level? Could doctrine determine what type of air unit is attachable as well?

No
 
The size of the aircraft wil be increased ?
Because it is very small :wacko:

And air units have not to be atatched to a theatre or army group ?
The RAF Strategic air corps, shown in the screnenshot, is not attached to an HQ ?
 
Cool! :cool:

Question about assigning aircraft to corps level ground armies... If the corps is under AI control and you assign them the aircraft, then they should manage those aircraft automatically right?
 
The size of the aircraft wil be increased ?
Because it is very small :wacko:

And air units have not to be atatched to a theatre or army group ?
The RAF Strategic air corps, shown in the screnenshot, is not attached to an HQ ?

It's small because it is very far away, if you zoom in it will look bigger.

You are under no obligation to use the command strucuture so the air unit is simply not attached.
 
Will air units benefit from the HQ abilities of the Theatre/Army Group/Army/Corps to which they're attached?

No that only applies to land units. It would make it micro hell if to get the most out of air units you had to attach them to a Corps. It would mean constant transfer of air units about to get them to support your whole army.
 
Cool! :cool:

Question about assigning aircraft to corps level ground armies... If the corps is under AI control and you assign them the aircraft, then they should manage those aircraft automatically right?

But of course
 
I really like AI control of air-power...I am far too bad at these sorts of games to use it effectively myself, so the ability to have at least a somewhat useful airwar while being personally incompetant at managing it, is brilliant