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HoI4 Dev Diary - LaR UK AAR

Join me as I recount some of the highlights from my recent prerelease testing playthrough of LaR in this After Action Report (AAR) where played I as the UK.

Phase 1: The buildup

When playing the UK in singleplayer I don’t really like trying to hold France, as I feel doing so kinda ruins the pacing of a historical playthrough. So I spent all my time from game start only building civilian factories with about 85% of my mills making aircraft. I also began establishing my intel agency in late 1937. I focused on improving my intel generation and code-cracking ability first so I could give some force multiplication to my rather small army.

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Phase 2: Naval Dominance and Focused Defense

At the start of hostilities, I began cracking Germany’s encryption and used my airforce in the Mediterranean in conjunction with a large part of my navy. I figured it wasn’t worth sacrificing too much air strength against Germany in France at this point. I had just switched to building military factories from only building civilian factories, so I could not afford to use my more limited airforce recklessly. I also set up the majority of my operatives to set up intel networks in Germany.

I attempted to recruit mostly “seducer” trait operatives as they have a lower chance of being caught. In the process, I got some interesting seduction experts.

OperativeSeducerLAdy.png


Most of my rather small army was deployed in Egypt to hold the Suez. With air superiority and an intel advantage over the Italians, Holding Egypt was a great success. I was able to recruit the famous Nancy Wake and I decided to send her on a Roman holiday to help me get more intel on Italy since I would be fighting them in Africa for the foreseeable future.

Wake In Rome.png



Phase 3: Battle of Malta

After the Italian navy was largely defeated, I infiltrated the Italian airforce to help get a more clear idea of how close I was to breaking it. At this point, the Italian airforce started port striking my Mediterranean Fleet in Malta. After looking at their plane counts in the intel ledger, I built up some radar in Malta and deployed the airforce to intercept the Italians in the region. Baiting them to bomb my exposed, and no longer as useful, fleet worked as phase one of my plan to break the axis airforce.

Battle of Malta.png


Meanwhile, In Germany and occupied France, my intel networks had become rather strong and were providing good info on the state of the axis. I had at this point also infiltrated the German civilian govt’ and army to open up further options for operations and to get a more clear picture of their strengths.

By late 1940 I had broken both the German and Italian ciphers and had weakened both the German and Italian airforces by fighting in favorable conditions where I had a large radar advantage combined with my passive cracked crypto advantage. Having enemy ciphers broken increases interception efficiency as well as adds to air detection.

Phase 4: Battle of Greece


At the end of 1940, Greece was invaded by Italy and Germany. By this point, I had a significant intel advantage, was close to matching axis airpower, and had a large and equipped Free French volunteer force. I decided I would turtle southern Greece as long as I could and brutalize the axis in the air in the process. I scrambled a large part of my North African forces to Greece and deployed the majority of my airpower. At one point my defensive line was nearly broken. I was able to save it by activating my broken ciphers on Germany, giving myself a temporary 30day combat. Before the buff expired I was able to get some extra forces in and save Greece.

CrackTheCodes.png


By mid-1941 I had overtaken the axis in the air and southern Greece looked more and more secure. I decided it was time to start boosting resistance in France and laying the groundwork for eventual liberation. I also was well on my way to cracking the new Italian and German ciphers.

greece airwar won.png


Once the ciphers were cracked again and my tac bombers were no longer needed in Greece, I decided to start harassing the Germans with a strategic bombing campaign in their homeland. With my Intel levels, I was able to track how my bombing campaign was impacting Germany. I had also begun targetting resource-rich areas in France with targeted sabotage operations to further put stress on the German war machine.

StratBombingUnderway.png


Phase 5: Yugoslavian Uprising

Over the course of the next year, America and Vichy joined the war and a fight for North Africa broke out again. With Intel and Air advantage pushing Vichy France back was pretty easy. During the North Africa campaign, I noticed that Croatia was barely keeping occupied Yugoslavia under control. So I sent some of my Operatives to support the resistance there, pushing it over the edge and causing a full-scale uprising. Many of the Axis forces in northern Greece were then cut off and annihilated.

