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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!
 
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Am i right to assume that the 60% Infantry Division gets 60% of the buff so that a 15% attack buff from the guy you put in your goverment effectly becomes a 9% attack buff for that Division? Or did I understand that wrong?
Possibility, each Infantry battalion gets the 15%, and the non-infantry battalions stay the same; probably won't necessarily work out to 9% over the whole division. Just depends on the other stats, etc.
 
Edit: forgot to add, the only Allied tank that to my knowledge was noted to be exceptionally reliable and easy to maintain is the Sherman and its derivatives since it was designed with overseas freight, fighting and maintenance in mind from the start.
I might be pulling out of my...but:

Would any part of the Sherman's reliability be because of the factory and/or factories they were built in? At that particular time, no one could match the US at assembly line manufacturing, and especially in Flint/Detroit. I would suspect the workers in Flint/Detroit already knew a few things about building vehicles. Also, simply always having the resources available, including manpower, probably helped, too. (This is not flag-waving. Just discussion of industrial production at that time, and in a country where the actual home front wasn't directly threatened by war.)
 
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for a optimal playthrough.
And here's where the rubber meets the road. People with the obsession that says everything must be completely optimal on every playthrough and every battle, are the ones who are hating this combat width change. Well, war isn't/wasn't like that. Generals didn't get to pick the optimal setup every time. Why should you be able to in HOI4 automatically?

YMMV.
 
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@Fulmen ... you were right.

Yep. As I've told people for years, the manpower of the battalion is more relevant than the equipment: the latter is an abstraction while the former is not.
 
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In multiplayer it is absolutely a necessity. If you don't minmax and your opponent does, you are guaranteed to lose. I know most players here don't care about MP, but it needs to be considered on the behalf of those of us who do.
So min-max. No one's stopping you. What you're getting pushback on is that you think everything should be made easy for you to do so, and the rest of us who don't min-max all the time should conform to what you want.
 
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So min-max. No one's stopping you. What you're getting pushback on is that you think everything should be made easy for you to do so, and the rest of us who don't min-max all the time should conform to what you want.
I didn't say that at all. You're putting words in my mouth. I'm not asking for the game to be made easy, I'm saying that it's not reasonable to design features that require unfun gameplay in order to be used optimally. And we don't even know if this will be a problem or not yet, so I have nothing to make a founded complaint about yet, I'm just stating observations based on my first impressions. There just isn't enough information yet to know what the system will fully be like.

There's a difference between min-maxing that leads to more fun gameplay, and min-maxing that makes the game less fun or tedious.

Min-maxing something like research leads to noticeable good results - you get the tank you want years ahead of time compared to not researching ahead of time. Min-maxing leads to a benefit for yourself, and it feels good to obtain that benefit.

Min-maxing a bunch of different division templates for each terrain type to avoid taking penalties is just min-maxing to avoid the game debuffing you. It doesn't feel good, it feels like something you have to do in order to not be screwed over. And it's not enjoyable either, it's tedious. You don't gain a benefit above not doing it except that your divisions won't suck.
 
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I didn't say that at all. You're putting words in my mouth. I'm not asking for the game to be made easy, I'm saying that it's not reasonable to design features that require unfun gameplay in order to be used optimally. And we don't even know if this will be a problem or not yet, so I have nothing to make a founded complaint about yet, I'm just stating observations based on my first impressions. There just isn't enough information yet to know what the system will fully be like.

There's a difference between min-maxing that leads to more fun gameplay, and min-maxing that makes the game less fun or tedious.

Min-maxing something like research leads to noticeable good results - you get the tank you want years ahead of time compared to not researching ahead of time. Min-maxing leads to a benefit for yourself, and it feels good to obtain that benefit.

Min-maxing a bunch of different division templates for each terrain type to avoid taking penalties is just min-maxing to avoid the game debuffing you. It doesn't feel good, it feels like something you have to do in order to not be screwed over. And it's not enjoyable either, it's tedious. You don't gain a benefit above not doing it except that your divisions won't suck.
That is one way to play the game.

The other one is more interesting, in my opinion.
Reading the terrain (as most military would), you would find that your nerfed tank gets bogged down in marshes and woods. Narrow forest roads would limit your supply, and you decide to operate in the area with light infantry forces less dependent on heavy supplies.
Is the second gameplay more immersive? Heck yes!

That is why the game has different types of arms in the first place.
 
