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HOI4 Dev Diary - Fuel

Hi everyone! We have now been working on Man the Guns for a bit and it is time to kick off dev diaries again!

For those who missed it, Man the Guns is the expansion we are currently working on. The main theme is naval warfare and it will be accompanied by the 1.6 ‘Ironclad’ free update. There is no release date yet. We will let you know when we can commit to a date :)
So without further ado, rev up your engines! Today we are going to be talking about fuel...

Fuel is something we originally decided to abstract into the production of vehicles in HOI4. The reasons for this were twofold: It simplified things, making the game easier to get into and learn and it avoided issues with fuel stockpiling in HOI3 (I’ll get to that later). I still think these were worthwhile tradeoffs with the gameplay impacts it had, but some areas, particularly naval warfare, never felt right without an overall worry over a supply for fuel, which essentially drove Japanese war planning historically. This in combination with a feeling that our fans can for sure handle a little nudge towards complexity now kinda cemented the idea that we couldn’t really make a naval expansion without expanding on this area.

upload_2018-6-27_13-32-30.png

(no numbers are final etc ;))

Land
Fuel is used by trucks, tanks and other land equipment with engines in your divisions. They will use much more when fighting and moving than when stationary or during strategic redeployment (in fact right now those consume no fuel, but that might change with balance work). A division carries a bit of fuel with it ( much like how supply works), so there is a short grace period if cut off. If a division is in bad supply it will refill its fuel more slowly (meaning you won’t be able to attack or move rapidly as frequently), and you might even be unable to refill at all if totally cut off. Being without fuel will negatively affect the stats of the battalions that need it as well as severely impact speed depending on how low they are.
upload_2018-6-27_13-3-24.png


Air
Your active air wings will consume fuel. The amount will naturally depend on the type of plane (strat bombers love to guzzle down that fuel) but also what mission type. Planes on interception will be very fuel efficient as they only take off when there are enemies attacking ground targets or bombing etc. Transport planes on air supply missions will also be able to deliver fuel to pockets etc. When low on fuel air wings suffer big efficiency penalties.

Sea
Running a lot of active capital ships is something you will need to be careful with in Man the Guns. These behemoths will be going through your fuel stockpile like starved baby whales on the teat. To handle this and make fleets act more realistically and in a more controlled manner we have changed quite a bit here, so stay tuned for future diaries. The main point is that big fleets are costly to run and you will need to make decisions on how to best utilize them and how much to fit into the rest of your fuel use. Speaking of, you’ll be able to control who gets first dibs on fuel through prioritization just like with equipment (but we are also working on adding extra controls on top of this so you can more easily balance between the different branches of the armed forces). A fleet that is low on fuel will suffer penalties to its stats as well as operational range.


Production
Fuel is produced from unused oil, and equipment that used to use oil now no longer need that to be produced. I am currently looking into possibly adding copper or another resource in its place (and in some other places), but we will see if that ends up being a good idea or not ;) Will let you know. Anyways, if you are low on fuel there are several ways to go:
  • Acquire more oil rich states.
  • Increase infrastructure on your own oil rich states.
  • Trade for foreign oil.
  • Build synthetic refineries.
  • Lend leased fuel.
  • Capture enemy stockpiles.
  • Research improved oil to fuel conversion technologies.
  • Each unit of oil you have access to use your current techs to generate a certain amount of fuel. This fuel is then put into your stockpile for use by your forces.
Screenshot_2.jpg


Stockpiling
Fuel is possible to stockpile, in fact it is necessary if you can’t guarantee a steady stream of produced fuel during wartime. The size of your national stockpile will depend on the number of states and their infrastructure, your economic law and if you have built Fuel Silos. This is a new building that takes up shared slots and will probably provide the majority of your stockpile space. It is also a building that can be damaged from bombing etc. which in the worst case could lead to a loss of fuel. Capitulating enemy neighbors is also going to be a good way of acquiring more fuel as it will work just like seizing their equipment stockpile in that respect.

upload_2018-6-27_11-41-38.png


HOI3 also had stockpilable fuel, and there it was quite a problem. As a beginner you did not know how much (or even that you had to) stockpile and as an experienced player there was no issue in making a stockpile big enough that you wouldn't ever have to worry. In HoI4 we are aiming to force a tradeoff between building up your industry and increasing the stockpile (have to spend civilian factories to get more oil from trade instead of building more factories) as well as trying to keep the total amount you can stockpile within reasonable bounds. Our goal is fuel as something you’ll need to consider for all your operations and playing it really safe will mean less industrial output in the long run.

