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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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Like 90% of the features in Paradox games, the AI will be able to use it and use it well either at the launch of said feature or a patch or two later, after which it will be permanently broken.

I'd like to say otherwise, but that's been the trend for what, about a decade now?
 
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Dear developers. I suggest a change. When selecting inactive aircrafts, new inactive air divisions appear at the top of the list rather than at the bottom so that you do not have to scroll down to see the dormant air division.
 
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I don't want to be annoying and charge this, but it's time to update Italy and give it a decent focus tree.
Her tree's focus is very small, it's even worse than generics.
 
I don't want to be annoying and charge this, but it's time to update Italy and give it a decent focus tree.
Her tree's focus is very small, it's even worse than generics.
Every tree is worse than the generic tree. A major with the generic tree would be overpowered.

My expectation for the new Italy tree is new debuffs and mini-games to get rid of them. (And lots of flavor stuff)

What’s your expectation?
 
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I don't want to be annoying and charge this, but it's time to update Italy and give it a decent focus tree.
Her tree's focus is very small, it's even worse than generics.

Italy would work best in it's own pack with a small Albanian focus tree, an Ethiopian focus tree and possibly a Swiss one.

To be honest though, I personally find Italy to be the least in need of a focus tree of all the major powers and events in the war.

Not because their focus tree is good, but because at the end of the day their actions were more in line with a minor playing at being a major than actually being a major power.

It should still obviously be next with all the proper majors done after this one, well, unless one featuring Norway would mean that the devs would work on actually balancing naval combat. At the end of the day, I'd personally prefer a balanced fleet to be the objectively best method over spam one unit rather than focus on Mussolini's Italy that needed to be bailed out of everything they did other than Albania.
 
Italy would work best in it's own pack with a small Albanian focus tree, an Ethiopian focus tree and possibly a Swiss one.
I'm not sure a ton of people are interested in playing Switzerland (except for the memes). However changes for Italy, Albania and Ethiopa might be interesting (although in historical, the two latter countries are not meant to last...)
 
I'm not sure a ton of people are interested in playing Switzerland (except for the memes). However changes for Italy, Albania and Ethiopa might be interesting (although in historical, the two latter countries are not meant to last...)
Switzerland of that era would be a dull choice for a wargame, but it could be interesting for political strategy. An Italy DLC that placed great emphasis on political maneuvering could make Switzerland...not exactly a military powerhouse, but an important player in trade, espionage, and diplomacy.

Or just make an alt-history Schweizreich, Taschenmesser-go-"klick" juggernaut for conquering Europe, complete with "Wilhelm Tell Triumphant" achievement. :p
 
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Switzerland of that era would be a dull choice for a wargame, but it could be interesting for political strategy. An Italy DLC that placed great emphasis on political maneuvering could make Switzerland...not exactly a military powerhouse, but an important player in trade, espionage, and diplomacy.

Or just make an alt-history Schweizreich, Taschenmesser-go-"klick" juggernaut for conquering Europe, complete with "Wilhelm Tell Triumphant" achievement. :p
I could definitely see an Italy expansion focused on diplomacy and trade, with reworked mechanics, reworked peace treaties and why not, some kind of money mechanic. In that case, a reworked Switzerland would be interesting. With all the money going there, they could land an army of mercenaries and bring the mighty Swiss Guards.
 
Faeelin said:
Does motorization use fuel passively?
Not atm, we felt it probably isnt worth the complexity


How is the supply system not worth the complexity of consuming fuel and manpower? Also we are playing a ww2 grand strategy game by paradox...complexity and depth is why people play your games vs Civilization...

it feels like that’s a pretty significant use of manpower and fuel for an army on offensive operations.

If anything, it’s the biggest real reason why countries still used horses for supply. The US was making enough trucks for USSR and UK to motorized their supply, it was the fuel shortcomings that prevented it.
 
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.
Probably a dumb question...but which setting allows the supply flowing and which prevents it?

The icon actually used ingame looks different to the one here in the DD - the blue flag always has a red-striked circle attached (which is confusing, as I'm not even sure what the icon tries to tell me...) and the only thing I can change is whether I have "selected" this (= adding a kind of "target cross" around). The tooltip (at least the German one) is also no help as it tells me in either case only that I can use the setting to allow/disallow supply for allies (but not what each setting means).

Thanks in advance for anyone helping out here :)

SupplyIconAllies1.jpg

SupplyIconAllies2.jpg
 
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