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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
 
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i desperately want this for tanks and planes also.
tanks good idea, planes of you dont make deep changes does not make sense becose works in great number.
desing tanks is not so enormus upgrade to the game becose its not a combat change but you can add secuancial changes, that is more related to industry production, and is more historic as panzer iv progresive changes..
 
tanks good idea, planes of you dont make deep changes does not make sense becose works in great number.
desing tanks is not so enormus upgrade to the game becose its not a combat change but you can add secuancial changes, that is more related to industry production, and is more historic as panzer iv progresive changes..

Plus don't we already have this for planes with the XP based upgrades for range, guns, reliability and agility?
 
tanks good idea, planes of you dont make deep changes does not make sense becose works in great number.
desing tanks is not so enormus upgrade to the game becose its not a combat change but you can add secuancial changes, that is more related to industry production, and is more historic as panzer iv progresive changes..

There were plenty of sequential changes in aircraft as well, from the first Mustang to the P-51D (adjusting the engine mainly, but other bits and pieces as well), to the various developments in heavy bombers and the like, I'd think there'd be lots of scope for an aircraft designer. There were more than 20 Marks of Spitfires, from different engines, armaments, shapes of the wing and what-have-you. I'm not expert on aircraft (by some measure), but most of the key types had a degree of progression. As best I understand it, the BF-109 and Spitfire managed to stay relevant through the whole of WW2 with iterative changes to improve performance.

It wouldn't be as cool a ship designer imo, but that's because imo nothing's as cool as a ship designer* :p.

* This is a purely parochial statement - I'd see from a gameplay perspective ship, plane and tank designers all being of equal interest and value, and all be very much historically plausible.

Plus don't we already have this for planes with the XP based upgrades for range, guns, reliability and agility?

As far as I understand it, there are similar XP-related upgrades for tanks, unless my memory's really playing up.
 
There were plenty of sequential changes in aircraft as well, from the first Mustang to the P-51D (adjusting the engine mainly, but other bits and pieces as well), to the various developments in heavy bombers and the like, I'd think there'd be lots of scope for an aircraft designer. There were more than 20 Marks of Spitfires, from different engines, armaments, shapes of the wing and what-have-you. I'm not expert on aircraft (by some measure), but most of the key types had a degree of progression. As best I understand it, the BF-109 and Spitfire managed to stay relevant through the whole of WW2 with iterative changes to improve performance.

It wouldn't be as cool a ship designer imo, but that's because imo nothing's as cool as a ship designer* :p.

* This is a purely parochial statement - I'd see from a gameplay perspective ship, plane and tank designers all being of equal interest and value, and all be very much historically plausible.



As far as I understand it, there are similar XP-related upgrades for tanks, unless my memory's really playing up.
See how air combat works and you will see that a higher numbers of model of planes will not get better air combat and just a loss of performance, look bice, planes are very immersive but doesn't gives changes to the game (on securing types of planes, adding long range naval patrol and multi role is a good idea but you don't need designer for that)
 
Can seaplanes/flying boats be launched from ships equipped with airplane launchers, like carrier bombers/fighters from aircraft carriers?
Yes/no/sort of.

It seems catapult-launched seaplanes will "only" be capable to serve in a reconnaisance role, adding a spotting bonus to the ship that carries them.

Unfortunately not as extensive as what I would have hoped, considering seaplanes were historically also used for artillery spotting, ASW, bombing and even air cover, but I suppose it will still be useful to have a few of them just to help find and pursue enemy fleets.
Zuiun_%28634_Air_Group%29_079_Full.png
/zuiun tax
 
Yes/no/sort of.

It seems catapult-launched seaplanes will "only" be capable to serve in a reconnaisance role, adding a spotting bonus to the ship that carries them.

Unfortunately not as extensive as what I would have hoped, considering seaplanes were historically also used for artillery spotting, ASW, bombing and even air cover, but I suppose it will still be useful to have a few of them just to help find and pursue enemy fleets.

Well, it's definately possible to equip catapult fighters on this sort of ship (Mogami refit, Hyuga refit), but to be honest, it takes a lot of time to launch some 5-10 fighters like this on, even if you have 4 catapults. But maybe better than nothing:
Kawanishi N1K1 Kyofu.png
 
But maybe better than nothing
My thoughts exactly -- you won't always have carriers on hand, and seaplanes are better than no planes. I think the picture you linked is a A6M2-N, and whilst it certainly underperformed against every Allied fighter it encountered, it still scored a number of kills and was the only thing available for Japanese island outposts that didn't have a runway.

Granted, I doubt they'd play much of a role in most big fleet engagements (too few in number, and too much performance degradation due to the floats), but at least they might be able to prevent the enemy from claiming aerial superiority with a single CVL.

I suppose some of this stuff might be easily moddable? So far, the seaplane catapult module only seems to give a flat +Detection bonus to the ship carrying it. It doesn't look like it will be possible to actually launch seaplanes like you can do with carriers, so ranged bombardment missions are right out ... but at the very least I could imagine a mod adding more modules that allow further development and specialization by having different catapults represent different models, each with their own combination of modifiers applied to their mothership:
  • Reconnaisance: +Surface Detection, representing scouting planes on the lookout for enemy fleets (already planned/implemented)
  • Artillery Spotting: +Gun Range (or +Gun Attack?), representing an airborne observer assisting a warship's fire direction
  • Anti-Ship: +Gun Attack, representing floatplanes equipped with bombs and/or downward autocannon
  • ASW: +Sub Detection, +Sub Attack, representing a floatplane equipped with magnetic anomaly detector and depth charges
  • CAP: +Anti-Air Attack, representing various floatplanes' onboard armaments
Most seaplanes would likely field a mixture of the aforementioned modifiers, with the AA bonus usually being the smallest except for dedicated seaplane fighters (where it'd still just be a "drop in the desert"). The obvious downside is that since seaplanes in MtG work like modifiers rather than carrier planes; they cannot actually be "shot down", so the modifiers have to be fairly small to keep things somewhat balanced and realistic.
 
