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HOI4 Dev Diary - Bag of Tricks : the Sequel

Greetings all!

Today’s dev diary contains the details of a few smaller features coming to the table in No Step Back. In addition, I’ll get ahead of the curve here and point out that there will be no diary next week - we’ll be back the week after with more to see.

Scorched Earth

One of the enduring tactical practices of the Soviet defense during the German invasion, was the use of scorched earth. In No Step Back, you’ll be able to spend Command Power on ordering the strategic disabling of railways in the event of a tactical retreat.

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(All visuals WIP!)

Enacted on a state level, every railway present receives full damage, and is immediately flagged, making sure that your eager workers do not attempt repairs.

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The pending repairs will show up differently in your construction queue, and won’t be worked on. Rather than re-enable these all manually, you can toggle the state of Scorched Earth off on a state, in the same way it was enabled. All affected railways will begin repairing at once.

Scorched Earth is a pretty simple mechanic here, but has potentially devastating effects on invaders. In addition to the rail conversion time that exists on captured railway, damaged rail must now be repaired in order to continue supply flow onwards. While we considered extending some effects to factories, we determined that this was likely to affect balance far more than we wanted.

Preferred Tactics

We touched on this feature briefly during a previous diary, however, due to some good feedback from the community and from inside the team, we’ve made some alterations to how it works.

Where previously, you set a preferred tactic on a national level, giving a positive chance modifier for that tactic to be chosen in combat, your generals and field marshals will now also possess the ability to earn a favored combat tactic.

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At level 5, you’ll be prompted to choose a preferred tactic for your generals. This represents their doctrinal school of war - a choice that affects all units under their command.

Note here, that we are not removing the national preferred tactic, and that the additive weight will compound from national -> field marshal -> general. To pre-empt the question, you can of course stack all 3 as the same tactic, although this drastically reduces your flexibility, and potentially makes it very easy to be countered. The overall additions granted by preferred tactics, have of course been reduced somewhat to account for this.

We wanted to avoid a rock-paper-scissors choice here, and in order to further emulate the core, doctrinal nature of a general’s fighting style, we have chosen to make this choice permanent for characters.

Strategic Redeployment

As we hinted at, strategic redeployment will now make use of railways in order to simulate more realistic army relocation. This applies a different weighting to the regular pathfinder, resulting in choices that largely look sensible where routes of a similar weight are encountered.

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Here, we take a train followed by a scenic bus-tour in order to avoid the long connection.

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Sometimes it becomes difficult to predict what will be considered 'sensible' in every scenario - there will be edge cases where pretty looking behaviour and logical behaviour do not overlap.

That’s all we have for today’s diary - just a final reminder that next week there will not be a dev diary - tune back in on the 29th!

As usual, I’ll be around to answer questions in the thread below!

/Arheo
 
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While we considered extending some effects to factories, we determined that this was likely to affect balance far more than we wanted.

I'm guessing there won't be any "dynamic" industrial redeployment then, only the scripted one through decisions and foci? I can't redeploy french industry from champagne to tolouse to redo WWI?

Strategic Redeployment

As we hinted at, strategic redeployment will now make use of railways in order to simulate more realistic army relocation. This applies a different weighting to the regular pathfinder, resulting in choices that largely look sensible where routes of a similar weight are encountered.

View attachment 756709
Here, we take a train followed by a scenic bus-tour in order to avoid the long connection.

View attachment 756710

Sometimes it becomes difficult to predict what will be considered 'sensible' in every scenario - there will be edge cases where pretty looking behaviour and logical behaviour do not overlap.

Yep, the max strat redeployment speeds currently via railways are 30km/h and by infrastructure it's 10km/h. So base speed is 5km/h, railway levels add 5km/h and infra levels add 1km/h.

Will this be dependent on what kind of troops are being redeployed? Tanks and artillery being significantly slower on road transports, and having a greater comparative advantage from rail than infantry would make plenty of sense, but might be annoying to implement I guess.
 
Strategic redeployment should also consume trucks in transport battalions- otherwise, how is a dismounted infantry division moving so fast?
I see it as Army level assets being temporarily assigned to move the units.

Now that trains are here and supply depots can use motorized assets, we should have something drawing trucks (and their fuel usage).
 
Currently if we ask to a puppet to give us some MP for garrison, the puppet if has lot of free MP give us almost all of its MP. In early game playing ITA, the ETH give me around 100k MP when i just need around 5k. No way for me to select how much MP i need and left the rest free to ETH in order to be used for colonial divisions. And again we dont have the possibility to give back to puppet the MP for garrison if we dont need it anymore. This cause lot of colonial MP wasted and make MP garrison demand something of irreversible... could be so usefull if developpers adds a button just to give back to puppet the garrison MP that we dont want! What do you think? Is it possibile?
 
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This looks amazing and I have bought the expansion, but I wonder, since you have added 2 new buildings that need to be constructed for important supply, have you also tweaked the construction speeds that civilian factories contribute? As things stand even with the construction focus it was tough to build what we wanted in time for it to matter and now we have two new very important buildings to pay attention to on top of the rest.
 
thanks. but. now 1.11.3 patch is unplayable. beta versions already problematic. we want 1.11.4 patch live since three week. and what u r do ? give us some another thinks. Please give us 1.11.4 live. WE ARENT PLAY SINCE 3 WEEK
 
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