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HOI4 Dev Diary - Supply and Mulberry Harbors

Greetings all, and welcome to today’s dev diary on the huge supply system update coming with the Barbarossa update. Before we begin, I’ll leave a heads up that this will be the last dev diary before we break for summer, so don’t expect anything new until some time in August at the earliest.

Since we last talked about supply, a few things have changed. We found that the way truck need could take off and spike was hard to deal with and that watching out so you didn't overload individual supply hubs was a bit too intensive. We also felt that the way the mapmode worked made it very difficult to project how well supply was flowing.

The iteration we have now aims at addressing these shortcomings. It's now possible for divisions to supply from multiple hubs. Trucks are now less of a strict necessity, rather something you can assign to hubs to make sure they can project supplies further away. Finally, the mapmode has changed to better show the spread of supply as well as current status for divisions.

Supply flow

From each hub connected back to the capital, potential supply is projected outwards - adding up when overlapping. This is represented by the brighter colors below. For each province in distance that supply needs to travel from a hub, there is a reduction in the amount as some is lost. The amount depends on various factors like terrain, crossing rivers etc. The dark purple areas below are reduced to local supply only, and the highlighted red-orange areas indicate locations where there are units suffering from significant supply issues.

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In the picture above, the Ukraine/Caucasus front is mainly struggling because it is overextending before the captured rails have been converted, so a lot of the rail network there is not operating. When a railway is taken over there is a longer cooldown when it gets converted for use by you (representing a combination of repaired damage, gauge-alteration, and general maintenance), and without connected hubs supply won’t flow.

How much you can output from each hub depends on the level of railways leading back to the supply capital, and the total max there depends on your industrial base (so Luxemburg can not feed as many as soviet union, for example).

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Here, the clock indicates rails that are not yet converted, and the hub icons with red crosses indicate that they do not connect back to your network.

Motorization

To increase the range of a hub (perhaps to help supply the front above better) you can choose to improve the motorization level. The horse icon on the right indicates no motorized supply from the node, but you can opt to toggle it to a higher state of motorization. Be careful, as this will cost you trucks which are taken from the stockpile.

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It is also possible to set the motorization level on an army, in which case it will automatically toggle on motorization for hubs that it uses without requiring further interaction from the player.

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There are also some other options on a hub. The star icon lets you move your supply capital to a new location, provided that you have sufficient surrender progress. This lets you get around issues where your capital ends up cut off or surrounded, but also comes with a period of bad supply as the new location is prepared.

The blue flag next to it lets you control allied access to the node. This can be a great way to flag to an AI that you do not want them on your front, or to stop them from joining a tight landing situation.

The rail icon lets you quickly switch to construction mode and extend rails from there while the green plus will automatically queue up construction for rails to combat any bottlenecks your node may suffer from back towards the capital. The chevron icon lets you prioritize train allocation if you are running low.


Floating Harbors

As part of No Step Back, we’re introducing a new dimension to naval invasions. Floating, or ‘Mulberry’ harbors can now be constructed once the appropriate research has been completed.

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These weighty and expensive pieces of infrastructure (don’t look too close at the numbers above hehe) aren’t intended for every-day landings, but are instead intended to represent the equipment used in large-scale operations such as the Battle of Normandy.

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Naval invasions utilizing a floating harbor will be represented by harbor apparatus placed parallel province targeted by the invasion, and will immediately create a stocked supply hub at their location:

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Used carefully, one or more mulberry harbors can keep a sizable invading force supplied without requiring the immediate capture of an important enemy harbor. Of course, harbors should remain amongst the first targets of any successful invasion, and the supply hubs created by a floating harbor will be temporary; lasting a matter of weeks or months, depending on the strength of enemy air superiority and other factors.

Of course, there is yet more to cover regarding supply, and we'll have another diary on this subject in the future, but I hope you like what you've seen so far and we’ll be seeing you again after summer!

Oh, and one last thing - one of the new loading screens for NSB is this awesome Polish cavalry, so we figured we should share it as a summer wallpaper for you (fear not, there will be a soviet one eventually!)
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The vision behind the painting was to present a more historically accurate depiction of the Charge at Krojanty. This was an engagement in the opening days of WW2, where the elite Polish cavalry surprised a German infantry unit at rest, charged before it could prepare for defense, and dispersed it. They later withdrew when faced with German armored cars.

This battle is famous because it started the, often officially repeated, ahistorical view of Polish cavalry charging German tanks and we wanted to try and make something more accurate (ignore the backdrop. we couldn't resist an epic sunrise on a field, but I hope the feel is there).

We have attached 3 different aspect ration wallpapers for you, and we can't let this opportunity go without a shoutout to @CreamGene our talented 2D artist responsible for this artwork.
 

