• 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.

HOI4 Dev Diary - Combat and Stats changes

Hi everyone and welcome back to another dev diary! Today is about various changes that affect combat and units. With the Barbarossa update we want to shake up the meta a bit and also change a few stats and other aspects to make using the tank designer more interesting and rewarding.

High Command bonus changes
For a long time now unit bonuses from high command have confused people. Most expect that they apply to battalions, when in fact they apply only if their target unit type was “the majority type”, which was basically a weighted type count. They also could overlap, so infantry, mountaineers and artillery would apply to the same units letting you stack stuff in ways that was never intended and quite unintuitive.

Screenshot_1.png


This system has now changed, and divisions get bonuses based on their composition, this is a straight up ratio based on the number of non-support battalions of each type, so a 2x artillery 3x infantry division will be 40% artillery 60% infantry.
Battalions are always classified as a single type for this (even though some are scripted with multiple types) based on this priority:
cavalry > armor > artillery > motorized > mechanized > infantry

The exceptions being rocket & special forces, which both act as an addition, so if the 3 infantry divisions in the example above were mountain units, then the division would also be 60% special forces and if the 2 artillery are nebelwerfers it'd also be 40% rocket

When counting the battalions of armies (ie when we have an actual unit and not only a division template), battalions that lack equipment will count as less, so a Light Tank battalion with only half it's tanks will count as 0.5 battalions (and not count at all if without tanks). The total sum of the compositions will still end up 100% (unless every battalion is without equipment).

Screenshot_3.png


To make it easier to see this we now have an indicator in the division windows showing the breakdown.

Combat Width
As a part of our efforts to shake up the 40/20 width meta, we have made changes to the combat width of province terrain. Province widths now range from 75 to 96. Plains have a new base combat width of 90, while Mountains have a new combat width of 75. Most of these widths will not divide into each other easily, hopefully moving the ideal width away from multiples of 10.

Urban provinces are now the “widest” with a width of 96. But this does not mean they will be the easiest provinces to overwhelm. Mountains, marshes, and urban provinces now have reinforcement widths of ⅓ of province width instead of ½. This should hopefully give these provinces a slight defensive buff, while allowing us to open up pushing power in the more open tiles.


Screenshot_2.png


In conjunction with these changes, we have also been looking at reducing the overstacking penalty. We hope that this will alleviate some of the need to have divisions that are the perfect width for a given province. But at the same time, smaller countries should now be able to specialize their division width to suit their home terrain more appropriately.

Breakdown (numbers not final etc etc)
  • Plains
    • Standard 90
    • Reinforce 45
  • Desert
    • Standard 90
    • Reinforce 45
  • Forest
    • Standard 84
    • Reinforce 42
  • Jungle
    • Standard 84
    • Reinforce 42
  • Hills
    • Standard 80
    • Reinforce 40
  • Marsh
    • Standard 78
    • Reinforce 26
  • Urban
    • Standard 96
    • Reinforce.32
  • Mountain
    • Standard 75
    • Reinforce 25
One of the major things that make larger divisions like 40 width armor hit disproportionally harder than smaller ones is also how targeting and damage works inside combat in relation to the enemies defense. Essentially the larger divisions make more efficient use of concentrated damage as it punches through defense. To solve this we are doing a few things. First of all we are weighting the targeting towards wider divisions being more likely targets and also when picking targets to try and match it to have wider divisions spread damage over smaller rather than always concentrating it. They will probably still hit harder, but combined with width changes and other downsides of larger divisions it should make it less clear cut.
However, this part isn’t quite done yet though so I’ll cover it again in more detail in one of the “bag of tricks” diaries in the future when i see how it pans out, but I figured it needed to be mentioned now ;) That said though, to wet your appetites here is a little tease from a debug mapmode in development...
1620214309589.png


Armor and Piercing
Currently the effects of having stronger armor than the enemy can pierce, or being able to pierce an enemies armor are binary and give fixed bonuses. This meant that there wasn't really any benefit to have more armor than you needed to stop the enemies piercing, and also that being a single point of piercing under enemy armor was just as bad as having no piercing. So things were quite binary. With the tank designer coming we wanted to make it feel like your investments in upgrades were always worth it, so we are changing armor and piercing to have more gradual effects.

Armor > Piercing
  • Unit takes half damage (as it currently works)
Armor < Piercing and Amor > 0.75 * Piercing
  • Take damage between half damage to normal damage by difference in value
Armor < 0.75 * Piercing
  • The unit takes normal damage
Lets break this down with an example:
  • A panzer division has an armor value of 52
  • Its being attacked by an infantry division with some anti-tank guns. Their piercing is 60
  • If this was the old system this armor would be worthless and not reduce damage at all
  • Now because its close enough (between 60 and 45), so you get roughly half of the normal effect around 25% reduction of damage.

