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HoI4 Dev Diary - Ship Designer

Hello, and welcome back for another look at what is probably my favourite feature of Man the Guns: the Ship Designer. It has cost us a lot to make - sweat, tears, sanity (several members of the team now understand the “Poi” meme).

The stated goal of Man the Guns is to make the naval gameplay more involved and adding more depth to it by adding more roles that need to be covered and giving the player new tools to fill these roles. We also wanted to make sure that we had a system that could represent a wide variety of ship types with a minimum of clutter. Finally, we wanted the system to be as moddable as possible.

As many of you have concluded from Daniel’s little accident on stream last week, we have overhauled ship types to be ship hulls instead. The ship hulls themselves are basically empty containers with no combat stats. For simplicity’s sake they do contain stats like cruising range and HP (although they don’t have to!), but the rest of the stats come from modules.

(It should be noted that a lot of the numbers and the GUI you are about to see are not completely final so please keep your pitchforks pointing downwards and your torches unlit)

britain_cruiser.jpg


Every hull type has a limited number of slots in which you can fit these modules, and also restricts what type of module you can fit. So a Destroyer - now called a Light Ship Hull - can’t mount heavy guns or airplane launchers but can mount depth charges, whereas a Battleship - now called a Heavy Ship Hull - can mount airplane launchers and heavy guns but not depth charges. These slots come in two flavors - fixed and custom slots. Fixed slots are things that are either mandatory - like the engines - or shouldn’t compete with other things. All ships except submarines have a fixed AA slot, for example. You don’t have to fill that slot if you want your ship to be completely helpless against air attacks, but you can also only ever mount AA guns in that slot. Custom slots are much more flexible and allow you to tailor a ship to a specific role. Higher levels of ship hulls generally have more custom slots available.

ENG base hull destroyer.jpg


Say you play Britain and have somehow ended up in a war against Germany. Submarines are raiding your convoys and you are desperate for new escorts. Under the old system, you built a bunch of destroyers at a fixed cost, maybe spent some naval XP to upgrade their ASW capabilities and that was that. Under the new system, you take an early (read: cheap) light hull and strip out everything you don’t need. That ship is going to operate in the middle of the Atlantic, far away from enemy air, and the opponent has no carriers, so it needs little, if any, AA. The enemy surface fleet hasn’t shown itself in years, so you can skimp on the gun battery and the torpedo armament to cut down cost. You also go with the most basic set of engines to keep the ship as cheap as possible - it doesn’t have to be fast to catch a submarine. Instead, you load the ship down with depth charges and sonar modules to track down enemy submarines. The goal is to make a cheap convoy escort that can be mass-produced.

Britain destroyer Escort.jpg


However, Japan has been making aggressive noises recently and you expect to fight in the Pacific against enemy carrier battlegroups. So you start with a more more modern destroyer hull and add as much AA as it can carry to send it to help out Australia.

Britain Fleet Destroyer.jpg


Unfortunately, you miscalculated and the Japanese are running swarms of cheap, disposable destroyers with lots of torpedoes and not much else, using their carriers in a defensive role to provide air cover. So you design a light cruiser with plenty of guns to annihilate the destroyers before they can do too much damage. It won’t be cheap, but it’ll give you the edge - once it is in service. Somewhere along the line you’ll also want to build up a carrier battlegroup or two of your own, and that means you’ll have to also look at cruisers and battleships for escorts as well as the carriers themselves…thankfully you have a number of old battleships and cruisers lying around that could be given a second lease on life by refitting them (details to come in a future dev diary!)

A lot of these considerations come down to cost. We played around a bit with the idea of having ship hulls provide an amount of tonnage and modules cost some tonnage, but in the end we found that it was easier to understand if the number of variables restraining a design was fairly small. While the system will allow you to build super ships with naval attack values that dwarf the values you can reach in 1.5.4, they will not be cheap and they will have some other areas in which they are weak.

britain_hermes.jpg


The system also allows you to build a number of ship classes that have been requested a lot, without having to add new subtypes. A light carrier is just a carrier with fewer hangar modules (and thus considerably cheaper), an anti-aircraft cruiser is just a regular cruiser that mounts dual-purpose main guns (which perform somewhat poorly against surface targets compared to other armament options). A seaplane carrier is a cruiser that dedicates most of its custom slots to airplane launchers, giving it great surface detection at the cost of being bad at pretty much everything else.

