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HOI4 Dev Diary - Custom Gameplay Rules

Hi everyone! Most of the team is now back after summer so it’s time to spin up the ‘ol diary machine again. Today we are going to be talking about something we have been thinking about adding for a really long time: Custom Gameplay Rules.

First off, let me explain why we are doing this - HOI4 is a game people play in a lot of different ways. Single player, multiplayer, achievement runs, casual relaxing and various other. There is also a big split between people who play “historically” vs people who don’t (it’s around 50/50). A lot of stuff that adds fun and a sense of power in singleplayer are not very balanced for organized competitive multiplayer so organizing these games can be challenging, often including long rulesets and policing by the server host. I personally think a big reason competitive multiplayer isn’t as common (about 6% of MP games are competitive) is because it’s so much harder to set them up when they require reading rulesets, which become fragile when the game itself isn’t enforcing them.
When it comes to single player, players often ask for ways to tailor how they play. For example; some will use console commands to switch nations to set them on certain paths to match their long term plans for the scenario they want to play out etc, but it’s not exactly beginner-friendly, and isn’t possible to do in multiplayer either. So looking at all of these things we decided that we needed to support different rulesets and let players affect how the ai did things in more detail.

So, enter Custom Game Rules. This is a new setting you can do before you start your game, and includes the old buff sliders for majors as well:
main.jpg


It’s possible to store and load presets if you have a couple of prefered profiles you run (say single player and multiplayer?). We have tried to make rules as moddable as possible although when they directly impact hard-coded gameplay mechanics we need to make sure we have worked them in first. We’ll go over the modding aspects towards the end!

So what kind of stuff can you do? We haven’t fully finalized it all, but let’s go through what we got. I am sure people will have tons of suggestions in the comments too ;)

All diplomatic actions have the possibility for rules. So we can restrict or ease up how things work. This is particularly good when you want to tie focus trees into it. The new British tree has a lot of interaction with releasable nations, so this also lets us manage that from scripts and avoid exploits and weird situations (such as the player going down the ‘empire’ path, and yet releasing every colony they own).

release.jpg


rule.jpg


Covert actions are also included here, so you can for example restrict coups and such only to AI nations (a common rule in our own MP sessions).
covert.jpg


There are also other bits and pieces like being able to limit fort levels constructable, limiting paratroopers and such we are playing around with. Other things rules we see people use a lot are for example limiting war declares before certain dates etc. I expect we will be presenting a full listing of options later when we stream stuff closer to release.

You can also affect how you want the AI to act. Mostly this means it will be preferring certain choices and switching to alternate plans. If you want to tailor-make your game experience this is a great way of ensuring certain (a)historical outcomes being attempted by the AI no matter your settings.
ai_ger.jpg


For most there are options for ideology while some like Manchukuo are more relevant to its situation:
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Some settings, like this particular one, are dependent on DLC, so without Waking the Tiger (which comes with that focus tree) the option simply won't be there. Otherwise the whole custom rules system is part of the free update and is for sure something we will be building on in the future.

Rules will generally turn off achievements, but its possible to set it by rule so if we introduce something we feel is ok in both it will still work.

Modding
So, when we started with this we realized we couldn't support every tiny rule some MP groups were using and instead we’ve tried to make it as easy as possible to mod things in. It’s my hope that some cool ruleset mods will be developed specifically for competitive multiplayer and the like in the modding workshop. Very popular options may even see inclusion in the base game in the future, who knows :) I expect some of the big mods will want to include custom rules as well for their players.

Rule definitions look like this:
mod1.jpg


They can then be checked from triggers from say the tech tree, focus tree, events etc and in other places we have added support for triggers. Example:
mod2.jpg


Diplo actions are a little special. They each get two possible triggers. This way you can turn on or off the standard game checks (like checks against world tension from game code) with the _TRIGGER_OVERRIDES_GAME. For your own rule checks you use the _ENABLE_TRIGGER for the specific action and the scope will contain the target nation as well so you can do nation specific rules.
This is what the triggers for Guarantees look like:
Screenshot_1.jpg


That’s it! Tune in next week to find out more about what we are up to with Man the Guns and the 1.6 ‘Ironclad’ update.
 