YugoRises.png


After a great victory in Yugoslavia, I dedicated my operatives to building a massive spy network across all of Germany. This resulted in several captured Operatives, as they are more likely to be discovered in large and powerful networks, but I decided it was worth it to keep my intel on Germany maxed and the mainland set up for my Arrival.

Phase 6: La Resistance and D-Day

By mid-1942 the French Resistance, due in no small part to my support, had become disruptive. It was not fully rising up in rebellion but was strong enough to disable strategic redeploy in northern France and was providing constant attrition to local Axis forces. This combined with local spy network buffs, general intel advantage, air superiority, and ongoing fighting on the eastern front made securing my beachhead in France very smooth.

ParisFallsAgain.png


After setting up a plan to drive the Germans out of France, I once again fully utilized my code-cracking for a 30day buff and battle planned the Germans back into their homeland. By late 42 The Axis was all but broken and crumbling on all fronts. The combined Allied air, land, and intelligence efforts proved to be too much and everyone was Home for Christmas of ‘42.

I hope you all enjoyed my war story! See you next time.
 
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Intentionally heavily handicapping yourself because the AI isn't good enough to defeat an AI France backed by a human England is a bit worrisome to say the least.

EDIT: Also notice how quickly you had the AI by the ropes despite heavily "debuffing" yourself, including in the spy game. Not good.

If it is on historical mode, you have a general idea what the AI is going to do. "Hindsight is 20/20" ergo you'll always be at an advantage. You know France is going to fall, you know Italy is going to attempt on Med and N.Africa.

I keep saying it, people expect this to be a WWII sim and expect events to happen exactly or near perfect to real life, but they are missing the variable that blows that whole thing up, the player....
Another big variable, Germany spent A LOT of resources on "certain" camps, that isn't and will not be simulated in the game, so it is expected that GER may be a bit OP because again, hindsight is 20/20.
 
What? First he didn't say he didn't protect France "because the AI isn't good enough", if anything it seems he did it to focus on the spy game, or you could say "roleplay" reasons which is entirely fair, not every player is forced to play the UK by focusing on holding France, you can choose whatever strategy you want to do to.
You seem to have this idea in your head that every UK player should protect France as a rule, and if you don't do it its an "handicap" or you're playing wrong, I completely disagree with this especially in sp.

Also, are you so shocked an experienced human player can defeat AI Germany? More so a dev who worked on the game in question for probably years now??
What are you proposing here exactly? That Germany should be almost impossible to beat at this stage? That makes no sense gameplay-wise or historical.
I bet a huge number of players can't pull this off, I think you're just speaking from a "meta-gaming" mp perspective which has little to do at all with whats happening on this AAR.

Btw I'm no fan of the AI either, especially during Barbarossa where they just charge into a meat-grinder, making no use of anything resembling a spear-head, but I still think your comment is incredibly unfair here.

Agreed. Besides, coming from the perspective of a competitive MP player, we don't even allow a human on France in our group. It has little to do with AI competence. Even with France being ahistorically gimped, it can put up a tremendous fight against a German player while under player control. Perhaps not always winning, but inflicting such a great cost as to virtually ensure an Axis defeat. Given how long a good MP game can take, there is not much fun to anyone if the outcome of the match is already decided in 1940.

Even if there was a competent AI, actually putting up a spirited, intelligent defense in France and going all in on it, the game is likely to end in Axis defeat rather early. I do the same thing as Bobby when I play SP for that reason.
 
Hmmm, interesting. I was hoping there would be some events/decisions to represent the great guerrilla war in Yugoslavia, but this looks more like a generic uprising. Still, it should be possible to mod such content in after the free update...;)

I think for this you need to change and rework the current Yugoslav tree
 
TBF as a player it's not too hard to beat Germany as France or help the AI do so as basically any allied nation, but that ends the game rather quickly ;). Also, I'm not sure how I debuffed myself. I sacrificed early strength for industrial might. What little strength I did posses I wanted to keep intact to hold the Suez and bleed the Axis in Africa. Once my industry got rolling into pumping out Mils, I was much stronger by early 1941 than I would be If I built myself to fight Germany directly in 1939.
So you're straight up admitting that what should be the main challenge of the game for the Allies, holding back the Blitzkrieg, is "not too hard"? Does this not strike you as a MAJOR issue?
 
