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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 ;)
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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.

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Cancelable Focuses
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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.

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Naval and Air Exercises
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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.

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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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I'd say probably the Tuesday right before the relevant dev diary, or perhaps at the end of the previous week's dev diary :D
@Bratyn Can you give us a little nudge in the right direction on what nations do for the sake of speculation only to prove us all wrong? ;)
 
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Also, is there a plan for training planes or will we have to use our shiny 1944 models for it?
As well, I am assuming that training missions can be attacked? This could be a good setup for Pearl Harbor, all air and naval are in training exercises, with low org. Also, this would prevent someone who lost complete control of air and sea, to never be able to train again (Jap and GER) unless they have a secret safe location.
 
Jesus Christ, I was talking about overtaking leadership for so long now, and tryied to nake a mod these couple days! Coincidence? I think not.

I couldnt solve the problem that faction leader doesn't have any flag that marks them as leader.

I want to ask tho, don't you think that the guy should be in civil war, or capitulated in order to do so? That would be more reasonable
 
couldnt resist with that icon, its so sexy
Hope there are some teeth in the focus and not just the logo.
So far, loving all of this.
@podcat - for experience and manpower of air wings from combat losses, is crew size accounted for in some way?
What about survive-ability, not all aircraft lost had the pilot and/or entire crew killed.
 
@podcat - for experience and manpower of air wings from combat losses, is crew size accounted for in some way?
What about survive-ability, not all aircraft lost had the pilot and/or entire crew killed.
its not linear, the xp retention is pretty decent to model the fact that people often made it back etc
 
Both nations have map colors in HoI4 that are a part of the 390 to 700 nanometer wavelength range of electromagnetic radiation.

Do none are darker than purple and none are bright red. So that rules out... Japan.
 
Keeping track of this for the first time since launch in hope there's some love sent Brazil's way. I couldn't stand the many errors in the game then, like the wrong capital and spanish names on units, so I got a refund on steam.

I hear the game has improved a lot since. We'll see.
 
390 to 700 nanometer wavelength range of electromagnetic radiation
@Bratyn You are one cheeky man.

Another question: What's your favourite part of the new DLC/update?