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Hi everyone and welcome back to regular weekly dev diaries (if you don't count the april fools one last week). I know you are all super excited to hear what we have been up to since Battle for the Bosporus. The answers to that are going to take a few dev diaries to cover, so I figured I would start with a timeline for you:
  • We recently released 1.10.4 to fix various multiplayer exploits going on, but seems an important case was not detected at the time so we are working on a 1.10.5 to address that soon.
  • Pdxcon is coming up in May so expect to hear some more details there.
  • The yearly anniversary is coming in June so expect some cool stuff and a patch.
  • We are however spending most of our time on the 1.11 Barbarossa update as well as the unannounced expansion that will be released together with it. That's what we will spend most of our diaries on, as well as today!

‘Barbarossa’ and the unannounced DLC will focus on the Eastern Front and the core of Hearts of Iron, which is warfare - particularly land warfare. Historically the Eastern Front was without doubt the most important front for World War II. It was the largest confrontation in history and
is where Hitler’s expansion was first stopped and pushed back signaling the eventual doom of the axis powers. There are several areas we want to improve here. Weather does not feel impactful enough, while historically it had a massive impact. Logistics currently doesn’t have much player interaction and is mostly something you have to deal with only when problems appear, and finally the combat and division meta has been stable (with an emphasis on large divisions) for a long time - something we hope we can shake up. As you can imagine, these are all things that affect the game on a deeper level and take a lot of work to get right.

Today, I’ll give you guys a bit of an overview on the supply aspect, but fair warning: it’s early days and stuff may still change here before we’re done. I’ll probably spend 3+ diaries on supply over the course of the development to cover everything, but I figured it would be nice to hear about the overarching ideas.

The old system worked by having discrete supply areas pathing back to the players capital and keeping track of the bottlenecks. To simplify a bit ;) - those bottlenecks then decided how many units could fit into areas near the front without penalties. The areas themselves were unintuitive to players and required you to check multiple mapmodes to see if you stepped over an edge etc. I do like bottleneck systems though, because feedback is usually immediate, but it suffered from not having much scaling cost as distances increased, so it was hard to use it to limit snowballing. As I mentioned it was also a system you didn't care too much about until you had problems, while historically, logistics was a vital part of planning a campaign. This led to combining the issue with another gripe of ours - that the way fronts moved in WW2 often followed important railroads, but don't really in HOI4. We came to the conclusion that we should try and make a system focused on railways and with a truck based component as a way to get more out of it when away from the rails.

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In our new system, supply flows from the capital (the total amount available depends on your total industrial base) through railways, where the level of the railway acts as a bottleneck. To transport more, you need a higher level railway (or a bigger port if it goes over water) so the railways are the current bottlenecks in a way. Depending on how much supply is transported you need a certain amount of trains for the rails to perform. Trains are a new equipment type that we will dig into in a future diary (well actually, several types ;P)

An important part of railways is that they are capturable, so as you push into enemy territory you will want to make sure to hold vital railways and capture railway hubs to supply your troops. There is a conversion time here to model the fact that there was usually some repair or re-gauging that needed to happen for attackers.

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Mapmodes are still quite WIP ;)

Rivers also had a huge importance on the eastern front for transport and supply so they will work essentially like basic railroads now, where you need to control both sides of their banks to use them to ship supplies around.

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Supply is drawn from what we call Supply Hubs now, which are either cities, naval bases, or manually constructed stations along the rails, which have to be linked into the network. Air supply works a bit differently but we will talk about this in the future along with some other supply additions...

The flow of supply from a Hub to a division depends on the terrain/weather etc, and ideally you want to have available trucks here (which is to say, motorized equipment) to increase the amount of supply you get as well as range. Cost of trucks and trains and losses to attrition and bad weather will be a limiting factor on your logistics.

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Overall, this creates a system where it's strategically sound to fight over railways, prepare for large offensives, to try and bleed each other's logistics capability and to force care when advancing in bad terrain and weather. The result is a much more fun, historical and immersive Eastern Front as well as adding a new layer of invasion planning in the rest of the world.

See you all next week for the next diary!
 
