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HOI4 Dev Diary - MTG - Bag of Tricks

Hope you are all having a nice day. It's Wednesday, so that means it's time to roll out another dev diary. Today’s is going to be a bag of tricks diary covering several smaller features from Man the Guns and the 1.6 Ironclad free update. The large changes to naval things are occupying much of the team, so there will be a bit before I start giving you the details on that. But meanwhile, lets dip into some smaller, yet juicy features...

Faction Leadership
Being the leader of a faction comes with a much larger degree of control. Once someone controls a faction that you are in there has not really been any ways of taking over that control, except of course to leave and make your own.

With MTG we are adding a system for taking over that control, assuming you qualify:

To be able to take over leadership in the faction they are in, a country must:
  • Have more than twice the deployed manpower of the faction leader (subjects count, but at varying strength depending on autonomy)
  • Have more than 150% of the factories of the faction leader
  • Be in every war the faction leader is currently in
  • Not having capitulated already ;)
upload_2018-8-8_15-0-59.png


After paying a hefty amount of political power, and then the faction is yours. The faction leader will get an alert warning them if another country is close to qualifying so they can take steps to avoid it if they want to (AI will generally play fairly nice here), but it is also possible to see candidates in the war screen at any time. Ownership can only change once every 6 months to keep things stable and predictable.

upload_2018-8-8_14-56-6.png


Cancelable Focuses
usa.png

Sometimes you accidentally click that focus and then realize it wasn't at all what you intended, or the situation changed moments after you clicked. It doesn’t happen all that often, but when it does it can be very frustrating… so with 1.6 you will no longer be locked in and can cancel a focus and pick another (with a few exceptions). Some focuses that fire off event chains or would otherwise break by being canceled half-way will still be locked in (the game will warn you in a tooltip ahead of time). To be nice to misclicks we save a few days progress, but beyond that you won't get it all back if you change your mind, so you still need to think through the choice of focus properly.

upload_2018-8-8_14-40-30.png



Naval and Air Exercises
upload_2018-8-8_14-48-46.png

With fuel added to the game and a new repair system for ships (see a diary in the misty future!) we felt that there was now an argument for letting the player exercise their ship crews and air wings as well. Before there wasn't enough ability to model cost really. This means that you will be able to tell ships and air wings to go and exercise. This works a lot like training your land forces - your forces take some damage and consume fuel while gaining experience (and also generating some global xp). Just like with land troops, exercises can only train them to a certain level. Experience level on ships is nothing new, but for air wings it is. A trained wing will be performing better, and losing planes means you will be losing experience as well. It will be up to the player to decide how much training they can afford, and this will be heavily dependent on their access to fuel. Of course experience is also gained in combat as you would expect.

naval train.jpg


That's all for us this week, see you next week!

Rejected Titles:
- Learning from Experience: A Kamikaze Pilot's Life
- Getting into ship-shape
- Practising RAF-Pilot-Banter
- Pumping Iron: Scharnhorst Edition
- What do you mean a 20min theory course isn't enough to be a combat pilot?
- Luxemburg, the new leader of the axis!
- I will make a seaman out of you
 
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Was I the only one who wondered what M:TG had to do with Hearts Of Iron, then blinked and looked again? ;)
 
Hope you are all having a nice day. It's Wednesday, so that means it's time to roll out another dev diary. Today’s is going to be a bag of tricks diary covering several smaller features from Man the Guns and the 1.6 Ironclad free update. The large changes to naval things are occupying much of the team, so there will be a bit before I start giving you the details on that. But meanwhile, lets dip into some smaller, yet juicy features...

Faction Leadership
Being the leader of a faction comes with a much larger degree of control. Once someone controls a faction that you are in there has not really been any ways of taking over that control, except of course to leave and make your own.

With MTG we are adding a system for taking over that control, assuming you qualify:

To be able to take over leadership in the faction they are in, a country must:
  • Have more than twice the deployed manpower of the faction leader (subjects count, but at varying strength depending on autonomy)
  • Have more than 150% of the factories of the faction leader
  • Be in every war the faction leader is currently in
  • Not having capitulated already ;)
View attachment 395766

After paying a hefty amount of political power, and then the faction is yours. The faction leader will get an alert warning them if another country is close to qualifying so they can take steps to avoid it if they want to (AI will generally play fairly nice here), but it is also possible to see candidates in the war screen at any time. Ownership can only change once every 6 months to keep things stable and predictable.