Germany_panzerschiff.jpg


For some ship types we made special hull types that give special capabilities. The Panzerschiff hull is available for Germany and is essentially a cruiser that mounts a single battleship-grade heavy battery module. Sweden and other nordic countries get a special Coastal Defense Ship hull, which is slower than a regular cruiser but can also mount a battleship gun. The German pre-dreadnoughts have also been given their own hull type, but here it is more a case of missing capabilities…Most of these are set at game start, but some are available as special rewards for completing certain focuses.

germany_cruiser_submarine.jpg


As you may have guessed, modules are unlocked by researching technologies. Most of these are in the new and revised naval tech tree which isn’t ready to be shown off just yet, but some are spread around other tech trees. Radar research gives you access, unsurprisingly, to radar modules, and researching anti-air in the artillery tree unlocks better AA guns to mount on your ships. Fire control computers are a side branch of regular mechanical computing machines.

Here is brief list of modules for each ship type, note that some of this will not fully make sense until you see the details of the naval combat rework that is coming in a future dev diary (™):

Light Hulls:

- Light Battery: Provides some naval attack against other light ships, higher models also have dual-purpose capabilities to add AA

- Anti-Air: Provides some air attack

- Depth Charges: Provide sub attack

- Torpedoes: Provide some torpedo attack

- Mine Rails: Provide some mining capability

- Minesweeping Gear: Provides some capability to sweep mines

- Radar: Adds some surface detection. Later models also provide bonuses to naval and air attack

- Sonar: adds some submarine detection

- Fire Control System: adds a bonus to naval attack and anti-air

Cruisers:

  • Light Battery

  • Light Medium Battery: adds some more naval attack and armor piercing, better against light ships

  • Medium Battery: adds some naval attack and armor piercing against other heavy ships. Less effective against light ships.

  • Anti Air

  • Depth Charges

  • Torpedoes

  • Mine Rails

  • Secondary Battery: gives some attack against light ships, particularly useful for heavy cruisers and battleships. Later models have dual-purpose capability to also add AA value

  • Airplane Launcher: adds some surface and submarine detection

  • Armor: adds some armor to reduce incoming damage at the cost of speed

  • Radar

  • Sonar

  • Fire Control System

Heavy Hulls:

  • Heavy Battery: Adds a large amount of naval attack and armor piercing at the cost of speed. Basically useless against light ships.

  • Secondary Battery

  • Anti-Air

  • Armor

  • Airplane Launcher

  • Radar

  • Fire Control

Carriers:

  • Deck Space: Provides more space for planes

  • Deck Armor: provides some armor and HP at the cost of speed. Competes with Deck Space for slots

  • Anti-Air

  • Secondary battery

Submarines:

  • Torpedoes

  • Mines

  • Radar

  • Schnorkel: Reduces visibility of submarine

As you can see, your light hulls will carry a lot of weight to provide defense against submarines, but can also be turned into quite potent AA units or nasty torpedo boats. Cruisers are meant to be very flexible and fulfil a variety of roles, from being essentially super-heavy destroyers with plenty of torpedoes and guns to being the poor-man’s capital ship or being large, fast minelayers. Battleships and Battlecruisers are separated by different armor schemes and not much else, but with heavy armor being both labor and resource intensive, perhaps some corners could be cut…

britain Carrier.jpg


Carriers are now more flexible in terms of size, ranging from tiny carriers for a handful of planes all the way to 100+ plane supercarriers. That should make the entry into the carrier game somewhat achievable even for smaller nations. Submarines are still largely the same, but with some upgrades they can be very hard to find indeed and special submarines can lay as many mines as a dedicated minelaying cruiser for less cost and lower risk of detection.

While the ship designer window itself is going to be part of the DLC, the old naval tree you already know will simply unlock pre-scripted ship designs, and instead of the ship designer window you get the regular variant upgrade screen you are already familiar with.

Britain super battleship.jpg


Assuming that the Ship designer works out as we hope it does, we might expand the system to cover tanks and airplanes as well. Some of the backend was made with tanks and airplanes in mind, but we are mainly concerned with overloading the player with design choices during potentially hectic situations in the war (you are trying to micro the encirclement of 6th Army but you also need to design a new tank destroyer…). Ships have a long lead time so we expect you to have to design them less often.

That is all for the week. Next week we will talk a bit about what you can do with your old ships...and why you probably won’t be able to build min-max battleships on the first day of the game.


Rejected Titles:

Playing with LEGO-Ships

Who designs the designer?

Basically made just to allow Sweden to have its historically accurate fleet

This is a Panzerschiff. It schiffs Panzers.

Aviation Battleships are bad and you should feel bad.

This radar nonsense will never work

What’s wrong with my bloody ships today?

