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HOI4 Dev Diary - Naval Production, Repair and Damage

Hi everyone! Sorry about the late diary. We had to hunt down some gremlins in the machinery before stuff could be screenshotted. Today we are going to talk about quite a lot of big changes to naval production and repair as well as the new critical hits system for ships.

Ship Production
The current system of producing ships where you can assign 15 dockyards to the production of an individual vessel leads to results that are both quite ahistorical as well as not feeling like we want the naval play to feel. With big countries able to replace the loss of a big capital ship without much sweat it makes them less precious, and so we are changing this:
  • A Capital Ship can use up to 5 dockyards in its construction
  • Other ships can use 10 dockyards
  • Convoys can use the full 15
This essentially shifts capital ship construction speed to make each ship slower to make, but you can still build several in parallel. Constructing capital ships is complex and not exactly suitable for optimized assembly lines while we felt this still fit convoys very well with other ships in the middle. Speaking of capital ships, the definition is now a bit more flexible and will depend on the inclusion of certain design elements in your ships (such as a carrier flight deck or heavy guns), so if you construct your ships with those be aware that it will impact how streamlined their construction can be made.
Pasted_image_at_2018-09-12__3_58_PM.png


It is also possible to add custom names when you set up construction. The perfect time to remember to name your battleships awesome custom names rather than having to remember and do it once they are done. You can queue up several names if you so wish.


Ship Repair
Repair is also changing drastically. Before, repairing a vessel was free and just took time, now it’s using your naval industry to do so. You can decide how many dockyards to assign as a max and the level of the naval base will decide how much can be leveraged in each one. So if you have a level 5 naval base you can leverage 5 dockyards there and repair 5 ships at once.

repair.jpg


Bases can be prioritized for receiving dockyards if you have a lot of fleets suffering at once in various places and can even be disabled for repair so you don't accidentally send ships to repair where the enemy will sink them etc. You can even repair in friendly ports if you have docking rights, but are likely to have lower priority than their ships if there is a competition for attention.
Screenshot_1.jpg

If you look closely at the damaged Deutschland heavy cruiser you will see that there is a warning icon on top of it. This signifies that it has taken a critical hit to its propeller and is suffering a big penalty to speed...

Critical Hits
On top of the propeller damage shown off above there are a lot of different critical hits a ship can suffer in combat. The idea behind these is to add some cool storytelling to the fate of ships, and to introduce some lucky random elements. For example imagine there is a lucky hit on a fast and powerful German surface raiding vessel damaging its propeller or engine. Suddenly it is no longer able to escape the royal navy’s wrath as it has planned to do.

Different kind of hits have different effect, and also will cause different amount of direct damage. We are still finalizing the amount of types we have, but here is a non-complete list to wet your appetites:
  • Main Battery Turret Destroyed - reduced attack on main weapons and damage
  • Secondary Batteries Destroyed - reduced attack on secondary weapons
  • Broken Propeller - lower speed
  • Rudder jammed - reduced ability to disengage
  • Magazine hit - massive damage
  • Torpedo Tubes destroyed - reduced torpedo attack and damage
  • Heavy fires - reduced org and damage
  • Ballast tanks inoperable - reduced stealth for subs
  • Radar Inoperable - reduced detection
Suffering a critical hit is a good reason to repair your ships and they need to be fully repaired to remove the effects of the critical hit. There are several admiral traits designed to help you cope as well.

traits.jpg


“Safety First” Lowers the chance of the ships under this admirals command suffering critical hits in the first place while “Crisis Magician” unleashes your internal Scotty which will reduce any effects of critical hits through jury rigged repair, fancy maneuvering and probably a fair amount of god old duct tape.

Is this all? No, there will also be a brand new ship designer and the ability to refit. But that ship is not yet watertight, so it will sail in a future diary instead :)

See you all next week again for more Man the Guns updates!


Rejected Titles:
  • Duct tape and you - keeping the Kriegsmarine afloat in a crisis!
  • The rise of Boaty McBoatface
  • This dev diary was taking on water
  • There is nothing a scottish engineer with a degree in technobabble can’t fix
  • What are you sinking about?
 
Will ship repair require resources such as steel? Or can we assume they will abstractly use the steel recovered from the damaged bits by not making resources an input for repair by only requiring dockyards?
Can't wait to hear about how the ship designer will work, I'm hoping for something akin to sword of the stars
 
I take it that dockyards can be assigned in a way that allows them to be occupied in building ships when not used for repairs. Otherwise you would need a lot of naval build capacity to make this all work.

Some day it would be cool to have dedicated forward repair facilities. But this is a good change in the meantime.

Yeah, so when you say you want X dockyards to repair that just means they are allowed to be grabbed. if they arent used they help building ships.

It will be impossible to build a strong navy even with massive industrial power

How so? in a certain time period you will be building just as many ships. In paralell, its just that ship-by-ship is slower for the big stuff.

Seems nice and all. One question though; it mentions Main batteries and Secondary batteries. Does this mean the damage number is split inbetween them? Can this be changed with refitting?

Or is this a damage to the i.e. AA guns on a capital ship?

Consider this a heavy hint on stuff we'll explain in the ship designer, but there are going to be different weapons on the same vessel
 
Hi everyone! Sorry about the late diary. We had to hunt down some gremlins in the machinery before stuff could be screenshotted. Today we are going to talk about quite a lot of big changes to naval production and repair as well as the new critical hits system for ships.