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I'm saying that it's not reasonable to design features that require unfun gameplay in order to be used optimally.
For some people, 20w/40w being the meta is unfun.
 
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There's been some discussions about the overstacking and overwidth penalties, in relation to the combat width changes.

These are the current values, directly from game files, with descriptions as the game files gave them:

COMBAT_STACKING_START = 8, -- at what nr of divisions stacking penalty starts
COMBAT_STACKING_EXTRA = 4, -- extra stacking from directions
COMBAT_STACKING_PENALTY = -0.02, -- how much stackign penalty per division
COMBAT_OVER_WIDTH_PENALTY = -2, -- over combat width penalty per %.
COMBAT_OVER_WIDTH_PENALTY_MAX = -0.33, -- over combat width max (when you cant join no more).

I'm guessing they'll modify these to some extent to less penalize overwidth, but probably won't penalize overstacking any less, and might do a bit more, to keep from having stacks of 2-width divisions, etc. Just a guess, of course.
 
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How is the AI at handling these changes, and will we ever see a dev diary on that?

Well think of it this way. Before certain meta's were basically OP. And the AI never used them. Now if nothing is really OP then the AI gains by not having lost so much to not having the required meta's. By making almost any division design close to equal this benefits the AI which could never optimize their division designs.
 
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Well think of it this way. Before certain meta's were basically OP. And the AI never used them. Now if nothing is really OP then the AI gains by not having lost so much to not have athe required meta's. By making almost any division design close to equal this benefits the AI which could never optimize their division designs.
This is pretty much how I feel. The closer the meta gets to something the AI will actually do, the better the AI can perform. The closer the meta gets to real life, the faster the casual player can learn the game and even play with other humans. Getting real life, the meta, and the AI to move closer together is a big wish of mine.
 
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Unrelated to this but I hope Paradox makes some changes that force players to use the lesser commanders. As it stands any major can just move its handful of "all star" generals easily enough that they can do 80% of the fighting. It means that there is less depth because both sides have roughly equivalent commanders in each engagement. Something I do in my game is change the maximum number of divisions a general can command to something between 12-16 and use a house rule to prevent lots of reassignments. That way I have to make a place for Stillwell. If I could mod in HOI3 style OOB I would, although I am the only person on Earth who would play it.
 
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This is pretty much how I feel. The closer the meta gets to something the AI will actually do, the better the AI can perform. The closer the meta gets to real life, the faster the casual player can learn the game and even play with other humans. Getting real life, the meta, and the AI to move closer together is a big wish of mine.
I mean, the Expert AI mod does/did just this. It simply made the AI use Meta templates and build up strategies. The actual day-to-day management of divisions isn't touched, but they will all either be 40W infantry, 40W tanks, or Space Marines. I could never get into it because I avoid multiplayer and min/maxing, which the mod tries to emulate at the expense of everything else. I completely agree with you on the direction of the game.
 
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the faster the casual player can learn the game and even play with other humans.

I love how in HoI4 a "casual player" is someone with a basic working knowledge of WW2 divisional structures :)

On the broader debate over whether we want "one division to rule them all" or benefits of different divisions, I'd be firmly in the "different divisions to be better for different situations" camp, but that's just because I'm a historical plausibility guy.

Also, I'm not sure that the "one division to rule them all" camp is somehow more "hardcore" than the historical plausibility camp though - if anything, learning the meta then doing the same thing all the time is less complex, not more (ie, "meta play" is less complex, so not really more difficult - although MP is by its very nature likely to be more difficult, but that's because of the humans, not the meta, which imo simplifies the gameplay more than I'd personally prefer - but may be quite appropriate to MP games where one can't pause all the time, so force structure simplification comes with benefits in terms of more time to focus on ordering them around).
 
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I love how in HoI4 a "casual player" is someone with a basic working knowledge of WW2 divisional structures :)

On the broader debate over whether we want "one division to rule them all" or benefits of different divisions, I'd be firmly in the "different divisions to be better for different situations" camp, but that's just because I'm a historical plausibility guy.