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Hmmmm.... maybe a "quick & dirty" abstraction would be to remove factories based on the military size.

Something like ...

IF # of Divisions > 50 disable 1 MIL and 1 CIV
IF # of Divisions > 100 disable 2 MIL and 2 CIV
IF # of Divisions > 150 disable 3 MIL and 3 CIV
etc, etc.


Agree. But so many other changes, making any change to the "supply capital" concept was probably rejected because of the possibility of introducing new bugs. Maybe with some tweaks, we can get multiple supply capitals.
That doesn't take size of divisions into acount, so it should be a formula that involvs battalions.

Another way would be to add a fraction of total battalions to the "factory" count for Consumer goods as that would accurately simulate it being costly having a large proffesional army around in peace time.

The main issue with adding supply is that it kind of requires the main means of getting around this cost and that is having a military reserve.
 
Historically supply and logistics was a huge manpower drain - will this be represented in game?
this is actually more important for the game than it initially seems. while most in-game army numbers are ok from a realism point of view, the problem is that usually a huge part of these were part of support units and logistics, so the game's representation of these "numbers" being all on the frontline are a bit misleading. Not to mention that lategame has a rather large issue of just endless numbers of units on a tile if the front is not wide enough (sometimes up to more than 10 div/tile). If we would just think about the fact that the US had somewhere below a third of their army as frontline units, these endless slaughterfests would become much more reduced and fun combats. Currently it makes little sense to field anything else than crazy tank divisions for pushing in mid to lategame, simply because the number of frontline units...... while a more historical frontline strengths would be a simple buff to literally anything else
 
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Historically supply and logistics was a huge manpower drain ... this is actually more important for the game than it initially seems.
Absolutely. Been preaching this for years. For the ground forces, 10,000 men in frontline units should have another 10,000 men in non-divisional support. There are exceptions, like the US or Soviets, but having that non-divisional slice is just as critical as having fuel represented.
 
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Yes of course

If Railroads can be build , they can be destroyed,too.

Check out the : "Railroad Plough" it lowers the Railroad to 0.0 very fast . But it need to be invented first and this should be integrated into the next dlc
No need to *invent* how to destroy a railroad. The rail wolf was just a faster way to make a less thorough destruction, so it averages out.
More men and a bit longer time makes it even harder to repair.
leslies-battles-commanders_macon_railroad_destruction_.jpg
 
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I don't know history of Reichsbahn at all, but for some reason during WW2 Germans decided to change gauge of railways track in occupied areas of Russia rather than create bogie-change stations and assets. IMO it was a stupid decision - it looks much easier to me to create 5-10 stations way behind front lines and change bogies there rather than re-lay thousands of kilometres of rail track in bad weather (plus you get to use all captured rail transport without alterations). Maybe someone who is more knowledgeable on this can comment why Germans went this way and not the other.
A quick google referred me to the following page: https://www.feldgrau.com/WW2-German-State-Railway-Deutsche-Reichsbahn/

Coupled with the referral I quickly learned that:

Soviets had hidden their marshalling yards further back even to begin with, meaning little rolling stock was available for stealing.
Regauging could keep up for a fair distance (see table below) until Soviets did find the time to start wrecking the rail on retreat.
If the Germans did capture any significant amounts of rolling stock and rails intact, they would keep that area in operation on the native gauge.

The following gives an indication as to how quickly German railwayrepair forceswere able to make a destroyed line operable again:

11 July 1941 – 4th Pz Group reaches Porkhov;
18 July 1941 – 1st DRG train arrives same
23 August 1941 – 4th Pz Group reaches Luga;
23 August 1941 – as above
08 August 1941 – 16th Armee reaches Staraya Russa;
29 September 1941 – as above
 
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Basically every major belligerent utilized all available manpower. The key differences across nations were priorities. Manpower for the combat forces vs industry is a balance in game, but the navy and airforce and logistics for all branches basically isn't represented. In order to limit ridiculous division counts, conscription law manpower gain is artificially reduced. Note we have largely accurate populations per country but cannot generally replicate historical peak armed forces strengths.

A good gameplay option would be a mostly abstracted but MP expensive logistical arm of the military that supported all land, sea and air forces on map. Manpower could be normal from conscription laws (double).

Combined with doctrine/officer corps focuses and an advanced logistical system (all of which are coming) the player could determine how much of a logistical wizard they wanted to be. As manpower became a problem later in the war, the player could reduce logistical manpower to create or replenish units, at the cost of said logistical wizardry and associated benefits.

So then we could have a three way balance for manpower resource management- between industry, logistics and fielded armed forces...and accurate manpower and reduced number of late game divisions.
 