The spirits of Emperor Wilhelm II and Sir John Fisher were consulted for this feature

We ship Iowa/Musashi

RIP the torpedo battleship meta 12/6/2018-7/11/2018

The best ship design is Friendship

Count of people who ask about doing this for tanks and airplanes without reading the dev diary so far: 1
 
Last edited:

T Knight

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I think a lot can be done to improve the experience of the game if an armoured vehicle designer was introduced. For example at present armoured vehicles and variants can be researched progressively and have increases to their combat stats without a need to research artillery. With a designer you could remedy this. The armored vehicle needs first a chassis to be researched, Light, medium, heavy and superheavy. Then the primary gun depends on the artillery tech. If you don't research the artillery tech and only the chassis, then you get a better performing vehicle but with the same firepower as previous models.
The way I would see it done is something like this:
Chassis Light, medium, heavy, superheavy (analogous to the hull), chassis tech research permits but does not automatically include progression in firepower
The slots would be:

"main weapon" options being: armored turret (for lights two armored turret options; cannon or machine gun, a few designs of early light tanks and tankettes were armed with machine guns only, like the Panzer I, naturally little piercing and hard attack with this option) , anti-tank gun, howitzer (HE artillery piece), anti-air gun, improvement is based on the corresponding completed research in the artillery tech trees.
-the armoured turret option makes and classifies the vehicle as a tank and this would fill this respective battalion, giving the stats that tanks have in comparison with the other vehicles.
-the choice of main weapon classifies the vehicle respectively for battalion formation

"secondary weapon" options being: machine gun, and 37mm gun (for medium and heavier hulls, a few prototype heavy tanks had a second turret with a small cannon, the mass produced M3 Lee had the main gun in the hull and a secondary 37mm gun in the turret, since this was not a design that survived I would give it some disadvantages like marginal benefits to stats like piercing and hard attack for the cost).

"armor": self explanatory

"radio": org? reinforcement? some other bonus?

"Shell": this would be a way to create a new unit of assault guns, adding balance to the self propelled AT and Art. Options: High explosive, Armor piercing.

"engine": self explanatory

not sure about this one,
"tertiary weapon" options: machine gun, anti-aircraft machine gun.

The other thing a designer for these vehicles will do is make appropriate reflections of the cost of these vehicles, as it stands now, tanks and their variants are the same cost. Tank destroyers and assault guns were cheaper and built quicker than tanks. I think a designer could reflect that.
 

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I can agree with major things like whether the tank's main gun does soft attack (howitzers or flamethrowers) or hard attack damage (various kinds of AP shells), and broader things like whether they have radios, but IMO things beyond that -- sloped armour, smoke launchers, wet ammo storage, softer seat cushions, or boiler plates for making tea shoud probaby be abstracted, as in, either all your tanks have these things, or none of them do, rather like AT weapons for infantry currently.
 

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I can agree with major things like whether the tank's main gun does soft attack (howitzers or flamethrowers) or hard attack damage (various kinds of AP shells), and broader things like whether they have radios, but IMO things beyond that -- sloped armour, smoke launchers, wet ammo storage, softer seat cushions, or boiler plates for making tea shoud probaby be abstracted, as in, either all your tanks have these things, or none of them do, rather like AT weapons for infantry currently.
*puts out fire with coca cola and tea in World of Tanks*
 

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I can agree with major things like whether the tank's main gun does soft attack (howitzers or flamethrowers) or hard attack damage (various kinds of AP shells), and broader things like whether they have radios, but IMO things beyond that -- sloped armour, smoke launchers, wet ammo storage, softer seat cushions, or boiler plates for making tea shoud probaby be abstracted, as in, either all your tanks have these things, or none of them do, rather like AT weapons for infantry currently.
Most logical list is
Track/hull/ buggy ( terrain, speed, armor, fuel, marine/airdrop), main gun( soft, hard, pricing), secondary gun(soft), radio ( mostly org, defense), armor plates(defense, armor), special(rate feature as extra fuel deposit or faldones).
With 6 parts are enough, less than ships.
 

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Will we be able to upgrade existing ships, as was the case during this era? For example, can we refit some of the older WW1-era battleships with new equipment, or increase the armour on those old battlecruisers?
 

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Most logical list is
Track/hull/ buggy ( terrain, speed, armor, fuel, marine/airdrop), main gun( soft, hard, pricing), secondary gun(soft), radio ( mostly org, defense), armor plates(defense, armor), special(rate feature as extra fuel deposit or faldones).
With 6 parts are enough, less than ships.
I wish paradox can add metallurgy/radio and many other basic techs(like in HOI3) to HOI4, so these components can apply to all categories of equipment.
 