Reliability
For the tank designer it was important that reliability was more impactful if it was to be a good tradeoff with other aspects of design, so we needed to change it up (lest @CraniumMuppets 0% reliability tank monsters would take over the world). Now it will not just affect rate of loss in attrition but various other aspects:
  • Reliability affects losses from attrition like before
  • Reliability now affects org regain when moving, and also makes any weather related org effects more impactful when low
  • Lower reliability scales up all impacts from weather so if facing extreme weather a unit with low reliability equipment will suffer more of those weather effects
  • At the end of combat units with better reliability will be able to get back a certain amount of tanks etc to simulate that simple more reliable constructions would work better for battlefield repair and be less fragile when taking damage. So it's a bit like capturing enemy equipment in combat - but in reverse :cool:

Screenshot_4.png


Our goal is that this creates interesting tradeoffs when designing equipment and will make you have to consider if its worth switching a strategy focused on speed and firepower towards reliability when operating in bad weather and tough areas like the Russian winter or in northern africa or jungles.

Oh, and I figured now might be a good time to point out that there will be a future diary on weather changes and other cool related stuff, so these changes aren't completely in isolation. But one step at a time :)

But before we go, a few words about the studio...

Studio Gold
Hello everyone, my name is Thomas, but perhaps better known as @Besuchov here :)

As you saw here we have recently reorganized ourselves a little, moving from a big centralized Stockholm studio to splitting ourselves into Red, Green and Gold. This is mainly an internal org shift to make sure we keep our growing organization firmly focused around making good games. You shouldn't notice too many differences in the short term, we are still PDS making GSG on the Clausewitz engine, but it does mean that we can align each studio to the particular games. Since you will hear the studio names every once in a while, I just wanted to say who I am and what the studio is responsible for.

My role is Studio Manager, which means I'm accountable for the long term success of Studio Gold and working with things like management, staffing, and long term plans. Studio Gold has as its main focus Hearts of Iron (but we may or may not have some secret other stuff as well). Directly making the games though, that's still the job of Podcat and the team, but I intend to do my best to create an environment where we have the best chances to make great games together.

For me this is coming full circle at Paradox. I started as a programmer in 2004 and one of my first tasks was to work on Hearts of Iron 2. Since then I've done various things including being lead programmer for Hearts of Iron 3 (and Victoria 2), Project Lead for EU4 and more recently Studio Manager for PDS. Next to EU, HOI is my favorite game and I'm delighted to be back in a place where I can focus on fewer games and where that game is Hearts of Iron. You will see more of me in the future even though I will mostly take a backseat to the team working on the game.

That’s all, see you all again next week for more dev diary goodness!
 
  • 311Like
  • 83Love
  • 26
  • 15
  • 14
  • 2Haha
Reactions:
So basically you can do as the USA and have triangular divisions all over the line (except for heavy tank divisions, i.e one more regiment of medium tanks) or Germany that utilizes one standard version of Infantry, another for motorized, another for armored, another for SS divisions, and then one standard for Jäger, Gebirgsjäger (and use those in terrains where they are intended for) and Fallschimrjäger divisions. And the few divisions you use in Africa can be tweaked for those needs as Germany did.
I am pretty sure that they used the same divisions in forests, hills, plains, and in urban combat. Because they are normal and everywhere. Basically, paradox is solving a problem that some players don't want to exceed Combat With in this version. by forcing everyone exceeding CW in new DLC ..
 
  • 8
Reactions:
Now with weather making a ever greater presence in battle, would a weather forecast system not be a quality of life tool here?

In extension of that, making AI to not attack at the depth of Russian winter might be helpful, or just any winter at a cold place (the Winter War excluded).

(Just some thoughts)

Stay healthy.
 
  • 1Like
  • 1
Reactions:
I presume that, from what I can imagine from the hat tab in the top bar, all this is going to combine with an "Officer" rework or addition of some kind representing the strain of command as unit size grows. Both of these will combine to further drive up the cost of large divisions.
 
Hi @podcat and @Besuchov !

It's awesome to see this implemented! Thanks a lot!

There are some problems with unrealistic in-game terrain, for example in Anatolia and around Stalingrad.
Please fix them in the upcoming patch.

(related):
Have you considered making urban tiles have even wider widths like Moscow or Berlin? There were many divisions fighting in those cities during the real war, it would make combat completely epic.

Or... special widths for huge metro cities like Moscow, etc
I also feel mountains should be broken up into forested and rocky mountains since that has a huge impact on what sort of maneuver corridors are available to a military force. I like the idea behind smaller reinforcement rates for these areas as well.

Time to resurrect @seattle 's ancient suggestion made for HoI 3:
My proposal for urban terrain:

Split urban terrain into "dense" and "light":
- "dense" would be the centres of Berlin, Moscow, Stalingrad...
- "light" would be their outskirts (Stalingrad: the surronding provinces west of the Volga) and minor cities all over the world.