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No need to *invent* how to destroy a railroad. The rail wolf was just a faster way to make a less thorough destruction, so it averages out.
More men and a bit longer time makes it even harder to repair.
The old, reliable "Sherman's necktie." No special machines or engineers required, just enough soldiers to lift a section of rail, the railroad ties and rails themselves, the means to make a fire out of the ties, and a few crowbars. It's world noting that neither method of destruction dealt with the grading and railroad bed itself, so probably fell short of completely "deleting" the railroad from the map. Also, how to simulate such a campaign?

Obviously, a player/AI would not want to destroy rail that they were still using -- maybe a decision for "declare a scorched earth policy" (or however you'd want to phrase it), which would, in turn, unlock a series of on-map decisions to ruin (set to 100% damage) rail and/or infrastructure in a state under that country's control. Perhaps with some sort of timer, unless you're using a clever device like the railroad plough?

Edit to add: or a continuous focus, "Scorched Earth," unlocks a series of decisions to ruin (100% damage) ports, airfields, rail, or infrastructure in a controlled state. Maybe add in a small command power/political power cost, to reflect the diversion of resources from other things.
 
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Cheers for the DD Arheo and the extra info Podcat :) The supply rework is (at least so far) my favourite part of what's been announced for NSB/Barbarossa - the current supply game isn't bad, but the update sounds sooooo much better :)

As part of No Step Back, we’re introducing a new dimension to naval invasions. Floating, or ‘Mulberry’ harbors can now be constructed once the appropriate research has been completed.

This is, perhaps unsurprisingly, my favourite part of this DD - very cool indeed :) As well as floating harbours, is there some provision for basic supply over a beachhead as well? Not Mulberry level, but as well as actually supporting invasions, one of the big things LCAs, LCTs, LCVPs, LCAs, LSTs et al did (as well as lighters and ship's boats) was to supply smaller invasions. Ie, even without a Mulberry, it might be nice if it were possible to have a small trickle of supply, rather than nothing at all, through ships assigned to the invasion (maybe the naval invasion order could do this?)

Oh, and one last thing - one of the new loading screens for NSB is this awesome Polish cavalry, so we figured we should share it as a summer wallpaper for you

That is a crackingly good loading screen - big props to the artist :cool:

Not atm, we felt it probably isnt worth the complexity

I'd throw in a +1 for motorisation taking fuel - it adds to the strategic choices and reinforces the importance of oil - but appreciate it would likely require some rebalancing of oil use or oil supply on the map, and that resources aren't infinite. I'm not sure how complex it could be from a player's perspective (as a player, I'd personally be more confused that it didn't use fuel, rather than it did) - would it be much more than another entry on the 'fuel use' pop-up, and perhaps on the pop-up for that supply hub?

Basically every major belligerent utilized all available manpower. The key differences across nations were priorities.
As best I recall, as well as priorities, the amount of logistic support needed to support far-flung invasions was far higher than rolling into the country next door - so, for example, the personnel requirements to support the Commonwealth forces for an invasion of Japan would be higher than for an invasion of France (all else being equal) - these personnel would be spread out all over the place, on ships and bases in-between the UK and Japan. At the moment, with no personnel needed for ports or airfields (or trains/logistic trucks), and industry personnel being very roughly abstracted, it makes it far easier for the US and UK in particular (in a historical game) to field much greater troop strengths than they did historically.

Some kind of basic personnel requirement for logistics trucks, trains, supply hubs and merchant ships in use could go a long way to helping with this (although there'd be some UI and gameplay challenges to make sure available manpower didn't bounce up and down with changes in these).

It's a super-easy naval pic for this week's DD - only one choice really - here's a Mulberry in action :)
1625180724181.png
 
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Are you planning to assign a section of the front to allies?
I mean depending on how this plays out with trainlines I might just send all the Romanians, Hungarians, Italians to take over the Southern part of the front, grind down Soviet dvisions in the North, take Moscow and then follow the railway lines South.
 
Cheers for the DD Arheo and the extra info Podcat :) The supply rework is (at least so far) my favourite part of what's been announced for NSB/Barbarossa - the current supply game isn't bad, but the update sounds sooooo much better :)



This is, perhaps unsurprisingly, my favourite part of this DD - very cool indeed :) As well as floating harbours, is there some provision for basic supply over a beachhead as well? Not Mulberry level, but as well as actually supporting invasions, one of the big things LCAs, LCTs, LCVPs, LCAs, LSTs et al did (as well as lighters and ship's boats) was to supply smaller invasions. Ie, even without a Mulberry, it might be nice if it were possible to have a small trickle of supply, rather than nothing at all, through ships assigned to the invasion (maybe the naval invasion order could do this?)



That is a crackingly good loading screen - big props to the artist :cool:



I'd throw in a +1 for motorisation taking fuel - it adds to the strategic choices and reinforces the importance of oil - but appreciate it would likely require some rebalancing of oil use or oil supply on the map, and that resources aren't infinite. I'm not sure how complex it could be from a player's perspective (as a player, I'd personally be more confused that it didn't use fuel, rather than it did) - would it be much more than another entry on the 'fuel use' pop-up, and perhaps on the pop-up for that supply hub?