The addition of a ruleset is going to be great. I've a question/request unrelated to the Dev Diary. You introduced the ability to drag factory lines up and down in the production screen.

As I recall it's not possible to do this with the list of divisions we've designed. Could that be made possible? It'd be nice to be able to organize that list a bit more by, for example, putting our (various) infantry divisions at the top, then motorized divisions and finally the various armored divisions.
 
If the AI is set to historical will it follow the historical patch to the letter, just wanted to know because sometimes even in historical mode the AI might rarely do something that is non historical.
 
I kind of like the change
But on the other hand.. was it really worth the effort?
There's technically no difference between enforcing certain rules by some community-made ruleset or... enforcing them with an in game rules ie. there's no difference between saying "don't do cover actions against humans" and simply setting an in game rule that prevents that. The only exception being when you encounter some 'memers' who enjoy breaking the rules, but then we have a great function of kicking players from the lobby.
I guess, to a certain extent this could be improved with a mod that increases massively the number of possible game options. But on the other hand we don't need game rules at all to block certain things(like ie. max fort levels)

So as cool as that menu will be, does it really bring that much of an improvement?
Anyone who has seen a five-pages-long set of MP rules would say yes.
 
As I recall it's not possible to do this with the list of divisions we've designed. Could that be made possible? It'd be nice to be able to organize that list a bit more by, for example, putting our (various) infantry divisions at the top, then motorized divisions and finally the various armored divisions.
Its one of those things fairly high up in prio on our quality of life list. So if you get lucky we manage to squeeze it in, but if not rest assured it will eventually (I also really want it!)
 
Anyone who has seen a five-pages-long set of MP rules would say yes.
Oh you mean one of those shorter ones? ;)

If the AI is set to historical will it follow the historical patch to the letter, just wanted to know because sometimes even in historical mode the AI might rarely do something that is non historical.
what it does is have ai pick focuses and answer some events as they did historically. Its allowed to break this under certain conditions. Generally because its a lot weaker/stronger or their enemies are, or that stuff has somehow gotten very historical through player actions already. At its core its simply a priority order for how to pick focuses and answer some events
 
Its one of those things fairly high up in prio on our quality of life list. So if you get lucky we manage to squeeze it in, but if not rest assured it will eventually (I also really want it!)
Could there also be a function to hide/mark as obsolete templates we don't want to remove or use right now but might have a use for in the future?
 
Currently achievements are also possible with historical off. Is there some sort of "all random" setting for tree branches were achievements still work?

+1

I would want to know the reasoning behind disallow achievement when set custom rule and allow all random to obtain achievement.
 
another rule that would be really nice is to lock ppl to go down certain paths. Most mp games u must go down loyal to Britain and must go paths that will keep you with ur correct faction, many games must be restarted or rolled back because some troll choice to go down burn the royal portraits
 
Will you be able to lock them multiple times?
ie: lock germany into return the kaiser -> rebuild the high seas fleet
 
another rule that would be really nice is to lock ppl to go down certain paths. Most mp games u must go down loyal to Britain and must go paths that will keep you with ur correct faction, many games must be restarted or rolled back because some troll choice to go down burn the royal portraits

yeah for sure. We have discussed a few of these. I feel like perhaps they might be better as rulesets from the community because there would be A LOT of options and they would only be interesting for specific groups. If you wanted to do this it would be a really quick mod job. Supporting some majors may happen tho if it fits in well.
 
all i want is fuel linked to supply system so that japs don't beat china too fast ( in 1939 ) and buff attrition a bit maybe cause japs winning early on is really annoying and breaks immersion , Please developpers , tell me that this is being adressed ( i also posted on each dev forum profile some good suggestions )
 
Not familiar with mods but would mod to the rules be something only the host would need cause that would make this feature one of the best changes to HoI for the mp community. You lose alot of players the second you mention that they must download a mod
 
I have a suggestion for something which could maybe be added to this system.
Maybe have an option to select AI responses to popups caused by focuses and decisions.
e.g. If you go down the Hungarian path of recreating Austria-Hungary, you can send requests to have austria and czechoslovakia join you through your focus tree. What i am suggesting is an option to force the AI to always accept (or deny) such request.
This could also apply to "Danzig or war" as Germany, or demanding British Malaya and New Zealand as Australia.