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HOI4 Dev Diary - 4th Anniversary

Hi everyone! This week is Hearts of Iron IVs 4th anniversary. I’ve got some cool data to share with you, new armor and radio packs as well as patch for you to celebrate! All of this releases tomorrow :)

A Look Back & Cool Numbers
It's crazy how Hearts of Iron keeps growing. I personally started with playing HOI2, and worked on HOI3 as a coder and game director on HOI4, and while people still call it a niche experience for WW2 buffs, it has also grown to be so much more (or us WW2 nerds are more numerous than we think :D). Around La Résistance release we clocked a new record on monthly players of 899k (the 1000 of you that didn't log in that month are responsible for my OCD flaring up!). HOI4 is quite unique in how stable the growth is. Most games that aren't multiplayer or the like usually has big dips between releases. I think the two big factors that keeps us so stable is the replayability as well as the amazing mods that keep updating giving people new stuff to play with continuously :) Here is what the curve has looked like over the years:
1591171103323.png


I also took a look at country popularity between the last year and the release year. These are the top 10 nations currently with comparison to 2016:
1591110039964.png

Most see relative reductions here because we have in general made a lot more nations playable with more focus trees and other improvements (in 2016 Poland had Hungary's spot while now its pushed below both Spain and Hungary). There are a couple of obvious increases who all seem to come from focus tree changes also :)



Allied Armor Pack
Tomorrow we also release the followup to last years Axis Armor Pack, this time for the allies. This includes 45 armored vehicles for USA, UK, France and Soviets. On top of this we also add in 32 tanks from the Colonel Edition for those nations also for a total of 77 :) This is one of the reasons that we stopped selling the Colonel Edition last month - it was making it messy to buy cosmetic packs and we didn't want to split stuff up further. To make sure previous colonel edition players don't feel like they get as much, and also because its been such a great year for HOI4, we will be giving the whole pack for free to all those who had the Field Marshal. or Colonel Editions Enjoy!
(the observant players may remember that there is some ships in the colonel edition also, people who have that will keep them but they are not included in this armor pack. We will sort those boat boys out in the future).

Below are some examples of vehicles included:
allied_armor.png


Allied Speeches
People seemed to like the radio addition last year, but this year we wanted to test something a bit different and more tied to gameplay. We have added 70 minutes of speeches from allied leaders and commanders, set them to music and trigger them based on ingame events. So for example when Japan declares war on USA you will be able to hear Roosevelt deliver his "a date which will live in infamy" speech.
Here is a sample using one of Churchill's more famous speeches to give you an feeling for how it will sound:

Its a great feeling when they kick in and adds some really nice historical flavor :) Note also that they are playable like any other tracks should you want to.

1.9.3 Patch
For this patch we wanted to focus on naval issues and improvements as we didn't touch that very much for La Résistance. To summarize the most important changes:

Naval tech rebalance
It's best to check the changelog for details here, but our goal has been to make tech investments into more efficient submarines more expensive and sub countering and investments into capital ships cheaper.

Convoys and stun-locking
A very annoying strategy in multiple and sometimes in SP has been being able to essentially stun lock an enemies transports of troops in place at sea by lots of small naval engagements with submarines. Even if well screened they still need to wait to retreat and then would get caught again and again, sometimes taking months to get across the atlantic. To deal with this we have increased the retreat speed bonuses from being well screened and also implemented a cooldown system. This system will give transports a cooldown after being caught where they can not be re-spotted again. The length of it depends on the length of their path as well as how well screened they are. For an unscreened vessel they will be caught pretty quickly in more interceptions while a properly screened one can continue on until the invasion beach if its not too far.

Carriers and other naval changes
Carriers in the pacific really struggle with the large air zones and the weather penalties. It didn't make sense to us to apply the area size penalties to a mobile base with so few planes, so now any mission targeting a specific location (port strike, CAS etc) for planes stationed on a carrier will not have this penalty.