As best I recall, as well as priorities, the amount of logistic support needed to support far-flung invasions was far higher than rolling into the country next door - so, for example, the personnel requirements to support the Commonwealth forces for an invasion of Japan would be higher than for an invasion of France (all else being equal) - these personnel would be spread out all over the place, on ships and bases in-between the UK and Japan. At the moment, with no personnel needed for ports or airfields (or trains/logistic trucks), and industry personnel being very roughly abstracted, it makes it far easier for the US and UK in particular (in a historical game) to field much greater troop strengths than they did historically.

Some kind of basic personnel requirement for logistics trucks, trains, supply hubs and merchant ships in use could go a long way to helping with this (although there'd be some UI and gameplay challenges to make sure available manpower didn't bounce up and down with changes in these).

It's a super-easy naval pic for this week's DD - only one choice really - here's a Mulberry in action :)
View attachment 736351
Indeed you are correct. The amount of shipping required was enormous. One example: https://www.ibiblio.org/hyperwar/USA/BigL/BigL-6.html
Due to dispersion and lack of centralized depots, a 40,000 man force in the Pacific had the same shipping requirement as 100,000 men in Europe.
Backed up here: http://www.pwencycl.kgbudge.com/L/o/Logistics.htm
Pacific theater divisional units required about 2.5x the shipping capacity relative to their European counterparts. Deployment of a single infantry division required 6 cargo ships, an armored division required 15. Sustainment required dedicated convoys of hundreds of ships.

So manpower for this support. The US merchant marine service alone required a quarter million men. But aside from that, every Allied nation had to project military power across the water into areas requiring construction of forward bases, supply depots, infrastructure, airfields and so on, to varying degrees. Trucks or barges or trains ran constantly. Hence the divisional slice of UK and Commonwealth armies was 60-90,000 men. 35-50,000 for US divisions.

To compare, Germany and the USSR generally had more economical slices in the 1:1.2 combat to support ratio. Hence the cost of power projection.
 
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So, does the focus "Reintegrate the Railroads" of Hungary reduce the time taken to convert railroads from pre-Austrian Empire countries?
They were all the same gauge anyway. No need to convert.
 
Indeed you are correct. The amount of shipping required was enormous. One example: https://www.ibiblio.org/hyperwar/USA/BigL/BigL-6.html
Due to dispersion and lack of centralized depots, a 40,000 man force in the Pacific had the same shipping requirement as 100,000 men in Europe.
Backed up here: http://www.pwencycl.kgbudge.com/L/o/Logistics.htm
Pacific theater divisional units required about 2.5x the shipping capacity relative to their European counterparts. Deployment of a single infantry division required 6 cargo ships, an armored division required 15. Sustainment required dedicated convoys of hundreds of ships.

So manpower for this support. The US merchant marine service alone required a quarter million men. But aside from that, every Allied nation had to project military power across the water into areas requiring construction of forward bases, supply depots, infrastructure, airfields and so on, to varying degrees. Trucks or barges or trains ran constantly. Hence the divisional slice of UK and Commonwealth armies was 60-90,000 men. 35-50,000 for US divisions.

To compare, Germany and the USSR generally had more economical slices in the 1:1.2 combat to support ratio. Hence the cost of power projection.

Cheers Bullfrog, that post really highlights the value in modelling that, in terms of both modelling the challenges facing the US and UK historically, but also modelling the challenges that might face a Germany invading the US :)
 
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Cheers Bullfrog, that post really highlights the value in modelling that, in terms of both modelling the challenges facing the US and UK historically, but also modelling the challenges that might face a Germany invading the US :)
I actually agree that it should be present, but unlike fuel transportation so is it a major balance change that needs a lot of work to get right.
 
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> Here, the clock indicates rails that are not yet converted

That's a clock for ants :p

Will trucks and horses suffer attrition? Will there be 'horsepower'?
 
Very nice indeed but i am still curious if we see an italian (or maybe a german aswell) focus tree rework?! Sure not such a big part of barbatossa but you sure agrees that people waited waited now for long enough now, especially considering the previous DLCs
 
Can you rework the "No supply for AI" into a Priority system. So you could say: Prioritise supply for myself and/or ally #1 and then less people further down the priority list. That way minors can still say that their units get priority without preventing the AI from doing anything on their front. Also give the AI the insentive to prioritise players over other AIs on their soil (say you play USA and on d-day you don't have supply in France because the AI again floods your little foothold with units.

Also please have supply be able to use different ports to reach the same destination, so you don't have just one port bottlenecking a full theatre
 
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