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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
 
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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:

You should make rubber a more important ressource. Everything needed rubber: Tanks, Battleships, Guns, Uniforms. According to this site " Sherman tanks were made with half a ton of rubber and some battleships contained 20,000 rubber parts." With synthetic plants having to choose between oil and rubber focus, upping the demand for rubber seems to be a reasonable way to limiting stockpiling.
 
Wow new expansion is looking great for me. I have one concern about capturing enemy fuel reserves. If I capture state in which fuel silo is located will fuel be instantaneously added to my stockpile or will this require some time to happend?
 
Wow new expansion is looking great for me. I have one concern about capturing enemy fuel reserves. If I capture state in which fuel silo is located will fuel be instantaneously added to my stockpile or will this require some time to happend?

Currently you will not gain any fuel according to Podcat. Only on enemy capitulation.
 
I would love to see a new way to supply troops using the fuel mechanic. One of the problems I always had when invading (the USSR as Germany, or the Asian mainland as Japan) is the massive penalties of lack of supplies and division attrition.

One of the awesome mechanics I have in mind is choosing a supply strategy for your army, army group or theater of operations. For example, you can have "local supply line" option which will provide slowest and most inefficient supply option to your army but will cost nothing but maybe some civilian factories and a very small amount of manpower, that way you indirectly limit the size of your infantry since they will need more civ. factories to feed them and supply them. The second option can be "dedicated supply lines" that will use some of your manpower to supply your army as well as fuel (this will be a very interesting mechanic since non-combat personnel was a massive part of any army, sometimes less than 50% of the army were combat units), this option could be most effective in the long run but will be something you need to think about and eventually change to get that manpower back or lower the fuel usage. The third and final option can be "motorized supply lines" which will use manpower (but less than the second option), motorized (maybe like a convoy system where when you select this option it will simply "take" a fixed amount of motorized from you, for example, 20 motorized per division) and will use a lot of fuel to maintain but will provide the fastest and most efficient supplies to your army. The third option can be used when launching an invasion of some sort. For example invasion of Normandy, the D-day. You land on a province with one port and try to gobble as much land as possible to spread out your army, however, you are on a territory where you can only supply 16 units but you landed with a full 24 division army, in this case, you can use motorized supply line to lower the supply usage of your army until you grab a few more ports or a few more territories. You will willingly be burning fuel for a short period of time just to be able to have an upper hand in the initial stages of an invasion, but once you stabilize your front and supply status, you can change it back to the second supply option.

This way we will have to think about a few more things when invading than just controlling the English channel and spamming in the marines on any port within a 100-mile radius.

Love the patch btw!!!
 
Oh my God I love everything about this. Having to really prioritize between land, air and naval operations. Submarines have a real job now, as you can starve nations like UK and Japan out of fuel. And with the before mentioned you will have to get those few, quick decisive battles at sea, so you can only maintain supremacy with minimal force. All in all, no matter which nation you play with, now you really have to build you strategy around your resources (one sad thing about this is that there's no way i'm gonna build SHBB's anymore :D). Just fantastic! :)
 
You mean trade laws as the mobilization laws as you go down them only provide boost to your economy other than perhaps total mobilization?

It is trade laws that Control the access to the resources which I find kind of strange as you can be both free trade and total mobilization at the same time which mean you have very Little Control over your own resources.

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.
Apparently economic mobilization now effects fuel, which makes sense, during peace time, civilians will use a lot more fuel than when the wars been going on for years and strict rationing has been introduced.
 
Might I suggest nickel? It's vital for many engine parts (especially high-performance aircraft engines) and armor plating, so it would go in a lot of the places that oil was previously needed.

From here: https://republicofmining.com/2016/0...-critical-during-world-war-two-by-stan-sudol/





There is also: https://en.wikipedia.org/wiki/Petsamo–Kirkenes_Offensive

I like the idea of adding additional important war resources to the game. Why not both copper and nickel? (or save one for a future DLC :))
 
@podcat, is there any info you have (maybe saved for a later date ;)) on any focus trees getting reworked to include fuel? Maybe Romania?

Why would Romania or any focus tree need to be reworked for it?
 
If divisions are standing still will they still be using a small amount of fuel? If so, could there be an option for the General to Halt all activities reducing organization and consumption.
 
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.

View attachment 383570
(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.
View attachment 383568

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.
View attachment 383554

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.

View attachment 383555

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.
View attachment 383558

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
Oh boy do you guys ever know how to get me all giddy.
Still a bit disappointed you guys missed the great marketing opportunity for a naval US/UK DLC that was the 6th of June though...:confused:

Sadly not.
Well, that's too bad, but a question on fuel modding itself then: how moddable is it? And more specifically, can we introduce new things that take fuel besides the three branches?
 
You mean trade laws as the mobilization laws as you go down them only provide boost to your economy other than perhaps total mobilization?

It is trade laws that Control the access to the resources which I find kind of strange as you can be both free trade and total mobilization at the same time which mean you have very Little Control over your own resources.

I was going to say something similar, currently mobilization laws increase factory output. My suggestion would be the reverse (they'd reduce factory output, but you'd get more fuel instead)
 
I think this means that your states produce "raw oil" (excavation boosts this) that you can turn into fuel. So maybe 10 raw oil can grant you 5 fuel every day, but with improved tech you can get it up to six, then seven, then eight and so on.
Yup, kinda like that

Will any support companies affect fuel usage rate or divisional storage? I mean, obviously motorized companies will use some fuel, but aside from that.

its a maybe. We have talked about supply companies affecting things but not tested it yet.

Still a bit disappointed you guys missed the great marketing opportunity for a naval US/UK DLC that was the 6th of June though...:confused:

Well, we usually talk about stuff as early as we can. We can always delay talkign about it, but its hard to go early. Also nobody likes to get stressed at work for marketing deadlines. If it fits it fits, otherwise we show stuff when we feel ready :) but I do agree it would have been a great date
 
@podcat @Archangel85

Regarding Land units:
  1. So the fuel consumption is determined by what the unit is doing but what about terrain? Will we see larger consumption in town, mountain or jungle type regions for example? Or is that only determine by the region's infrastructure?
  2. Did you plane to add a fuel specialisation? Gasoline or Diesel? And if yes any plans about advantages & counterparts? (Diesel: better reliability slower units, Gazoline: faster but less reliable for example)
Air:
  1. Any chances to see the implementations of new special missions? "Fuel depot bombing mission"
Naval:
  1. Regarding the convoy raiding, since it is pretty easy to distinguish a tanker from a normal convoy ship, any chance to see more focused mission? Covoy raiding and Tanker raiding? (you might think it is a stupid question but it makes sense to me haha)
Decision:
  1. New decision alowing the player to destroy is own fuel depots or setting fire to his own old fields to force the advancing enemy to repair before starting using, getting ressources? (Scorched earth)
 
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