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Very exciting! Thank you for making the dev diary, it has been so very tense! I am a man of speculation, so I would expect the release on the 22nd to "honor" the 80th year of the beginning of Barbarossa, that is to say as the 1.11 will be called Barbarossa.
This sounds exciting! I have always wanted a better and more in depth supply system, as I think sometimes supplies can be a bit hyperbole or just not arrive at all. It is a very good idea to pair supplies with Barbarossa as it played a crucial aspect when it comes to trains & systems.

I would like to add my "own idea" or i don't know if it is my own idea, but small-medium sized buildabe supply depots could be very nice? IIRC the totaler krieg or black ice mods have "supply depots" which increase your supplies in that and surrounding states. I think it would be a good way to be able to build 1 supply depot to a strategic region in the game? As having "too many" supply depots aka like one in every state would kinda make no sense and take away the effect.
Like if player or AI Germany conquers "historical" in 1940-mid 41 so Denmark, Norway, West Poland, Benelux, France and Balkans, you could build one supply depot to a strategic region, so as to 1. not overly strain your supplies 2. have "local"/area supplies 3. it could be useful for expanding countries and "necessary" for countries like the US, Britain, Japan and Germany, because if you conquer much of the Southeastern Asia, like Japan, you could build local supply depots to partially circumvent Allied submarines and convoy raiding? I mean it would be a cool way to ensure that you would have a strategic region -supply like for a Burmese campaign (historically began in late 41-early 42), as Japan when you demand Indochina and occupy it in 1940/mid 1941, you could build one supply base to there to better help and supply campaigns in Burma and South East Asia, one in Shanghai or Wuhan to ensure further conquests do not rely entirely on mainland supply etc.
As for Germany, it could be "useful" to have its own or at least partial local supply in France, West Poland and Norway as to not strain logistics completely. Still this feature would have to be tested as to not just allow to build supply depots everywhere and muster 100x 40width super resource-and-supply-drainy -armies to just waltz into Moscow.
Supply depots could be useful themselves to prepare for a "further offensive"/further conquests: I remember I read in Paul Carell's Scorched Earth(Note, Paul was an SS propagandist but his material is semi-credible), that the German army had a huge supply base in Kharkov that basically supplied the army rations and light weapons from horse drawn artillery to rifles for the Summer offensive of 1942(Fall Blau). So that could be an interesting thing, if one were able to build a "supply depot" in Kiev, Minsk and Riga to "supply further conquests" by not draining the supply lines so long.
It could be cool for previously mentioned Japan as well as "necessary" to all players, including then-counterattacking allies, to have a "supply depot" in Delhi or Dhaka and a depot in Guadalcanal or Darwin, Australia?
I'm not sure if that's what you mean but I think it is, the dev diary actually talks about a new building like you describe called "Supply Hub" (its also gonna be expensive). So some good news there!
 
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Will the new system take lend-lease into consideration? In real life the Germans and Finns expended considerable efforts attempting to cut the Murmansk line to prevent the flow of lend-lease goods from the UK and the States.
 
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In MP sure as a human can exploit parachuters to cut the railways, the communist Chinese rebellion system could also be used to exploit thus weakness in Asia.

But with the AI you most likely will only have to be aware of any spearhead that can cut railways near the front.
True enough, but from hopefully this creates supply reasons for keeping a number of troops off the front line and in reserve
 
will resources also be transported via train (towards capital, similar to how convoys transport resources today). Talking about Chromium, Tungsten, Iron etc.
 
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Now the question is, when you get pushed back, or make a planned retreat, will you have an option to sabotage the rail infrastructure to hamper the enemy advance?
IIRC the Soviet Union actually already has scorched earth decisions when they lose enough territory which insta-gibs infrastructure. I'd imagine those would be enhanced or reworked so they also ruin railways and supply depots.
 
Can't wait! Also, is it possible that you share with us approximately how many dev diaries it will take to get to the new focus trees that'll come out with the new unannounced DLC?
 
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"An important part of railways is that they are capturable, so as you push into enemy territory you will want to make sure to hold vital railways and capture railway hubs to supply your troops. There is a conversion time here to model the fact that there was usually some repair or re-gauging that needed to happen for attackers."

Is the AI going to be taught to take this into account? I love the idea of making supply more realistic, but like so many other changes in the last few years, it'll be worthless without the accompanying AI updates.
 
