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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.

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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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No need. If you read any of the hundreds of combat width discussion threads over the years you will see that the two most popular changes are:
* more varied width + less overstack penalties so that it matters less what width you use and if it aligns perfectly
* have targeting and damage allocation not be so advantageous for wide divisions
Hey Podcat I am excited for the new DLC. I also wanted to ask whether these stats could be made accessible to modders as I plan on making a mod where I wanted to add a stat called accuracy to ground units
 
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I don't think this is the case, because then you'd have entire regiments with only 500 men. Men are not abstracted in the game; they are 1:1, but equipment is not. Artillery equipment is not just the actual guns, but also the shells, horses, tractors, etc. required to operate the artillery. But I do wish they lowered the amount of artillery equipment in ART bns. to 12 (and adjust the price accordingly), so the "1 ART battalion is actually a regiment" crowd would get on the same page.
If they did this then HP damage would cripple a division with artillery much too quickly.
 
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* more varied width + less overstack penalties so that it matters less what width you use and if it aligns perfectly
* have targeting and damage allocation not be so advantageous for wide divisions
Over stack and over width are different things. Most of the conversations I've seen suggest lowering the over width penalties, but this is twice you've mentioned over stacking. Can we get clarification here? I would think that lowering the penalty for being off-width sort of defeats the purpose of also mixing and varying the widths you want to be.

The changes that you've proposed to the targeting seem to only matter if the divisions on one side of the combat aren't all the same width. If divisions are the same width, I'd imagine there is an equal chance of either of them being chosen? I think a consequence of allowing a larger division in the combat to get targeted more, means that there is the possibility that larger divisions can act as shields for smaller, more specialized damage dealing divisions.
 
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Something I want to comment on is that the division designer's handling of combat width has been one of the weakest and most glaring problems of HOI4, and I'm a bit worried in advance that this land-combat content update might turn out to be a missed opportunity on a lot of things. While the 40-width meta is indeed an issue, its not the only issue with the system

  • Too small a combat width is a big problem. If you've ever seen people spam 2-width divisions in-game, its an unbreakable wall against things that aren't 40-width artillery or tank spam so long as manpower reserves holdout. The problem is that just a single battalion of infantry has 60 org (much more with doctrines). What makes things worse is that units have org regardless of whether they have equipment or not. When you spam out tons of cheap units and have a high-reinforcement rate, you get an "Enemy at the Gates" scenario whereby hordes of cheap infantry with almost no weapons can literally hold off enemy offensives by blocking the roads with their piles of dead bodies. You have to meet a certain threshold of soft attack such that it can shatter each unit immediately and the need for such things also reinforces the high-width combat meta.

  • There is also a historical aspect of how divisions were organized. Generally triangular divisions were used because they had a system of placing two brigades at the frontline and rotating 1 brigade in reserve. In addition to providing rest, this reserve element could respond to threats or opportunities as the situation required. Generally most armies followed this blueprint with varying levels of fire support attached. The pentomic divisions that everyone builds currently are really only seen as the cold war heated up. The idea behind Pentomic divisions and integrated combat units was to reduce the time required to initiate an attack to the bare minimum. This was achieved by minimizing the communications overhead to coordinate with various inner-army branches. By being to able to launch a full force assault as quickly as possible, the window of time that the enemy had to respond with a nuclear strike would be minimized. Right now the game doesn't encourage the player to follow historical trends in any way shape or form.

  • Smaller units punching a lot less also has big issues. Mainly in that when fighting at a disadvantage, one cannot implement a strategy of defeat in detail with smaller more flexible units. A big trend among a lot of militaries was to have their elite and mobile units be put into independent brigades or smaller divisions. In vanilla HOI4, doing this would be absolute madness as you want your most expensive assets to take the least amount of casualties due to how damage & soft attack stacking vs defensiveness works. As a very simplified example, imagine that a ton of infantry divisions on the frontlines are dueling in 1v1 matches. The idea behind a small elite rapid reaction force is to be able to move quickly from combat zone to combat zone to give a numerical advantage quickly in many simultaneously combats back-to-back. Then leveraging Lanchester's Law which says that combat strength of a force is the square of its numbers, you can turn each 1v1 duel into a decisive victory in many places as this elite unit moves from 1 place to the other. With independent brigades, you can do this in multiple places at once constantly. But its very undesirable in HOI4 because wars tends to always end up as western-front WW1 style conflicts of attrition and high-width units with very expensive stuff must take as few casualties as possible. One of the first things everyone does upon loading the game is deleting those 8 width motorized divisions, 8 width cavalry units, or 8-width tanks units--much to my dismay.

