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Johan

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Hello everybody, welcome to another development diary. This one a little early...

Back to talk a little bit more about technology. Before we launch into it, let’s just recap from the previous developer diary. There are no longer any tech teams, instead a country generate ‘leadership’ points which can be spent on technology, although diplomacy, espionage, and your army all place demands on this resource. There are no longer tech teams; instead we have two concepts called theory and practical. The values of these alter the time it takes to research a technology. Finally we have a modular technology system, where instead of researching a single tank model, you research various components, each one altering different stats in model.

So having done the quick recap let’s talk some more about technology. First off the burning question, model names? Well as we said we would do, and we have done it. We now have files that define at which tech level the flavour name for a unit changes. However instead of them being simply the same for everyone, for the majors we have customised the various technologies according to how we think the different models differ from each other. Now in this regard model stats are a bit like economists, put 3 Hearts of Iron fans in a room and ask them to come up with some model stats, and you’ll get 4 answers. So our guess is probably none of you will be satisfied with every model stat choice we have made. Now there isn’t a huge amount we can do about this, so we’re going to have to live with this. However the model technology definitions are all stored in nice plain text files that are easy to mod.

So onto the technology interface, here is a screen shot.

alpha_jan28.jpg


Before I start you can safely ignore the technologies currently researched, these are simply holding techs for us to get on with development. Later on we will go back through them with a fine toothcomb to get the right combination of historical accuracy and balance. Secondly this tech list is by no means final, we will probably add more but this should give you a pretty good idea in which direction we are heading when it comes to technology.

Finally let’s talk a bit more about the theories and practicals. Now they pick up part of the functionality that tech teams had in Hearts of Iron 2. The components tech teams had would give countries certain advantages in researching certain technologies (for example the USA and carriers). Now the theories and practicals mean that we can duplicate this effect and make the system dynamic. However there is also another nice consequence of the system, we have far more theories and practicals than we have technology research components in Heats of Iron 2 (roughly 50), this allows us to be far more focused when we hand out these bonuses to countries. So instead of unintentionally giving a country the ability to research something when we give them a bonus in something else, we can give them only the bonus we intend. Thus we make someone good at fighter research, we may also choose to make them better at general aircraft research if we want, but we will not hand them any additional ability to research or build aircraft carriers. With practicals feeding into production it gives us a very powerful tool for game balance. Let’s take one of the harder conflicts to balance in Hearts of Iron 2, Japan vs China. Trying to give China enough IC to resist a Japanese player who went full out land while at the same time giving the Japanese enough IC to go for balanced approach for a Pearl Harbour was a very difficult balancing act to achieve. With this system we first give the Japanese player the incentive not to go all out on the land. Secondly if we still don’t like the balance and wish if only the Chinese could build a few more militia units, we don’t have to add to the IC total of China and make them better at everything, a little tick up on militia practical and we have exactly we want while reducing the possible side effects.

All in all Theory and Practical is one of those powerful game features we are most proud we added in Hearts of Iron 3. Very simple in conception, so easy for a player to grasp and understand. Yet at the same time highly flexible in how it works, meaning that the system offers many possibilities to explore while playing. Throw in that it gives us a real great way to both improve game balance and add to historical immersion and it is one of those things that we feel will make Hearts of Iron 3 be more than Hearts of Iron 2 with some new graphics and extra provinces.

Here below is example of two technologies scripted in the files.
Code:
cavalry_smallarms = {
	
	cavalry_brigade = {
		build_cost_ic = 0.05
		build_time = 2
		supply_consumption = 0.05
		soft_attack = 0.2
		
	}

	research_bonus_from = {
		mobile_theory = 0.3
		mobile_practical = 0.7
	}
	
	on_completion = mobile_theory
	difficulty = 1
	
	#common for all techs.
	start_year = 1918
	first_offset = 1934	#2nd model is from 1934
	additional_offset = 2	#one new every 2 years
	folder = infantry_folder
}
This is a technology that affects the cavalry brigade. It is an unlimited technology, which means that new levels can be researched whenever you want one. It increases soft attack of cavalry brigades for a minor cost increase. Mobile theory and practical affects it, and finish researching it increases mobile theory.