Ship Production
The current system of producing ships where you can assign 15 dockyards to the production of an individual vessel leads to results that are both quite ahistorical as well as not feeling like we want the naval play to feel. With big countries able to replace the loss of a big capital ship without much sweat it makes them less precious, and so we are changing this:
  • A Capital Ship can use up to 5 dockyards in its construction
  • Other ships can use 10 dockyards
  • Convoys can use the full 15
This essentially shifts capital ship construction speed to make each ship slower to make, but you can still build several in parallel. Constructing capital ships is complex and not exactly suitable for optimized assembly lines while we felt this still fit convoys very well with other ships in the middle. Speaking of capital ships, the definition is now a bit more flexible and will depend on the inclusion of certain design elements in your ships (such as a carrier flight deck or heavy guns), so if you construct your ships with those be aware that it will impact how streamlined their construction can be made.
View attachment 403746

It is also possible to add custom names when you set up construction. The perfect time to remember to name your battleships awesome custom names rather than having to remember and do it once they are done. You can queue up several names if you so wish.


Ship Repair
Repair is also changing drastically. Before, repairing a vessel was free and just took time, now it’s using your naval industry to do so. You can decide how many dockyards to assign as a max and the level of the naval base will decide how much can be leveraged in each one. So if you have a level 5 naval base you can leverage 5 dockyards there and repair 5 ships at once.

View attachment 403747

Bases can be prioritized for receiving dockyards if you have a lot of fleets suffering at once in various places and can even be disabled for repair so you don't accidentally send ships to repair where the enemy will sink them etc. You can even repair in friendly ports if you have docking rights, but are likely to have lower priority than their ships if there is a competition for attention.
View attachment 403749
If you look closely at the damaged Deutschland heavy cruiser you will see that there is a warning icon on top of it. This signifies that it has taken a critical hit to its propeller and is suffering a big penalty to speed...

Critical Hits
On top of the propeller damage shown off above there are a lot of different critical hits a ship can suffer in combat. The idea behind these is to add some cool storytelling to the fate of ships, and to introduce some lucky random elements. For example imagine there is a lucky hit on a fast and powerful German surface raiding vessel damaging its propeller or engine. Suddenly it is no longer able to escape the royal navy’s wrath as it has planned to do.

Different kind of hits have different effect, and also will cause different amount of direct damage. We are still finalizing the amount of types we have, but here is a non-complete list to wet your appetites:
  • Main Battery Turret Destroyed - reduced attack on main weapons and damage
  • Secondary Batteries Destroyed - reduced attack on secondary weapons
  • Broken Propeller - lower speed
  • Rudder jammed - reduced ability to disengage
  • Magazine hit - massive damage
  • Torpedo Tubes destroyed - reduced torpedo attack and damage
  • Heavy fires - reduced org and damage
  • Ballast tanks inoperable - reduced stealth for subs
  • Radar Inoperable - reduced detection
Suffering a critical hit is a good reason to repair your ships and they need to be fully repaired to remove the effects of the critical hit. There are several admiral traits designed to help you cope as well.

View attachment 403750

“Safety First” Lowers the chance of the ships under this admirals command suffering critical hits in the first place while “Crisis Magician” unleashes your internal Scotty which will reduce any effects of critical hits through jury rigged repair, fancy maneuvering and probably a fair amount of god old duct tape.

Is this all? No, there will also be a brand new ship designer and the ability to refit. But that ship is not yet watertight, so it will sail in a future diary instead :)

See you all next week again for more Man the Guns updates!


Rejected Titles:
  • Duct tape and you - keeping the Kriegsmarine afloat in a crisis!
  • The rise of Boaty McBoatface
  • This dev diary was taking on water
  • There is nothing a scottish engineer with a degree in technobabble can’t fix
  • What are you sinking about?
Amazing! Naval combat proper hasn't even been shown yet and I already feel like I'll be spending at least as much time on sea as I do on land.
One thing though, it looks like repairing ships doesn't use any resources. Well, shouldn't it?
 
Will we get reworked ship classes? I mean, so that you can produce escort/light carriers and coastal battleships? Or maybe lesser-known ship types, like seaplane tenders or coastal submarines?
 
I like the reduced number of shipyards per ship, been using that for a while in my mod. Did you take a look at the starting OOB of countries in relation to that? E.g. USA had 13 Mahan class destroyers under construction but in the starting OOB this is just amount = 13, progress = 0.8 and requested_factories = 13, i.e. a single ship being almost finished and 12 more queued up.
 
Will these random elements also occur when training? Kind of like how Armies lose equipment right now?
 
Will ship repair require resources such as steel? Or can we assume they will abstractly use the steel recovered from the damaged bits by not making resources an input for repair by only requiring dockyards?
Can't wait to hear about how the ship designer will work, I'm hoping for something akin to sword of the stars

Repair does not consume resources atm. We assume the need is mostly covered by the damaged parts, and it would be super complicated to balance your lines if you need to watch for resources too there
 
Will these random elements also occur when training? Kind of like how Armies lose equipment right now?
not right now, but maybe it would be cool if some of them could
 
My concern here is the micro factor. I might not always have damaged ships, particularly as a smaller nation and I don’t want to constantly be adjusting my dockyards after every battle. Can I set some dockyard capacity to only be repairing if I have damaged ships, and otherwise be helping with new ship construction?
 
My concern here is the micro factor. I might not always have damaged ships, particularly as a smaller nation and I don’t want to constantly be adjusting my dockyards after every battle. Can I set some dockyard capacity to only be repairing if I have damaged ships, and otherwise be helping with new ship construction?
Simply make it so that the game automaticlly use the lowest priority dockyards for repair when needed.
 
My concern here is the micro factor. I might not always have damaged ships, particularly as a smaller nation and I don’t want to constantly be adjusting my dockyards after every battle. Can I set some dockyard capacity to only be repairing if I have damaged ships, and otherwise be helping with new ship construction?
thats how they work. the setting is just telling it how much its allowed to take if it needs it for repair