Also, I'm not sure that the "one division to rule them all" camp is somehow more "hardcore" than the historical plausibility camp though - if anything, learning the meta then doing the same thing all the time is less complex, not more (ie, "meta play" is less complex, so not really more difficult - although MP is by its very nature likely to be more difficult, but that's because of the humans, not the meta, which imo simplifies the gameplay more than I'd personally prefer - but may be quite appropriate to MP games where one can't pause all the time, so force structure simplification comes with benefits in terms of more time to focus on ordering them around).
It seems that you, like many non-MP players seem to buy into the stereotype that all MP players build the exact same way every game, or that there is one "best" meta template that is used in every game. That is incorrect, and I wish people would stop propagating that narrative. Half the game in MP is spying on your opponents to see what they're doing, and coming up with a division that counters the enemy as best as possible. There are a ton of viable templates in MP. To reduce it all to "one division to rule them all" is to insult mp gameplay.

But as you said, in MP the fewer things you have to concentrate on at once the better, since you can't pause the game. I have no doubts I will be able to do just fine in SP by focusing on a single generalist division template for my infantry, and another for my tanks. But in MP it will be way more annoying since you know everyone else is creating a different template for every terrain so you have to as well if you want to be competitive.

I'm not saying that the game will be too difficult or unplayable if you need to manage tons of different templates at once. I'm also not saying that in single player where you can pause the micromanagement will be too hard, or that you won't be able to get by with a single generalist template for convenience. But in MP, the situation that requires you to min-max the most while having many different things taking up your time, I expect it will be tedious and annoying.

Lastly, how "hardcore" someone is doesn't really matter at all in any matchup. All that matters is player skill. Someone can play hoi4 for 12 hours a day, have 5k hours, and get completely stomped in multiplayer because they're a "hardcore" history buff who wants to LARP through world war 2 using historically accurate divisions, and their opponent is a casual gamer with a few hundred hours who looked up how the game mechanics work and plays better as a result.

Learning "the meta" isn't just learning a set of division templates someone said were good and then using them every game. Understanding the meta is a state of mind where you know fully how the game works, and are able to craft your strategies around your knowledge of how the game works. For example, I can go hop into a mod that changes the combat width and be able to design a good division accordingly with my own knowledge and player skill, because I know how the game works. I don't need to talk to someone who has played the mod before in order to get ideas for good division templates, I can look at the game and figure out what will be best suited for a situation based on the tools that are available.
 
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For some people, 20w/40w being the meta is fun.

It's completely subjective. I can make the same argument as you.
how are people "respectfully disagreeing" with a subjective statement lmao
like if you say "some people like 'x'" and you are one of those people, then that's not a statement someone can disagree with
 
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how are people "respectfully disagreeing" with a subjective statement lmao
like if you say "some people like 'x'" and you are one of those people, then that's not a statement someone can disagree with
Subjective things are definitely where you can agree or disagree. You seem to have mixed up your definitions somewhere.

If it's *objective*, then it's fact, and you can't really agree or disagree. If you are using 'objective' for things that are just opinions, then you probably should stop.
 
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It seems that you, like many non-MP players seem to buy into the stereotype that all MP players build the exact same way every game, or that there is one "best" meta template that is used in every game. That is incorrect, and I wish people would stop propagating that narrative. Half the game in MP is spying on your opponents to see what they're doing, and coming up with a division that counters the enemy as best as possible. There are a ton of viable templates in MP. To reduce it all to "one division to rule them all" is to insult mp gameplay.
Just to support this (and shamelessly self-promote, as usual) I'll link my division guide(s). I went back and counted, and not accounting for supports there are 20 "base" templates which are viable and common in full "tryhard" MP. When you factor in variants, though (without supports) that number is closer to 100.
More ironically, I see many people lament the "division meta" and then suggest divisions being less dynamically designable and more like divisions in older HOIs or linked to doctrines.
Subjective things are definitely where you can agree or disagree. You seem to have mixed up your definitions somewhere.

If it's *objective*, then it's fact, and you can't really agree or disagree. If you are using 'objective' for things that are just opinions, then you probably should stop.
"For some people, the 20w/40w meta is fun" is an objective statement, since it is true for @blahmaster6k (or at least strongly implied that it's true). I'm fully aware of what the two words mean.
 
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For some people, 20w/40w being the meta is fun.

It's completely subjective. I can make the same argument as you.
You were saying that requiring unfun gameplay to play optimally was unreasonable.

Which, sure, I can go with that (up to a point; in some cases the unfun gameplay thus required is so incredibly baroque that you can't actually do it in multiplayer).

However, for some people, building 20w/40w divisions (the current optimum) is unfun gameplay because of the way fun works for them.

I don't care myself, but I can think of at least two good reasons why other people would quite reasonably find it unfun in a wargame about WW2.
 
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