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>Historically the Eastern Front was without doubt the most important front for World War II

That's why we decided to look at it on the 5th year after the game release (c) Paradox

There's also a country called Italy guys, that was also quite important in WW2, just saying.

but yeah, I guess great that finally you look at the stuff that matters
 
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Loved the new dev diary! I'm truly looking forward to more! I just hope that the way tracks are displayed will be revisited, because in some provinces they appear a little janky.
 
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I am wondering what you guys have been doing for the past year. It seems like none of what has been presented is really fleshed out. I am not trying to be rude, because what I see looks good. I also realize that it seems like two dlcs are being developed at the same time, but it doesn't feel like anything has been made in the past year. It also sounds like the two dlcs will not be released until September and probably later. So I repeat myself what has been going on since la resistance?
 
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This also looks promising for the Winter and continuation war(s). I do in fact hate it how in vanilla, the Soviet AI just obliterates Finland by taking 85 divisions north of Ladoga through pure forests and so on. I modded a bit and with Red Vistula, for example, I had to create some impassable zones(i.e. both sides can only attack from 2 tiles near Petsamo, 2 tiles near Kuolajärvi-Salla, two tiles east of Kajaani, 5 tiles North and East of Joensuu and the Ladoga Karjala was more open as well as the Kannas/Isthmus was open. That was the only way to fix both sides just amassing huge strengths of tens if not hundreds of divisions (Well just the Soviets mainly) and walk on. The terrain was and still is completely terrible up North on the border, no railway lines go between the countries and there were just minor roads from Petsamo to Murmansk, Kuolajärvi to Kem(i) (White Karjala Kem) and so on.
 
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You wouldn't believe the orgasmic screeching of joy I did, when I read the topic of this diary. This is SO needed for the game, awesome, just awesome!

Although, there is a question I have. Since supply still flows from the capital, does that mean the current supply exploit will still exist, as in: If you occupy all provinces in the capital state, except the enemy capital itself, the entire country will lose all supply.
 
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This isn't the entirety of the supply system, as was said they plan to make 3 dev diaries on this subject. But it's shaping up to be the system this game truly needed.
Supply on itself will be a massive overhaul, and very refreshing. Combat is what you do most of the time during war. It's such a big update that I'd even call it patch 2.0
 
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I feel like coal will be (or should be) sort of important with this update.
Loved the diary!
Indeed, coal and or locomotive production? At least coal would be very good. Bernhard Kast, historian of the Military History Visualized -youtube channel, made a video a couple years back where he said, that the main problem economically-wise was the lack of coal as a resource. France, the UK, Germany and the US had plenty of Coal(France in the Alsace regions and Northern regions, UK in the Central and Northern areas, US in the Northeast and the Rust Belt, Germany in the Ruhr and Silesia-Saxony and so on), but Italy, Japan and the Soviets lacked significant or at least still major coal industries compared to the previously mentioned countries. It would be very nice if coal became a resource.
 
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@podcat @Archangel85
Good to see these much needed changes. I have some questions.

1. Let's say I play as Germany and try to drive a wedge between Baku and Moscow by taking control of Volga, AKA Fall Blau. Will doing so in any way prevent the Soviets from fueling their war machine from Baku oil?

2. What role do individual trains play in resource (as opposed to supply) transportation? Do you lose some as they operate in your core territory? Tying this to fuel and coal upkeep would be very impressive. AFAIK due to their almost complete neglect of rail transportation, Germans had an effective shortage if coal even before the war. Turns out that you need a lot of trains (that use coal) to transport coal if you already sorely lack fuel and enough trucks to use those.

3. Considering they are not purely military equipment, have you considered allowing trains and possibly motorised vehicles to also be constructed by civilian factories alongside the military ones? I assume that only mils can do that, but apart from possible programming issues, what were your considerations?
 
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First of all very, very nice dev diary @podcat, looking forward to getting to play with the new logistics system.

Second, regarding the new Logistics Capacity tab (I'd actually hoped you'd do something like this!), any chance the new logistics network could be made to not only require trucks and trains, but men as well? This'd allow a big real-life manpower sink to be represented in the game. Of course the in-game manpower values might need to be readjusted (although from a historical standpoint there is currently too much manpower available to combat units in the game as is).
This would make running low on manpower feel all the more catastrophic.
 
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Now we will finally put to the test if, "Italian Trains, run on time".... Or if it was all a lie xD
Bty will we have to build said trains and transport trucks? *.*
 
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