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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?
 

GSP Jr

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Ah, Boaty McBoatface along with "HitlerDidNothingWrong" flavor Mountin Dew are the most famous examples of why you should never trust the internet to name something.
Coming from a user named Snake in a Top Hat, no less, lol
 

Breakman42

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Fix for game breaking issue in Man the Guns?
Will man the guns fix the following naval combat issue I have sometimes when my fleet is escorting my invasion troops across the sea but I lose all transports/armies?

In the naval battle interface the transports will be on one line while the majority or all of my fleet is several lines up or down and completely out of range to defend them. Even if my fleet outnumbers the enemy's by many times and heavily outclasses them I will still end up losing every last transport and entire armies because my fleet will not reposition to protect them, even though the fleet is set to escort convoys(shouldn't this mean they are close to the transports on the battle screen?). Even when some of my ships disengage(or other ships enter battle late) and then come back into the battle they will not come back in a better place to support the transports.

I could understand if the battle only took a day or two because my ships may not catch the transports in time but this generally happens in a battle lasting weeks or even months because the enemy has so few ships that it takes them a loooooong time to kill all the transports. My fleet will not reposition to help even if they aren't fighting anyone and the only enemy ships in the battle are the ones killing the transports. This has happened with my fleet of hundreds versus a fleet of 20 or 30. This has happened with my fleet of 30 versus a fleet of 3 or 5. This also happens when I have massive air superiority and tons of naval attacks from aircraft. This is just very frustrating having massive superiority in every way imaginable only to lose all the transports you are out there escorting. Will this be fixed in man the guns?

Love HOI4 and man the guns is looking great!

Thank you for your hard work!
 

iamlty

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hmmm, I feel battleship/capital ship should take a lot of more dockyards to build. (The minor country with 5 dockyards can build a battleship? Anyway, cannot wait for the dev diary about navy design.
 

fighting_falcon93

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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.

Since you're making changes with naval bases, can you please also allow us to demount/remove already built naval bases? Realistically, it should be possible to destroy a naval base in case the player doesn't need it, since having one adds the need to guard it from naval invasions. Same applies to forts and naval forts.
 

Kubus-Sc7

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So here is a question of someone who likes it historical. With this new setup, when can Germany finish its first Bismarck? With the 15 dockyards i think its at the early 1940, which is quite historical. Does that mean, with only 5 dockyards, the first Bismarck will arrive at around 1942? Thats a year after it has been sunk historical. I dont think i like that...
 
Last edited:

Shadowstrike

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It seems a little backward that you can only put 5 dockyards on a capital ship, but 10 on other ships - shouldn't it be the other way around? The notion is that dockyards just represents capacity to build ships, and you can put more people on building a battleship than you can on building a destroyer.

I guess the logic is that if you are allowed to put more dockyards on smaller ships, then they should build faster than capital ships? But that seems like it would be better fixed by fiddling with the total build costs. To make sure that capital ships take longer to build than smaller ships, couldn't we start from a predicted build time based on having the full complement of possible dockyards used on that ship, and redo the costs that way? So we might start with the idea that a battleship takes 2 years to build, so we figure out how much production is made by the full complement of dockyards under normal conditions, and we use that to determine the cost of a battleship.

The more I think about this though, this system gets really bad for smaller ships (can you imagine having to manage 1 line for each destroyer/submarine under construction?) Could you have a system where you can just allocate X dockyards to subs, and say each sub can only be worked on by say 3 dockyards, so if you have >3 dockyards on subs, then you will be producing X/3 subs (rounded up). Essentially treat it like building factories: only 15 civilian factories can go towards buying another factory, with the excess being moved to the next factory.

Convoys can be treated as is - they get churned out so quickly and in such numbers that it would be impractical to make each one its own line.
 

Covfam

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On one hand i like the move to make caps more deliberate the other i worry... For example in my game last night it 1943 and germany still holds france and more airpower than my repiblican spain i have my ports and the Pyrenees locked down germany cant get in so after slowly building 20 cl3's with maxxed out AA and 3 CA3's and a BC2 with boosted armor i set sail out of cadize to base in the canaries and raid from there...but before i could leave tje iberian coast the whole entire fleet was sunk by Nav bombers. I knpw ots a game but IRL it too a mutinational major effort to sink the bismarck yet my whole fleet decked out in AA gear was sunk in a couple days? Withput any of my 20 CL3's shooting down a single plane? If we have these kind of issues now imagine how it will be when you can only have 1/3rd of the capital ships! Imho this change cant go into effect without fixing the the aircraft effectiveness on ships
 

Stug_Life

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So here is a question of someone who likes it historical. With this new setup, when can Germany finish its first Bismarck? With the 15 dockyards i think its at the early 1940, which is quite histirical. Does that mean, with only 5 dockyards, the first Bismarck will arrive at around 1942? Thats a year after it has been sunk historical. I dont think i like that...
Dont forget about how powerful the Bismark and Tripitz was @podcat Will Germany get some awesome designer company to help them have a couple powerful BB by the time war starts if they focus for it? ;)
 

Dalwin

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This all looks very good to me. I think this ought to silence those who cynically have been predicting that the naval overhaul would be mostly UI elements rather than actual mechanics.
 

Ceiphied

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If you do that, maybe you can make it that way too : the first ship is really slow to make, after all, it is a new thing, lot of things to think, to smooth, but with time and new ship built, the efficiency goes up. Why ? Because you learned how to do it faster for less money (which would be the industry points required to make it -manhour) So it would still take a very long time but depending of the number of ship produced (one class on one line, just like infantry-tank-fighter weapons), you produce a bit faster. (but not as fast as right now, of course ! to not make that "naval update" useless)
 

Ceiphied

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With that update (dlc), do you plan to fuse with world of tanks, planes, warships ? (and some WW2 FPS) so that when you have a fight, instead of being played ingame,a server room open with players (with some bots since there wouldn't be enough player for each fight, but like 1 player leading some bots -the number of your soldiers, ship, planes, tank, arti) will fight for you in tank/arti/antiair, fighter, bomber or as a soldier :D (of course joke ^o^ ...until you decide to make HOI4 Battlefield I, a RTS game played by players but with every battle on land, air, sea, underwater played by players and bots)
 

Wraith11B

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With fuel, repair, and construction reworking you may very well be seeing that.

It certainly should make a historical game more reasonable: Italy faced constant fuel shortages, which meant that it's fleet couldn't be deployed all at once. Furthermore, most vessels after a combat cruise (or even a normal one) have to refit and repair because all things mechanical must break. Furthermore, Italy saw that their old Conte di Cavour and Andrea Doria class battleships needed to be refit to remain relevant, but also to save some time and effort into developing new ships (hence for several years they were a cruiser navy).

Or on the American side, courtesy of the Japanese smashing of the American fleet, putting all sorts of new technologies into their older battlewagons while refitting them into what they became... or early carrier losses leaving only a few (or even no) decks available for offensive operations!

Germany not having the Tirpitz available (ie, completed with its shake-down cruises), and Scharnhorst and Gneisenau out of action for repairs led to Raeder only dispatching the Bismarck with the Prinz Eugen.

Plenty of other historical examples... @Axe99 could probably come up with better ones, but these stand out to me as I read World War II at Sea: A Global History.