  • There is also a lot to grumble about with artillery having 3-combat width and all. Personally, I think its a huge culprit in letting people fill up the combat width too easily. The easier it is to max out combat width, the easier it is to get WW1-style western front stalemates. (note, the western front had several factors, not just a "lack of tanks" that resulted in it being such a static meatgrinder. Many other places during WW1 were certainly not static despite the level of technology and equipment available then). I could write pages and pages ranting about artillery being unrealistic in so many ways as its portrayed in HOI4 currently, but that's probably its own post. But as a quick summary, the biggest thing about it that dismays me is that very simplistic implementation of artillery in HOI4 robs a lot of the nuance of the quality and capability of certain armies. There was a huge gap between the heavy-weapons capability of the Polish and the Chinese army for example, but they both just have "basic vanilla" infantry units currently. You can't overcome certain fortifications without some pretty big dakka (210-320mm stuff), you can't effectively win fire-superiority overtime against another well-equipped enemy without some very long range howitzers, you need lots of cheaper medium howitzers if you want lay down huge volumes of pre-assault barrages, and you need lighter artillery guns to deal with smaller emplacements that require direct-fire precision on the frontlines to eliminate, just to name several examples.
    4aRl8IX.png
<LINK> A thing to point out, was that just simply motorizing some of the bigger pieces shown above was a huge technical challenge in and of itself that not all interwar armies had the capability of doing. <LINK>

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My 2-cents is that land combat in HOI4 needs more than just a few small tweaks. I'm worried we're going to be stuck with the same-old, same-old meta (just slightly less acute in being more powerful) and the same old problems in historical representation and balance (just slightly less problematic). I'd urge you folks to be much more experimental if anything to try and learn lessons for building a foundation for Hoi5 that will inevitably happen someday.
 
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AT is better. With the current system if an enemy division had 60 armour, and your AT guns had 59 piercing, the enemy would get the full 50% damage reduction and you may as well have not had any AT guns at all.

With the new system the enemy would only get a 3.3% damage reduction because of their armour.
Where do you read that?

I read Armor > Piercing = no changes

Seems AT will be worse with the changes. Am I understanding it wrong?
 
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This looks more like a temperature map mode no?

It does, yes. What I'm puzzled about is why most of Sweden is blue while most of Finland is green. Finland in real-life is colder than Sweden, by quite a bit too, not the other way around.

1620227768963.png
 
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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
 
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Oh, yes! Thanks for fixing my favorite pet peeve with the combat width! You're awesome :)

@podcat wondering about the armor bonus. Previously it also applied to dealing damage (larger org damage dice), not just receiving.
Is this also changed to being proportional in the same way?
 
I already have the new combat width meta

Plains and Deserts are 15 and 30 widths.

Forests and Jungles are 21 and 42 widths.

Marshes are 26 widths.

Hills are still 20 and 40 widths.

Mountains are 25 widths.

Urban is 16 and 32 widths.

In the European East and West fronts, everyone is just gonna spec for the most common terrain type, plains, and make 30 widths. Russia will create some throw away 26 widths to hold down the marshes.

Overall, unless you're speccing for a certain terrain, 15 and 30 widths are the new meta. they fit the most common terrain type, and are a nice middle-of-the-road width for all the other terrain variants.
Sounds a bit like a micro nightmare then anything else, which I don't mind it's just gotta be done well.
 
My one concern is that if smaller divisions are better, won't that mean there'll be more divisions? And not every country has enough generals to field as much units

That and Performance issues I guess as a result of more divisions on map
 
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If you really were "pretty good" at the game, you would be capable of using all the features and game mechanics without wanting the AI to do it for you. Navy is easy to manage if you put in the time to learn how to use it.
It's not a matter of how easy it is, it's a matter of me having limited time and wanting to focus on the aspects of the game I find the most fun/important for any given playthrough. Between studies and other work I simply can't be bothered to manage every single branch of the military.
 
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Are you trying to compete with the Eu4 Leviathan DLC?
Trying to break the meta by making it even more complicated? And one big problem is that org is the average of all battalions. A 10w pure infantry divisions has the same org as a 40w division and with vanilla defense values they basically take the same org damage without getting critted.
Im also sure that making smaller divisions viable will increase the game performance by a lot like adding one million unnecessary tags in the la resistance dlc.
 
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My one concern is that if smaller divisions are better, won't that mean there'll be more divisions? And not every country has enough generals to field as much units

That and Performance issues I guess as a result of more divisions on map
You can buy generals with PP. For some countries it is explicit simulation for lowering available PP.
AI currently fights mostly with 20w, new target goal looks will be around 20w - 30w