On top of this it didn't make sense to have carriers planes suffer a 100% penalty from bad weather when land based ones had a much smaller one. While I doubt any planes could take off during a really bad storm, it makes little sense when we only really have one level of weather here to make it so brutal, so this penalty has been reduced to 80%. We also felt that if the weather is truly this bad guns really should be struggling more than they do as well as doubled that penalty to 20% to close the gap.

Carriers now also help the fleet overall. The side with the carrier plane advantage in the battle will penalize positioning of the other side, similar a bit in spirit to the effects of air superiority on land. We also made light guns a bit worse and buffed targeting and power of bigger guns to try and strengthen mixed fleets. We have also increased the base detection abilities of carriers a bit to better model how important they were for spotting enemies at sea.

Another thing of note is that we have fixed an annoying interaction between air superiority and naval spotting. Because air superiority applies on average on the zones a task force was operating you could shield them with planes in a zone they were not even in, which might be somewhere your enemy couldn't even reach and contest. Now it will be looking at the specific area they are in instead.

Out Of Syncs
Telemetry was telling us that the vast majority of out of syncs were happening in the first half of 1936, and for weeks we simply could not reproduce this inhouse, but recently we had a breakthrough. We found some data related to technologies that was not properly reset when entering a new game and this is hopefully the core reason for this. We will be looking at telemetry data to hopefully see the OOS frequency take a nose dive, because this stuff is truly hard for us to test fully ourselves, but we are optimistic!

Expand here to see the full patch log:
################################################################
######## Hotfix 1.9.3 "Husky" ########
################################################################

##################################
# Balance
##################################
- decreased suppression value of SP-Art battalions
- decreased suppression value of SP-AA battalions
- decreased suppression value of SP-AT battalions
- decreased research cost on destroyer hulls
- decreased research cost on depth charge technologies
- increased research cost on 1940 and 1944 submarine hulls
- increased research cost on torpedo module upgrades
- decreased research cost of naval munitions upgrades for light and heavy guns
- decreased research cost of armor schemes
- increased the cost of initial radar tech, lowered cost on all other radar techs
- decreased IC cost of all ship heavy batteries
- increased damage of all heavy ship batteries
- increased piercing of all medium ship batteries
- increased damage of all medium ship batteries
- Carrier planes no longer take area coverage penalties on their targeted/ground missions
- Increased carrier hull surface detection base from 20 to 26
- Added a cooldown timer after naval transfers are engaged at sea and escape to avoid stun-locking issues with many small fleets. The cooldown depends on the screening efficiency of the defenders so a defended convoy will have a longer cooldown the better defended it is
- Added an extra speed boost to convoys retreat speed when screened
- Effective carrier plane advantage in naval combat now gives penalties to positioning for the other side
- Increased air-to-air damage factor in carrier battles from 5 to 6
- increase air attack targeting scoring for carriers to make them more likely targets for other carriers
- increased naval hit penalty from 10% to 20% in heavy rain
- reduced carrier traffic penalty from 100% to 80% in heavy rain
- Reduce heavy gun target signature from 90 to 80 and increased light gun target signature from 40 to 45 to make heavy guns a bit more versatile and light guns a bit slower at picking off screens
- Patrol convoy raiding and convoy escort missions now rely on local navy position for air superiority rather than average of air zones to stop high air superiority in a zone from saving the ships from spotting in another.


##################################
# Stability & Performance
##################################
- Fixed OOS related to asking an operative to resume their mission after the operation they are assigned to completes
- Fixed OOS linked to technologies not being properly reset between games
- Fixed OOS triggered by a country asking for manpower after a civil war
- Prevented crash when trying to respond to faction invite from a faction that no longer exists
- fixed a ctd that happens when a non-existing capitulated country checks for uncapitulation


##################################
# Modding
##################################
- Added play_song and scoped_play_song effects
- added on_war_relation_added on action (scope is attacker, from is defender)
- Made targeting weights for air-to-ship in naval combat moddable. See NAVAL_COMBAT_AIR_*_TARGET_SCORE defines.