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armoured vehicle designer

I've been thinking along fairly similar lines, for an armoured vehicle designer.

My thoughts were start with chassis size.

Then, there could be a choice for the construction method - Riveted, welded, cast, which would have effects on build costs and armour. Riveted construction was the cheapest, but cast tanks were sturdier iirc. This is an option that imo isn't strictly necessary, except for immersion.

Then, there'd be a choice for the shape of the vehicle - turret, casemate, open-topped, which affects build costs, armour, defence statistics. Open-topped would be cheapest, turrets most expensive. Open topped would have worst defence. Casemate would have best defence (lowest profile).
Then there'd be the details for Armour, Engine, and the Gun, which would all come in different sizes as well.
Then there might need to be a slot (or more than one) that would be flexible, for a secondary gun, or other elements.

The type of gun fitted to the vehicle, determines its primary role. Though there might be a need for some new unit types, if you want to really make a difference between a SPG and an Assault Gun vehicle - closed-top assault guns are preferable in urban terrain than open-topped SPGs.

So, you have a light chassis, that you fit with light armour, a light engine, and a light gun, and you have a standard light tank.
But you could also make a light infantry tank, that was fitted with medium armour, a light engine, and a light gun. It'd be slower, but heavier armour than the standard light tank.
Or a light cavalry tank, that was fitted with light armour, light gun, but a medium engine, for a very fast (and thirsty!) light tank.

Light guns would be machine guns, heavy machine guns, and small autocannon up to say 40mm or so.
Medium guns would be between 40 and ~75mm guns.
Heavy guns could be the bigger guns, like the Panther's gun, or the 88mm, or the 17pdr. It's debatable.

So, a Medium, Casemate, Medium Artillery gun vehicle, could represent the StuG III
While the Medium, Casemate, Anti-Tank gun vehicle, is a Jagdpanzer
A Medium, Open-topped, Anti-Tank gun vehicle, is the Nashorn.
And of course, Medium, Turret, Tank Gun, is a Panzer III

In the flexible slots, you'd have your defensive machine guns (or not in the case of some of the early open-topped tank-hunters), or for a hull gun (like on some early tank designs), or other weapon systems, like flamethrowers*, or mine-rollers*, or other gear.
*this depends on being able to assign terrain bonuses/penalties to equipment, rather than units, which is not currently the case.
 

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Just occured to me that since the community is divided on this, it would make for a great "light DLC" idea. Those who want to can get a designer to customise their tanks and aircraft, those who prefer less options to deal with can simply forego the DLC.
 

Casko

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Then, there could be a choice for the construction method - Riveted, welded, cast, which would have effects on build costs and armour. Riveted construction was the cheapest, but cast tanks were sturdier iirc. This is an option that imo isn't strictly necessary, except for immersion.

New Zealand needs a bonus to all riveted armor, clearly. BIG BOB VS MAUS.
 

Orlunu

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Or even better, Bob Semple tank VS Maus

In some of the most brutal naval fighting in the Pacific, several destroyers survived encounters with battleships because they were so close in that they were below the battleships' guns. That's the image that came to mind for the mighty Bob Semple defeating the Maus.
 

NaRen13AnnexYourself

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In some of the most brutal naval fighting in the Pacific, several destroyers survived encounters with battleships because they were so close in that they were below the battleships' guns. That's the image that came to mind for the mighty Bob Semple defeating the Maus.
Pirates of the Caribbean more like Poirates of the Solomon.
 

SRM

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I have only one question: will this system make it possible for me to forgo all good sense and sanity to create something like this?
 

Marine

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@podcat

Will we be able to upgrade existing ships, as was the case during this era? For example, can we refit some of the older WW1-era battleships with new equipment, or increase the armour on those old battlecruisers?
I 'm not Podcat, but I think that in the next DD they will discuss how you can refit your old ships.
 

Sanny

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1) it breaks the combat system in several dozen ways
2) it was stupid historically and never used in combat
3) it was stupid
4) it was stupid
Yet the update is called Ironclad... seems a bit of a contradiction to me. Also German U-Boats had 88mm deck guns too. I can understand if it breaks the combat system, but perhaps the system was never designed right for submarine warfare to be fit for purpose in the first place.

image.jpg
 
Last edited:

Denkt

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Im pretty sure deck guns became obsolete as soon as merchant ships was armed. Submarine AA was also very poor as the submarine was always better off diving.