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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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The SE might be a additional selection in the build menu.
Like i will build an bunker, i can "build" SE.
Then in need time to destroy and fabrics.
If the district in battle i can not "build" SE and i can not destroy it (the same effect like when i will build a bunker and i am unter fire).
 

I don’t like that scorched earth icon. It’s too bright and looks out of place with everything else... Surely that’s not what we are going with?
@Arheo says it's only a placeholder, but I think you were right to ask. After all, that hideous, garish, bright-yellow icon for high resistance level made it through to the final design, despite being completely at odds with everything else...
 
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@Arheo Will there be any changes to combat width and artillery in this patch? The typical WW2 infantry division consisted of 9 infantry battalions divided into 3 regiments, and an artillery regiment of around 4 battalions. Artillery battalions in HOI4 are about twice the size of historical artillery battalions, so a "historical" infantry division in HOI4 would have 9 infantry battalions and 2 artillery battalions. There are a couple problems with this.

First of all, this division would have a combat width of 24, whereas HOI4 strongly incentivizes players to create divisions with a combat width of 20 or 40 (I'm not even going to get started on how silly overpowered 40 width divisions are). This makes this historical setup suboptimal, which is why the meta is to run with laughably ahistorical 7 inf 2 art divisions.

Secondly, none of the starting division templates contain any line artillery. There's even a comment in the game files that says that historical artillery battalions have been "abstracted" into the infantry. Why is this the case?

Since this upcoming update is focusing on land warfare, I would hope to see these issues addressed before release. Unfortunately, HOI4 has a lot of these little problems that have never been corrected since they were introduced.
 
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I believe the mechanics of scorched earth should have a similar effect to the floods in the Netherlands, in that all aspects of the province should be seriously affected by these including infrastructure, factories or any type of building that will gradually be found in the province.
 
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.

Ok, but in the end, the pathfinder will always choose the fastest path, won't it? Also, does it take into account broken infrastructures? (Does it already?)
 
Will there be any changes to combat width and artillery in this patch?
I'm not Arheo, but I've asked those same questions, so here is my take on it.

There will be no changes to the unit combat widths. With the upcoming variable province width, the "normal" width will be 90. That will promote a "mega" width of 30. Historical division will be 9 Inf, 3 Arty, 2 AntiTank and 1 AntiAir, a 9/3/2/1 = 30 width.

none of the starting division templates contain any line artillery. There's even a comment in the game files that says that historical artillery battalions have been "abstracted" into the infantry. Why is this the case?
Artillery "abstracted" into the Infantry is a holdover from a previous game/engine. Probably when Infantry meant brigades, not battalions. I don't expect the starting templates to change to be more historical. I do expect the AI templates to change. Germany already has a "historical" one in place. The reasoning will be something along the lines of the historical ones need more equipment, they don't want the starting divisions to be penalized for lack of equipment and the AI will upgrade the templates in stages as equipment becomes available.


There does seem to be a reluctance to address certain issues. Can only assume they are not seen as issues and/or they want to keep the open ended "sandbox" concept vs a more historical approach.
 
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I'm not the biggest fan of how preferred tactics are handled. Will there be an option to not choose a tactic at level 5, or is it mandatory for further leveling? It's a nice feature for the people who want to go that extra mile or want more flavor, sure, but it also sounds like something that many players won't bother with because it's too much effort for too little gain and will just pick the same jack-of-all-trades tactic that can't be countered and will somewhat work every time (like mass-producing the same old sub 3 which works good enough in all situations, instead of designing a ship fitting for your specific situation). I'd rather let my general pick a fitting tactic based on intel instead of my preference.

Do you intend on making a separate diary on the new tags and associated formables? Also, will you finally make Germany balkanizeable from the start? (not locking the cores behind that one french focus)
Please no, just think of the peace conferences. Tags are already bad enough with either the UK or the US "liberating" southern France to Occitania instead of giving it back to France. If Germany can be balkanized, the AI will delete Germany from the map every single time unless the Yalta Conference event fired (which is only possible in a very historical scenario), since it forces West Germany and East Germany into existence before anyone begin balkanizing. Once peace conferences have gotten a proper rework, I wouldn't mind, but as of now it's impossible to keep meme tags out of historical games except by locking them behind meme focuses.

Unless we decide that peace conferences aren't supposed to be historical anyway and every nation in the game becomes balkanizable. "And when everyone's super, no one will be."

I want to ask you for the specialty of the communist ideology. Because we have special treatment for other ideologies like you can host exile nation as a democratic nation in MTG, and more faster war justification and annexation of nations in peace talks as fascists. But for communist countries there is no boost nor penalty treatment. Is it possible for communist countries to have special treatment like more operation slots for spy agencies, and etc
Fascists don't have a trait for cheaper annexing in a peace conference, but communists have a -30% cost reduction on puppeting nations.
 
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With the Silesian flag suggesting that there will be new releasables in Germany, as well as all the new Russian releasables, is there anything being done about cores on the map lagging the game, even if the nation doesn't exist. I've heard this is due to non-existant countries calculating relations, which seems redundant and something you should look into to reduce lag with all of these new releasables coming. Also in my experience puppets tend to lag a lot more than non-puppets and I was wondering if anything was being done about these issues.
 
About "burn land", great, but we need to add the possibility of evacuation of factories . To implement the evacuation, you need to do something like building a "foundation and communications" in order to get a slot for construction or transfer.

To make it possible to evacuate enterprises to the east , the USSR built factories (often only the main buildings) as a plan for the development of the eastern territories , but they were without a foundation and, most importantly, without specialists.