##################################
# Bugfix
##################################
- Updated the forum link in main menu to match the new forum
- Bulgaria will no longer start with Flexible Navy focus completed in 1939

So what are we up to now?
We have been wanting to shorten the time between content update for a while and are going to take a serious stab at it now. That means that we are currently working on two things at once in parallel actually. In the pipe we have 1.10 ‘Collie as well as 1.11 Barbarossa. That's about as much information as I can give you right now. We are not yet ready to start dev diaries on ‘Collie’ but look forward to it some time after summer vacation. We have some massively awesome stuff planned and I think you are all gonna like it (if people wanna see the roadmap, it was last updated in this dev diary).

As part of the anniversary we are also doing a really cool new take on the 3-day war stream with influencers vs devs and... democracy?
1591131033902.png
Check out details here!


aaaand thats it from me! Hope you will like the updates and everything else tomorrow!
 
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Haven´t seen the new Patch and small DLC-Improvements for Patch 1.9 and La Ressistance. So I can´t say anything about it. Will look in today evening and try in a new Game to come where I´m atm. Don´t know how much new Games I begunn since the Game comes out.

And I´m very impressed about the announcement that a parallel Work on Patch 1.10 "Collie" with a estimated smaller to medium DLC and Patch 1.11 "Barbarossa" with a estimated medium to big DLC is in Progress.

Maybe we will get the Version 1.10 "Collie" this year too? Would be cool, but I´m not so sure about that. Patch 1.10 "Collie" may get a refit from the Airfight incl. R & D, bring in some missing Focusses (British-Malaya, Frensh-Indochina for example) and some other surprisses.

Patch 1.11 "Barbarossa" instead will come next year, because there is much more to do. A fully refit for the Ground-Fight incl. R & D, overwork 2 Focusses, bring in 5 more Focusses (Bulgaria, Slowakia, Estonia, Latavia, Lithuania) from the Eastern Block, bring in 3 Focusses (Sweden, Norway, Finland) of the Northeastern Block, a fully refit from the Supply and so on.

That´s my estimate for the DLC´s to the Patches.
 
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That "Barbarossa" name. On the one hand, we've been told DLCs aren't named based on content, on the other hand, that's just very, very, very specific. Well played, Paradox.
 
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That second French SPG ... What am I even looking at?
Wow, yes. Looks like they took a gunpowder-era cannon (made by someone trying to compensate for something, so possibly Napoleon-era) and put it on an observation platform of some kind, and then put that in turn on a tank chassis.
 
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No Appel du 18 Juin from De Gaulle ? What a shame for one of the most important speech in french history...
Agreed, including some French speeches would be nice, but maybe not possible due to language barrier issues.


Wow, yes. Looks like they took a gunpowder-era cannon (made by someone trying to compensate for something, so possibly Napoleon-era) and put it on an observation platform of some kind, and then put that in turn on a tank chassis.
My thoughts exactly. A lot of French tanks, especially the early ones, do kind of look like a cannon bolted on to a tractor.
 
Wow, yes. Looks like they took a gunpowder-era cannon (made by someone trying to compensate for something, so possibly Napoleon-era) and put it on an observation platform of some kind, and then put that in turn on a tank chassis.
https://en.wikipedia.org/wiki/Canon_de_194_mle_GPF

WW1 Era, have big artillery piece able to move itself, but not be as stationary as a railway gun, check out its bigger German cousin the Karl-Gerät for true overcompensation.
 
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Agreed, including some French speeches would be nice, but maybe not possible due to language barrier issues.

There are some Soviet speeches already, and by the way a huge portion of HOI4 players don't speak english so the language barrier issues is already present.
I don't understand what my soldiers say, but I don't really care, it just add immersion !
 