In "light" urban terrain, combat modifiers would be reduced for both attackers and defenders.
------------

When deciding what is dense, light and non-urban three factors should be considered:

1. historical context (an otherwise unspectacular city could have become a historical battleground like Gettysburg)
2. political context (Paris was declared an open city to preserve its history, thus let it remain plain terrain; the polar opposite is Stalingrad)
3. actual population/size of the city at the time
And remind everyone of @Riekopo 's proposal for adding Bocage terrain.

and obviously, make the AI able to deal with the changes!
 
  • 2
Reactions:
I feel like comparing Jungle to forest is a bit underwhelming. Maybe make Jungle comparable to Marsh?
I don't know... i just feel like vietnam has taught us that forest =/= Jungle, but I guess I'm nitpicking again
This discounts combat modifiers for jungles which will still be far harsher
 
  • 22Like
  • 14
  • 1Love
  • 1
Reactions:
Can you guys give us more of these examples like the ones you gave with piercing? I find it important for you to post the math process behind everything but for plebs like me that don't like math at all it seems to me you are speaking greek, but awesome, I liked the content, though I'm going to give you guys my feedback :
-I like the High Command changes, that's all.
-I like the reliability system, I think it makes it more worthwhile to have a reliable equipment.
-Again, I'm not a math dude but I think the piercing system is still a bit too binary unless AT gets a buff?
-I like the idea of new terrain width modifiers, but isn't this kind of making defending easier while making attacking harder? Don't get me wrong, my point is : things that make attacking better like the ''attacking from multiple sides'' modifier and the stacked width modifier seem to have been nerfed and buffed respectively, so, do you guys plan on making a new Dev Diary regarding more combat changes? I think it favors defense a bit too much, but again, if I'm getting something wrong please elaborate to me as I'm not a math guy, thanks!
 
Even when people make sensible arguments that try to better the game, they X it because they don't understand shit and only want a big history grognard circlejerk
Communicating effectively is a skill. It's okay if you're not good at it, it takes practice.

People disagreed with you about something on a forum. Maybe if you made your point more calmly and effectively next time more people would listen and agree with you. No need to get upset because you failed to get your point across.
 
  • 12Like
  • 1
Reactions:
People disagreed with you about something on a forum. Maybe if you made your point more calmly and effectively next time more people would listen and agree with you. No need to get upset because you failed to get your point across.
i mean yeah, they're being edgy and kind of cringe, but i don't think they care about convincing anyone of anything so much as they want to express their anger that a bunch of people's relatively half-baked suggestions were adopted by PDX without second thought. just like the armor designer there is a strong trend towards aesthetics over gameplay, difference is this will likely make gameplay significantly worse.
 
  • 4
  • 2
  • 1
Reactions:
Communicating effectively is a skill. It's okay if you're not good at it, it takes practice.

People disagreed with you about something on a forum. Maybe if you made your point more calmly and effectively next time more people would listen and agree with you. No need to get upset because you failed to get your point across.
I'm not really upset in the first place. I was just stating the objective truth, most people here fail to understand the game mechanics and make suggestions based off their false perception of it.
 
  • 3
  • 2Haha
  • 1
Reactions:
As a long time fan of hoi4, I have to say I look forward to the tank designer mechanic the most and a possibility for one regarding planes. Although this might be the wrong place to ask this, but regarding future updates, without counting the dlc, Will the compliance/resistance system ever receive an update, right now it feels awfully lacklustre, since despite resistance having huge potential to become a danger, it is next to negligible, as it can be easily dealt with, the biggest problem being compliance which heavily nerfed Axis industry to a ridiculous point, as the Axis does not have the time or resources to do collab govs in all conquered territories and deal with allied spies at the same time. Could there be a possibility of a plundering system being added in? For example Axis nations can plunder the territories of conquered nations gaining more industry in the process, but in turn those territories would become more difficult to deal with. A possible nerf to technology stealing or creating more ways for a person to gain spies Submarines 3 and above as well as strategic bombers being slightly nerfed, for example making them cost more to produce .
 
  • 2Like
Reactions:
I'm not saying that because I'm arrogant. It's just the objective truth. After observing everyone's posts on this forum for a short period of time, it looks as if nobody has any clue how to actually play the game. :shrug;
But you oh wise one, know everything and thy knowledge is flawless.
clearly.
 
  • 8Haha
  • 4Like
  • 1
Reactions:
Well, objectively, from my point of view, it looks as if I have superior knowledge about the game mechanics compared to everyone else here. And since I obviously trust and respect myself above everyone else, that's the only conclusion I came to. :Shrug:
Ever considerd that you could be, well, wrong?
 
  • 13
  • 1Like
Reactions: