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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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Trains!? @podcat you have made the wait worth it already.
 
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Glad these are back. You mentioned you're still early in development. Is this looking like a 2021 release at this point?
assuming you meant to say this year, yes
 
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^^

If I see correctly, if a VP does not have adjacency to a rail or a river (southeast france screenshot), it is connected by motorized?

I wish overland transport used not just motorized, but was split into trucks/horses, but I guess the abstraction of horses and motorized into motorized altogether makes some sense
 
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Will we only be able to strategically redeploy in railroads? And only follow their course? I look forward to playing this, can't believe we'll have to wait another whole week for a new dev diary :(
 
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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.

Literally every thing I want addressed in the game in one paragraph! Can't wait to hear what you have in store.
 
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Great diary, a few questions. :)

1) Can supply hubs be captured and their stuff used against you?
2) Do supply hubs use general "Supplys", or will you manually decide on what to put in? Like 1 Hub for fuel near the front, 1 hub for tanks further back? Is there a Logistics screen for every hub then?
3) How deep of a performance hit will this new system cause?

Great to hear from you again, the only sad part is, that it will all be released after the june anniversairy, so Q3/Q4.....
 
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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?
Operation Buffel ! Would be interesting to have some retreating maneuver to inflict damage on the enemy as well as hampering their advance
 
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yes. its quite expensive because we generally want you to use cities and ports and fight for those. you also have new construction options for railways that you can draw etc
Does it occupy a building slot or is like AA and forts.

Also, how does it all fit in with infrastructure levels/construction?
 
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Will railroad routes from the start date be mostly modelled on historical maps or will there be some creative freedom for the sake of balance?
 
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Looks really great. I loved how strategic Unity of Command 2 was in making players want to cut into enemy logistical bases and supply lines (while protecting your own).

I guess my only worry is an excessive research tree for Trains/Supply Means like on the scale of the Naval Research tree which was- uh... mmm, bit too much imo.

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Otherwise, really happy the game is gonna be more strategic. Hope the additions don't feel too much like feature creep, and that the AI/Battleplanner can take into account railyways and supply depots
 
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Yay! By the way are railroads constructable? Or are they preset?
we got historical ones but player can upgrade and build more. In europe its more about upgrading, in other areas more on building.

I hope that terrain will effect the cost of building railways
yes terrain impacts cost

^^

If I see correctly, if a VP does not have adjacency to a rail or a river (southeast france screenshot), it is connected by motorized?

I wish overland transport used not just motorized, but was split into trucks/horses, but I guess the abstraction of horses and motorized into motorized altogether makes some sense
it cant connect into the network as such, but trucks can be used away from rails. Atm trucks is something that may end up changing a bit but the idea is that without them you are basically running with horses so you dont get 0 if you dont have trucks. Oh and there is also some local supply still like before for small amount of troops
 
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Glad these are back (for real this time). The only question I have about they rail system is how is infrastructure going to work now (if it’s changed by this)?
 
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Very happy about the inclusion of trains and railways to fight over, with improved logistics. Hopefully this makes the Soviet Front, but also the Chinese/Asiatic Front for Japan much more interesting after the system is properly balanced.
 
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