Since I bet this will be the first question, fuel is going to be in the free update, but there will of course be features in the paid expansion that tie into it (stay tuned for more diaries!).

We are still working on all things fuel so I’ll wrap up here. Hopefully it gave you an idea of what we have done and are planning to do. I’ve saved some interfaces talk for future diaries, and also, be aware that many things could end up changing based on gameplay feedback. Rest assured though, I’ll keep you updated on stuff like that in these diaries up to release. This is not really anything out of the ordinary, but I usually keep systems like this that need long term balance and iteration for later. Fuel however ties into a lot of future topics, so I wanna make sure you are all clued in :)

Now for something completely different...
I assume nobody has managed to avoid having their mailbox fill up with fun updated privacy policies and things related to the new European General Data Protection Regulations (GDPR). During all this a really smooth looking lawyer dog in the smartest little suit I have ever seen came over to visit us from Brussels. He told us there are a bunch of regulations we too need to follow in our games… so to make sure we remained Good Boys in the eyes of the law we have added a couple of things to Hearts of Iron IV. The most important is to include our Privacy Policy in the game and making it easy to find.
upload_2018-6-27_11-45-24.png


Legal texts are long and boring and nothing has really changed in how we do things. So I would rather spend my time answering questions here and writing the rest of the diary, so I will refer you to check it out ingame or here if you want to.

What I would rather talk about is how gathering data from players is useful to us. Because it is. Super useful! Without telemetry we would be resorting to guesses and risk only the most vocal minorities to be heard. For example, telemetry data is one of the major things we look at for deciding what nations to develop focus trees on. We get data on how popular difference choices are for focuses, letting us spot balance issues or unpopular paths that could use some love and care. We can spot if new out of sync errors are introduced in multiplayer in graphs and get crash reports automatically uploaded to help us fix problems easily. All this, combined with a scoopful of forum reading, is what helps us steer this ship, so thanks for helping :)

Oh I almost forgot, because we had to make the GDPR compliance hotfix we managed to sneak in a fix you guys have been asking for. We solved an issue for a case in China (similar things could also happen elsewhere) when a nation had both a takeover and inherited wars (like when seizing ownership in the Chinese power struggle) and was at the same time occupied. As a Japanese player this would lead to the less than happy situation of seeing your occupied areas flip back to the enemy and leaving troops cut off from supply. We also fixed a crash issue that was reported in some big mods. The patch should be releasing shortly.

Next week some of the team will be on summer vacation (including me!) but Bratyn is going to be here to talk about all the awesome stuff he has been doing with Britain, so don't forget to tune in!

  • Fuel for Thought
  • The Rise of Legal Pooch: GDPR always strike twice!
  • How we sell your personal data to Big Pharma for cocaine in 3 easy steps!
  • We have updated our fuel policy
  • Starved Baby Whales on the Teat is actually the name of the HoI 4 punk rock band playing at PDXCON 2019
  • Fuelling your conquests
  • Some of your data is belong to us, if you are okay with that
  • Help us help you help us
  • Our coders call it Nightmare Fuel actually
  • Adding fuel to the fire that engulfs the world
  • Anyone doing a dramatic reading of our privacy policy may request one Admiral to be added to the game
  • Proudly Introducing Gasoline Mana
 
Last edited by a moderator:

Dalwin

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Ye but I am pretty sure he said that you get no oil immidietly for capturing province with silo only on surrender do you get the fuel, which is fine.
As for the second part thanks for clarifying I didnot see that.
Yeah he did eventually clarify about capturing and capitulation. Here's hoping that of all the things that are subject to change that one actually does so.
 

Ffire

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The argument is that the owner would have just destroyed or moved it if it got too close to the front, so it makes more sense to me to have the capture on capitulate like other stuff
There's plenty of historical case of that, I think it's a good abstraction.