interesting dlc, nonetheless what i will say
it is just another feature the ai won t be able to use properly. Just today experienced how the ai is just unable to clear small axis navies at the coast of norway/africa, despite meeting the small escort fleet for more than a year in the same place before it got finished off. Another one of the features the ai can t use "offensively" just poorly defensively thus making the player stronger in a player vs ai fights, yet the ai vs ai is just as bad. All i am saying, not creating proper ais just grows and grows the difficulty of balancing the game for the previous reasons, simply because the player keeps getting better and better with all these features relatively. Already, why at least the ai became successful at least putting up some fight, (unlike stellaris..) it is far from the balance the eu4 ai brings usually
 
This is a bit off topic, but I have a few modding questions:
  1. How easy will it be to integrate the LaR GUI changes into our mods?
  2. Are there any changes with a great effect on how things are done, like the change to party popularity declarations, or the changes to navies?
  3. If we don't want the player to use the Espionage GUI, how easy will it be to disable?
 
Death, taxes and the AI not being able to handle DLC features

Oh absolutely this will be what happens. What did you expect?

Not directed at you two, or anybody else whose patience with AI excuses is wearing thin. There should come a time soon, where either the devs put their foot down for more AI resources, or we the customers do something like an IR.

Yes, all the usual, AI is difficult to code. But this is YOUR business, your thing, your game. And releasing games and DLC where the AI doesn't even use some of the key features is somewhat taking the piss.

There is no excuse for it at this stage. AI speak to devs. Devs speak to AI. Make features that work for the AI too. Also both speak to money people and get more resources on the AI; time in development- information- and AI cycle; coders, what ever it takes to move away from the PPP of AI and shambles of so much of the core of it.
 
Oh absolutely this will be what happens. What did you expect?
To be fair, I think that the spy game as currently designed works as a useful multiplier rather than something you can "shred your opponent with". I don't see weak spy AI as too much of a problem. You still have to work (prepare, spend resources) to execute your unopposed operations, you have your fun and then claim your rewards which are useful for the ACTUAL war. I like it because it is satisfying regardless of how AI does in the spy game. I think that's a good computer game design.

MtG AI is much worse because the naval game is all about interaction. When you win against an opponent who is failing to interact properly, it does not feel satisfying. All that content and depth of the features is wasted in that case.

Reminds me much of the problem I have with Sid Meier's Civilization series. I do like the features of CivVI so much more, but game mechanics of CivIII gave me better experience against the AI. It's because the AI in CivIII could be buffed and ultimately still played the same game of unit attrition, while the AI of CivVI fundamentally fails at the game's mechanics of siege combat and keeping veteran units alive, which is why it feels so flat to me.

Edit: fabius above me summed the idea nicely: "Make features that work for the AI too." I believe that LaR is going to be OK in that regard.
 
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For the “IA is too easy” debate:
Imho I play paradox games 3 way.
1: At first I learn to outsmart the IA and it takes 50 to 100 hours
2: then I roleplay and keep the IA where I can handle it and play by it’s rule (mostly)
3: OR play “competitive” with a friend of mine which is fun.

to me new Dlc should fix some issues (and pvp navy were one big issue), give something new to manage and roleplay and pose a new IA challenge which is not always the case.
So basically hoi dlc falls a bit short in just one in 3 things and not entirely. I value myself as a good hoi player (and I’ve been since hoi3), I can’t immagine IA suddently outsmart me... especially when also a human player usually struggle to be “creative”.

Even Paradox cannot program Rommel FGS
 
To be fair, I think that the spy game as currently designed works as a useful multiplier rather than something you can "shred your opponent with". I don't see weak spy AI as too much of a problem. You still have to work (prepare, spend resources) to execute your unopposed operations, you have your fun and then claim your rewards which are useful for the ACTUAL war. I like it because it is satisfying regardless of how AI does in the spy game. I think that's a good computer game design.

That's pretty much what they confirmed on how spy system will work, it's suppost to be "annoyance" mechanic, not something that would be a huge deal breaker.
I also find it funny when people say how this will break the game....i'm sorry but i rather have a decent spy system than "bost popularity + stage a coup" wombo combo (that can be used by every nation) to literally flip the hell out of major countries like USA.