View attachment 395764

Cancelable Focuses
View attachment 395760

Sometimes you accidentally click that focus and then realize it wasn't at all what you intended, or the situation changed moments after you clicked. It doesn’t happen all that often, but when it does it can be very frustrating… so with 1.6 you will no longer be locked in and can cancel a focus and pick another (with a few exceptions). Some focuses that fire off event chains or would otherwise break by being canceled half-way will still be locked in (the game will warn you in a tooltip ahead of time). To be nice to misclicks we save a few days progress, but beyond that you won't get it all back if you change your mind, so you still need to think through the choice of focus properly.

View attachment 395762


Naval and Air Exercises
View attachment 395763

With fuel added to the game and a new repair system for ships (see a diary in the misty future!) we felt that there was now an argument for letting the player exercise their ship crews and air wings as well. Before there wasn't enough ability to model cost really. This means that you will be able to tell ships and air wings to go and exercise. This works a lot like training your land forces - your forces take some damage and consume fuel while gaining experience (and also generating some global xp). Just like with land troops, exercises can only train them to a certain level. Experience level on ships is nothing new, but for air wings it is. A trained wing will be performing better, and losing planes means you will be losing experience as well. It will be up to the player to decide how much training they can afford, and this will be heavily dependent on their access to fuel. Of course experience is also gained in combat as you would expect.

View attachment 395758

That's all for us this week, see you next week!

Rejected Titles:
- Learning from Experience: A Kamikaze Pilot's Life
- Getting into ship-shape
- Practising RAF-Pilot-Banter
- Pumping Iron: Scharnhorst Edition
- What do you mean a 20min theory course isn't enough to be a combat pilot?
- Luxemburg, the new leader of the axis!
- I will make a seaman out of you
PicsArt_08-08-10.31.41.jpg

Nice naval unit you got there. ;)
Is this a teaser Wednesday for future Wednesdays or what?

Also, is there a plan for training planes or will we have to use our shiny 1944 models for it?
 
Please add a mis-click guard of some kind for events, too.
As well as stopping them from being dismissed by pressing "Escape"

The number of times I've pressed "Esc" to get out of the Supply/Trade/Logistics/Other tabs and ended up dismissing an event/news pop-up is too damn high
 
It would be nice to be able to manually remove certain types of equipment from divisions and air wings, and also turn off automatic upgrading. Say, I want to have certain wings only use old planes, maybe for training purposes or because it's a low priority region. In the current system the game will forcibly reinforce those wings with newer models when it runs out of other wings with a higher priority to reinforce. So if you want to stop this, you constantly have to make sure there's enough understrength air wings for the game to reinforce.

Nice naval unit you got there. ;)
Is this a teaser Wednesday for future Wednesdays or what?

Could be pride of the fleet. That was in HoI3.

Why don't you make it so that you can cancel a focus provided you haven't unpaused the game yet?

Uh, you do realise people don't pause for focuses in multiplayer?
 
So question: Can subjects like the RAJ take over leadership of a faction? I said the RAJ because of how it becomes strong often... But there can be other examples like how a country may puppet other after winning a way, but the puppet has more factories, and manpower, and becomes faction leader...
 
Could you guys take the "Take Over Faction" text and replace it with "Assume Direct Control"? For no particular reason, of course.
 
Could you guys take the "Take Over Faction" text and replace it with "Assume Direct Control"? For no particular reason, of course.
"Assimilate Into The Hive Mind"
 
It would be nice to be able to manually remove certain types of equipment from divisions and air wings, and also turn off automatic upgrading. Say, I want to have certain wings only use old planes, maybe for training purposes or because it's a low priority region. In the current system the game will forcibly reinforce those wings with newer models when it runs out of other wings with a higher priority to reinforce. So if you want to stop this, you constantly have to make sure there's enough understrength air wings for the game to reinforce.

I would love this also!

There's a reason I use different variant types and it frustrates me when a variant I choose specifically for one airzone gets replace in favor of a "newer" model.

Also - does this mean now that range buffs in the variant creator will make a plane use more fuel? Will bombers be fuel hogs? Will you guys make airzones smaller so we don't waste fuel trying to get 100% efficiency in an airzone when we only want to directly affect a couple battles 100km from the airport and not the 1000km away ones? Maybe make airzones similar to Naval zones in that airzones are smaller but a wing can cover up to three of them?

Wald
 
You mean something like this? :)
You absolute hero! How does it work?

BTW, not sure if of interest, but check the Suggestions forum, I added a cool new formable nation you could add that would be relevant for the new UK tree. :)

Oh, and the Federation focus should have a unique icon if possible!
 
Will there be a better upgrade menu for your ships? (Like in HOI3 where you could choose E.G. what kind of radar she had, according to your technology.)
 
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Are there any plans to add perks for faction leaders so that people actually want to spend 200 pp? Because I dont see myself spending 200 pp just so I can kick countries from my faction.