Code:
radio = {
	combat_efficiency = 0.1
	decryption = -0.2

	allow = {
		radio_technology = 1
	}

	research_bonus_from = {
		electornicegineering_theory  = 0.5
		mechanicalengineering_theory = 0.5
	}

	on_completion = electornicegineering_theory

	difficulty = 2

	start_year = 1936
	folder = industry_folder
}

Radio is a oneshot technology. You also need to have researched radio technology to be able to research it, and it grants a large combat benefit, but also lowers your chance of keeping your troops hidden.
 
Well i'm disappointed. In which way are small arms for militia different from small arms for regular infantry? Militia just used the old models of guns.
This new system is all about the game balance, not realism.

Correct, we have game balance and realism. Sometimes we require a game balance solution and sometimes we requires a realism solution.
 
Call me stupid, Flavour names? Would that be when does a light tank become a medium tank or are you talking Panzer IIF to Panther as in specific model names?

It's when it changes specific name, like Panzer IV -> Panther. The names are flavour, they are both medium tanks, but one just has more research than the other.
 
What would be the use for an industrial power like Germany or GB to research militia technology? Would it help defend the home lands against invasion, like partisan activity? Would it help on other techs? Or would I as f.ex. Germany have no reason to research it?

You are under no obligation to research any tech. Militia technologies give you better Militia units, if you have no interest in building Militia then don't research it. The same could be said for Aircraft Carriers or Strategic Bombers as the German player.
 
Would there be some pictures for the techs?
Like when you start researching "artic warfare" to see some troops with white camouflage and ski. IMO it would add more flavor to the game.

Would the "practical experience" help the building time and cost, or only the research?

BTW it looks very nice that, that you can choose with what to equip your divisions (more or less AT, small arms ...)

Practical helps with building time and cost too.
 
Hmm...if you can research some like cavalry smallarms (+0.2 HA) endless, in the most tech I don't see a "historical" date.
Because of all these small bonuses on combat, it is an ungoing process, which has no historically context.....at least for some techs.

The only difference is that someone has level 5 (+1.0 HA) and another country has level 3 (+0.6 HA). And exactly this could be the advantage, that there's no direct link to a historical date

The numbers mean nothing at the moment.
 
For unlimited techs such as the cavalry, is the offset for cost and attack a regular amount, ie it increases the same amount each time so? And where would this information be found for modding? Or is that what's under the cavalry_brigade = {, that those are the not only the base stats but also the offsets for increases?

Those are the increases
 
I'm trying to understand the interface. Please tell me if I am wrong.

If I wanted to research cavalry small arms... the display shows me that my mobile_practical and mobile_theoretical are the two modifiers that would speed up the research. The bar shows my progress on the research (0). The number 3 indicates my current research level. The + sign is the button I press to initiate the research [to level 4]. The mobile_theoretical display on the far right of the list indicates that after completion of cavalry small arms level 4, my mobile_theoretical level will increase.

So continued research of cavalry techs will speed up other cav tech research via mobile_theoretical. Likewise building actual cav units will speed up cav research by increasing mobile_practical.

Since mechanized level 1 calls out both mobile_theoretical and mobile_practical, the building of cavalry units and/or research of cav techs will speed up that tech path also.

Am I correct?

Pretty much
 
How detailed can you make these names?
Could you make model names for e.g. each of Panzers III Ausf. A-N?

Not 100% ceratain, but I think it is about 10 different models unique model names per brigade type.
 
Hmmm, I'm not sure I understand your point.

As far as I can "translate" the code of cav small arms tech to english, it means:

- Every tech level rises HA by 0.2,
- Lev. 2 of tech got starting date 1934 - developing it earlier will result in development time penalty proportional to the time left to 1934.
- Lev. 3 tech got starting date 1936, lev. 4 tech got starting date 1938 and so on.
- You can start developing lev. 3 tech right after lev. 2, but historical date of development will result in long time of research,
- Developing lev. 10 small arms for cavalry by 1940 will be extremely hard (because of stacking penalty), plus inefficient overall (as it might be a better idea to develop something else faster, instead of pushing everything into R&D that rises SA by mere 0.2).

all true.
 
I noticed that they changed leadership from a value to a %. I don't understand why.

The leadership value at the topbar is no longer daily leadership, but instead the "officer level %".

if you go below 100% your troops is not performing as good. You need about 100 officers for each division you have.

If a division goes below 100-officer_strength in percent of its power, the division may shatter and no longer be a valid combat unit.
 
Ooooh.

Earlier dev diaries seemed to suggest that extra officers would mean better combat performance - is that still the case, or is 100% the upper limit?