In a good way, you need to make a choice between :
1)Destruction of the entire infrastructure and factories
2)Removal of the main equipment and specialists
3)export of all valuables and the population

For payback, you can add 3 categories of actions :
A)police supervision - now the game is implemented, a green icon(for simplification)
B)punitive detachments-reducing resistance and reducing the population by 0, x%, yellow badge
C)extermination of the population - reduction of rape by x%, red badge


I would also like to see such structures as a Fort , which often played the role of a protected warehouse and fortification at the same time. They were more difficult to hit and only heavy guns and large aerial bombs were suitable for these purposes. You need to make a fine when changing from railway - road-railway, so that ai does not make winding paths.


I would like to understand whether the movement of troops along the rivers will be implemented , whether there will be small flotillas (river and sea). In a good way, small flotillas should give the opportunity for a small landing (transfer) of troops without the need for large military and merchant ships . And a small fleet could be put to protect the coasts from landings , so they can slow down the landing or disrupt it .


As for the railways themselves, I would like to at least divide them into 2 categories : 1)narrow-track railways - less rapid transportation but cheaper; 2)standard-track railways . It is possible to add such a thing as a metro for the city . Which will give a bonus to the speed of production and defense .


I would like to see the possibility of preparing the city for defense :
1)a peaceful city is a huge penalty to the defense , and the replenishment of the organization
2)Partial martial law , small penalty for defense , small loss of production
3) Martial law - no penalty for defense , moderate loss of production
4)State of siege-a bonus to the defense , a huge loss of production


Probably I should have had time in the previous one, well, okay. As for the trains, what you call armored -in fact, you can do as a modification of an ordinary train and booking there is a locomotive itself, and the rest of the cars are ordinary (partially armored )


Armored trains should act as an armored train and not allow them to capture the chosen province, operational control of the railway, to fight against the partisans . And the question about moto-armored tires , it would be good to make them, they performed the role of covering the rear and, if there were no tanks, they were replaced in battles (due to the possibilities). They are cheaper in production than tanks, worse than the latter, while they have the highest mobility.

Add as a modification of armored trains - anti-aircraft trains, they give mobile anti-aircraft defense (especially important in supply hubs) when it is not yet possible to organize it , they can act against tanks and infantry (but with heavy losses) .

Modification staff armored trains-sharpened for the organization of the army's actions, weakened in the artelery attitude.They are especially useful in the occupied territories, when there is a high "resistance".


About the railway artillery, you need to break it at least into 2 classes :

1)this is a light 130-203 mm gun on a standard plotform that makes it possible to act without additional manipulations, you can repel direct attacks .

2)these are heavy guns with a caliber of more than 203 mm on a non-contract platform , which takes time to deploy and cannot reflect direct attacks vulnerable to aviation (to a greater extent) good against fortifications and high-rises (by ships )

2B) In fact, this is a large caliber gun (German 800 mm for example) even more time-consuming to deploy , the cranes are highly vulnerable to aviation. There are no fortifications that can resist them (and if you take a modification with a longer, smaller caliber barrel , you can shoot through a polyline )
 
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Preferred tactics don't look like a good idea without adding several more tactics at a minimum. There's isn't any reason I can see that someone wouldn't stack priorities on the backhanded blow tactic, which counters breakthrough and is a -20 atk +25 defender damage tactic.
 
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What a nice development.

Many forum readers proposed to destroy industry too. I do not fully agree. The Soviets made huge efforts to relocate important industries to the Urals. This could be implemented here too at the cost of being extremely slow and only a percentage of the original industry strength being relocated.

I also have a few questions:
1) To what other countries would scorched earth also apply? History showed that Germany did the same during their retreat - in particular on the Eastern Front. Someone else mentioned China.
2) Provided the tide turns, how is territory unmarked for repairs?
3) What are the criteria for the AI to trigger scorched earth (as far as I know, this tactic was less used at the beginning of the war in the East due to the speed of advance by the Germans). What will change the AI to revert scorched earth?
4) Could the preferred tactic for a nation be part of a doctrine? Certain doctrines do promote certain tactics more than others. Mobile warfare as the default in game initially promoted the preference of attacking with Germans, while admittedly it also supported elastic defense in the later stage of the war (if generals had the liberty to use it, or ignored high orders).
 
Great dev diary. Always enjoy the Bag of Tricks ones. Really enjoying the Scorched Earth mechanics. In my mod, we had to add it in as a map-based decision, but given the ability to mod this, we can clean that up and put it all into this mechanic.

I ask each dev diary in hopes of a response. Will the trucks used for the supply system consume fuel? If not, understandable, but will you give modders the ability to make that happen? Considering how important this aspect was to every operation in WW2, I believe this feature could make-or-break the update/DLC for a lot of us history guys.
 
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And please, add more statistics with this patch, e.g. 'lost airplanes' statistic - similar to 'Naval Losses' statistic and something similar for the land units to make the production planning easier and more efficient. And please make it possible to assign and pull out (without loosing XP) some special battalions like heavy tanks etc to selected divisions temporarily - as it was in reality.
We already have this for land units if you click on the ledger in the army theaters list on the right. Click to the equipment tab and it will show all the losses for you and the opponent in the theater up to the past year.
 
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@bernu harti @blahmaster6k

you can also do the thing with heavy tanks by simply switching a division from a template without heavies to a template with them, or similar. not a great rep of what happened irl, but close enough to what you want/how it would work in-game