No, it was a Kawanishi N1K1 Kyofu, which became in the wheeled version one of the best japanese fighters.....
Ah! Pretty much the (indirect) successor, or at least that was the original idea. I've read a bit about the different planes, but still have trouble visually differentiating/identifying them. :oops:
 
@podcat

It would be nice if, with all these new naval changes/features, you added a greater variety of naval designers to the game, and especially for the majors.
 
Oh hey, random thought - what about coastal monitors? With the new naval mechanics and terrain types, and the fact you're representing coastal defence ships for e.g. Sweden, I think they'd be doable.

Example: https://en.wikipedia.org/wiki/HMS_Marshal_Ney

Not crucial by any means, but just curious if they'd been considered.
As I recall the British had several monitors in the Med. This should be almost doable in the current system; but I think they were designed for shallow water (I presume not true for the large hulls).
 
The part we've been waiting for!! @Archangel85 If I may suggest an edit, It would be to the Panzerschiff and Coastal Defence Battleships. The hull should support two battleship barbettes, one fore, one aft. The current build reminds me more of a monitor type, like the HMS Erebus (I02). The difference between the two types is that the Panzerschiff would retain it's cruiser speed, with a bonus to convoy raiding. The coastal battleship however swaps its speed for an armour value higher than that of a 'heavy cruiser' and combat bonus in coastal sea tiles. An additional caveat is that the coastal type will suffer huge operational de-buffs if it ventures outside of of coastal naval terrain, alongside a random chance of module damage from the high seas.

Note: I was terrified that this would be a reskin of the terrible HOI3 naval tech system, and I am very pleased at the Stellaris type ship design route that you have decided to go with!
 
so building an german aux-cruiser (Hilfskreuzer) would mean a cruiser hull with small arma and mines ???
The war was stupid, but you have nonetheless chosen to make a game about it. :p

Hopefully you can address my other points, though. It would be a huge shame if you bothered to represent pocket battleships but they were still fairly useless due to nerfed range. I mean, this is assuming you're not representing fuel tankers...........


:eek:

Also, will auxiliary cruisers be a thing?
I don't know about other nations but the German auxiliary cruisers should be pretty easy to mod if it never becomes official.

1918 Cruiser hull without any armor slots available
Substantially reduced Surface Visibility (otherwise there's no point as it will be killed before running any blockades)
Zero Sub Visibility/Detection since they're running disguised as neutral countries or Allied shipping until the moments before attack (they had to raise their true colors before they could engage)
Lower than normal Max Speed and Fuel Usage
Greatly increased Max Range (they were also used as fuel carriers for subs)

Their gun layout was a bit odd in that they used 6x WWI era 150mm naval guns but to conceal them they were all on hidden elevators/compartments along the sides of the ship. In the ship designer that would easily be abstracted as a hull restricted to 3x turrets slots each containing two 1918 destroyer guns. The 2x 37mm Pak 36 anti-tank guns used in some examples could be abstracted as a tiny bonus to LG Attack and LG Armor-Piercing baked into the hull.

A total of 6 torpedo tubes but only 4 of those were easy to aim so abstracted as 2x twin torpedo launchers either 1918 or 1936.

A minelayer rounds out the offensive armament. There were also some weak AA guns so I suppose 1-2 slot max for AA. Again, 1918 or 1936 models.

Engine would of course be 1918 models as these were not swapped out for the conversions because the whole idea was to keep it as cheap as possible. No radar, sonar, or fire control modules possible. Airplane Launcher is the only available slot for the surface and sub detection bonuses. All in all the hull has to be very cheap to build otherwise it would make less sense than it did historically. Even though they were eventually lost to ever improved Allied coordination, the German auxiliary cruisers knocked out many times their tonnage in Allied shipping with leftover weapons frankensteined onto leftover commercial ships. If it's not possible to make it at least marginally cost effective ingame, there's no point in modding it in.

Almost forgot, you would have to add the historical names into the auto naming list.
 
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I think the ship designer is awesome. Would love to see it for Tanks and Planes. I think if their was a way to build the designers with the possibility toggling them off and on for multiplayer games. However, the majority of players play single player so I don't see an issue with a little more micro on this topic.
 
I think the ship designer is awesome. Would love to see it for Tanks and Planes. I think if their was a way to build the designers with the possibility toggling them off and on for multiplayer games. However, the majority of players play single player so I don't see an issue with a little more micro on this topic.

Tanks could be modular, planes is a waste of resourses, only guns where modular in planes and some models could change motor for another. planes are quiet good with variant system becose it works in great numbers. working on tanks, mybe add 1 piercing could made a great change on a template in some battles on tanks (but it will not be enormus). With fuel, we will have less tanks in field, so to balance they will have higher stats, and making more special would be more interesting a modular desing.