About destruction running out of fuel can lead to an huge increase of attrition for any kind of equipment requiring fuel to work, those equipment being IRL abandonned or destroyed). This is for example the 1st reason of loss of heavy german tanks (destroyed by their own crews)

And will training increase the fuel consumption ? This was really problematic for some nations like Japan or Germany
 

Thracian

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so strategic bombing of the silos of a state destroys the stocked fuel constantly and stockpile capacity temporarily, right?
 

Bearjuden

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Can the fuel system be modded to work for, say, ammunition? That is, if someone hypothetically wanted to split infantry equipment into guns and ammo, and use ammo as fuel for infantry, could that be done?

Does fuel automatically get converted from oil? Does oil no longer exist then except as a means to increase fuel?
 

Torma25

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Can the fuel system be modded to work for, say, ammunition? That is, if someone hypothetically wanted to split infantry equipment into guns and ammo, and use ammo as fuel for infantry, could that be done?

Does fuel automatically get converted from oil? Does oil no longer exist then except as a means to increase fuel?
they said it's not moddable (yet) but another dev siad they really wanted to add ammo to the game.
 

mursolini

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I actually forgot to mention that. We plan to bring back some more firepower to armor with this as well that we nerfed during 1.5. so while you will need fuel now tanks should end up a bit more powerful
How did you decide tanks weren`t powerful enough? At the current level, you don`t have to create armored spearheads, a single unit of armor will push just fine.
Armor is the instrument that gives player the hugest advantage over AI. Why make it more powerful?
The argument is that the owner would have just destroyed or moved it if it got too close to the front, so it makes more sense to me to have the capture on capitulate like other stuff
Wouldn`t that mean that a country with full fuel strockpile being invaded will not provide much fuel to occupier, because it`s Depots are captured empty, and it`s stockpile is getting reduced?

Whouldn`t it make sense for this to depend on current fuel stockpile? If all oil can be fitted into remaining stockpile, then no should be captured, if not, the remaining should behave like capture under capitulation/encirclement.
 

ursus.maritimus

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This all seems on the right track, fuel should be a great addition to the game.

Among the other changes, seeing that you will be touching on the entire game as opposed to the naval part exclusively, I believe a change to the tech tree would be most welcome, drawing from HoI2. Namely the addition of national tech teams, in the same vein as before, as currently the tree feels detached and unrealistic, with the number of research slots being the only difference between a small nation and a historical powerhouse. This is addressed to a degree by advisors, but in all honesty, with the background being there already in that game, this is surely a worthwhile endeavour.
 

Denkt

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Tech teams in HOI2 was bad and deterministic. However Tech tree must be changed with the Component system they have mentioned will play a major part in ship design.
 

ursus.maritimus

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Tech teams in HOI2 was bad and deterministic. However Tech tree must be changed with the Component system they have mentioned will play a major part in ship design.

You don't feel the tech progression being deterministic is a desired outcome here?
i.e. having countries reach certain techs faster due to historically having scientists/theorists/industrial concerns who were leaders in those fields?
 

Denkt

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You don't feel the tech progression being deterministic is a desired outcome here?
i.e. having countries reach certain techs faster due to historically having scientists/theorists/industrial concerns who were leaders in those fields?
Already done with the current Tech team system, free trade and computer technology. National ideas also help here.
 

Fulmen

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And the resulting border was not the same as was agreed in the original pact.
That's because of a revision of the spheres agreed to in September. Lithuania had initially been in the German sphere, but was assigned to the Russian sphere in return of the frontier in Poland going more eastward. Northern Bukovina & Hertza however was not part of this revision.
 

Mentat Magus

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Looks good
 

Rudawitz

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About capturing stockpiles

The argument is that the owner would have just destroyed or moved it if it got too close to the front, so it makes more sense to me to have the capture on capitulate like other stuff

Why not make it so that the attacker gets part of the stockpile immediately? Maybe based on the defender's surrender progress?
 

MartinSWE

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Great news. With fuel as a factor then maybe the USSR can give Germany real trouble without having to make them artificially strong. It will also give the USA and USSR their historical advantage of having almost endless supply of oil and thus fuel.
 

Denkt

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Great news. With fuel as a factor then maybe the USSR can give Germany real trouble without having to make them artificially strong. It will also give the USA and USSR their historical advantage of having almost endless supply of oil and thus fuel.
There are probably more argument that Germany is too strong than Soviet is too strong.
 

PK_AZ

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