I consider having the division not shatter as better combat performance.
 
Does this mean that if I build over a certain number of units I might not have enough officers?
And, if I consume my leadership as officers in my armed forces I might not have enough to do the research that I want to? I guess that was in an earlier DD wasn't it?

If build divisions and ot invest in officers tt means that the over all quality of your officer corps will drop, as divisions have fewer officer and NCOs than optimal.

Yes leadership is a limited resource that you need to make a strategic decision to use, officers and Research are linked. You build units to gain the practicals to reduce your research time.....
 
Hm, that was a new aspect for me: quality of officers. I'd like to see that described in more detail. I was talking about pure numbers.

It is pure numbers if you less NCOs and officers than optimal then your officer corps quality drops.
 
Does this mean that countries like China, whic were notorious for not having enough officers will start out with divisions that are severely deficient? If this is the case, (and I hope it is) how can you bring it back up to maximum? (a reinforcements slider? manually adding them as a one time deal?)

a few years of 100% focus at officers and no research, diplomacy or espionage may help.
 
Does this mean that countries like China, whic were notorious for not having enough officers will start out with divisions that are severely deficient? If this is the case, (and I hope it is) how can you bring it back up to maximum? (a reinforcements slider? manually adding them as a one time deal?)

It's not strength so it shouldn't cost IC, but being able to quickly drop a whole bunch of officers into a division seems too easy.

Thanks

For who has what numbers, we'll need to test and balance that. However who says it will be easy? War is rather bad for officer's health.
 
I love the new research model, it sounds great.

I was also a bit surprised that milita has seperate techs, as first I thought why not just have them use older Infantry techs, but on further though it makes a lot of sense. Most nations using Milita won't be using regular Inf and vice versa, so spiltting them shouldn't be much of an issue. Also, splitting them means you can make the Milita techs a lot cheaper than Infantry, so you don't make Inf too easy to research or Mil too hard. And if you can only afford to build Milita you won't want to waste research on Inf anyway.
It also means certain nations like, say, China can have a bonus on research and building Milita without them also getting bonuses to Inf.

The Milita conversion tech makes me wonder too. Maybe it's just an oddly named tech, it does have the same symbol as the Infanty division tech (which I'm guessing makes them cheaper to build or supply, or it could just be the next model), but maybe it means there's a new feature. Something like Mobilisation in Vic, but it provides you with a bunch of Milita (at the cost of IC?) to simulate Volksturm divisions or similar last-ditch, scraping the bottom of the manpower barrel, contortions desperate nations went through. </wild guesses>

I know it's an alpha screenshot, but how done is the overall tech screen interface? I think it'd look better with the buttons along the top either seperated a bit between types or coloured/textured. E.g Inf and armour are both land units so seperate them slightly from escorts and capitals then bombers and fighters etc.

I'd also change a few names of the top buttons:

Escorts -> Escort ships (Not a biggie though)
Capital -> Capital ships
Industry -> Industrial
Secret - > Secret weapons
Theory - > Theoretical
Land -> Land Doctrine (assuming that's what's on here. Same for Naval and Air)

It just makes them a bit more obvious and sounds better what you say "Industrial technology" than "Industry technology".
 
Diplomacy: Seems like a potential exploit for an aggressive nation like Germany to minimize this. But the new politcal system will reward nations that can be included into the faction. I also have a hunch that diplomacy will be critical in getting trade agreements. Without good relationships, Germany will struggle to build stockpiles of oil and rare materials. Something that needs to be done in both peacetime (to stockpile) and in war. And if leadership (officers) can not be increased through conquest, it may be more efficient to have allies.

Also, we don't know how HoI3 will model the runup to the war. In HoI2 you can pretty much just sleep as GER untill 1939, events just hand you everything and start the war for you. In HoI3 it could be that the events have stricter triggers, and a lack of diplomacy investment could well be taken as not being interested in expansion. There was a fair amount of diplomatic dealing going on at the time, Austria and the Czechs didn't just leap into Germany's arms.

There might even be a more dynamic system than just events, the German player might need to set up the right condictions and make his own demands, we haven't seen what diplomacy options we have yet.
 
Officer number can probably go negative (ie you have more divisions than your officers can manage), if the purge take away a fixed number of officers ratehr than a percentage it'd still be a good idea to invest in officers despite knowing it was coming.