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Thanks for the update and the bonus armor pack! Congratulations on the game still going this strong and I hope that its success will bode well for the future professional endeavors of you and your team.

I figure I'd reiterate a suggestion from another thread that theater commanders be added as an echelon above army groups. This would give us another layer of command without over-complicating the game. Bonus points if theater commands could be given to generals or admirals, and if both fleets and armies could be placed under a single command.

There are very interesting speeches for example Goebbles speech on total war would be very fitting once you switch to war economy - which shouldn't be happening as early as it does in game btw. Then there's the speech on Germany's war declaration on the USA. It would provide another point of view.


One additional option would be to have historical news broadcasts that cover Axis events. There are, for example, Bob Trout's coverage of Hitler's DoW on Poland, which included both the speech and translation/commentary ("From now on, bomb will be met by bomb!"), William C. Kirker on the French surrender ("Then it was Germany asking for an armistice; now it is France"), and Charles Gardner covering the Battle of Britain like a day at the races ("That was a bomb, as you can well imagine.").

1.11 Barbarossa.


Turkish DLC with reworked river crossing mechanics confirmed.
 
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I figure I'd reiterate a suggestion from another thread that theater commanders be added as an echelon above army groups. This would give us another layer of command without over-complicating the game. Bonus points if theater commands could be given to generals or admirals, and if both fleets and armies could be placed under a single command.

One additional option would be to have historical news broadcasts that cover Axis events. There are, for example, Bob Trout's coverage of Hitler's DoW on Poland, which included both the speech and translation/commentary ("From now on, bomb will be met by bomb!"), William C. Kirker on the French surrender ("Then it was Germany asking for an armistice; now it is France"), and Charles Gardner covering the Battle of Britain like a day at the races ("That was a bomb, as you can well imagine.").

Improving the command structure would be very welcome the airforce hasn't got anything in that regard it would be SO great. Have a garrison order for airplanes and a general to do the zone swapping to counter bombing and provide air support against naval invasions. Also an air division designer that makes creating/managing air wings more comfortable and also can be used to differentiate them by having support companies (ground repair crews) it also allows to switch over experienced squadrons to jet planes. There are already portraits for both kinds of commanders as they could do double work (advisor and field command) in some cases (German Reich) they already do.

https://en.wikipedia.org/wiki/Canon_de_194_mle_GPF

WW1 Era, have big artillery piece able to move itself, but not be as stationary as a railway gun, check out its bigger German cousin the Karl-Gerät for true overcompensation.

Thank you, the gun shape is kinda classic I wouldn't be surprised if it had "Ultima Ratio Regum" written on it. Definitely a nice choice for the royal/napoleonic playthrough - roll over Europe with a mixed force of cavalry + cavalry and that heavy SRPG (don't forget to manually turn on the 3D model of the gun for that division template) probably would also be quite effective. BTW talking about manpower before horsepower representation is lacking too!
 
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So what are we up to now?
We have been wanting to shorten the time between content update for a while and are going to take a serious stab at it now. That means that we are currently working on two things at once in parallel actually. In the pipe we have 1.10 ‘Collie as well as 1.11 Barbarossa. That's about as much information as I can give you right now. We are not yet ready to start dev diaries on ‘Collie’ but look forward to it some time after summer vacation. We have some massively awesome stuff planned and I think you are all gonna like it (if people wanna see the roadmap, it was last updated in this dev diary).

Hey Devs why you don't use version number format from Stellaris? so that we get v2.0 after v1.9.3. instead v1.10?
 
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or did it have a dog related name :O

So Mediterraneo this time? Can't wait!

Btw, I suggest caution about adding nazi-fascist speaches. Many european countries would nuke your ass for breaking laws against "fascism apology."

And thanks for the free armor pack!
 

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So Mediterraneo this time? Can't wait!

Btw, I suggest caution about adding nazi-fascist speaches. Many european countries would nuke your ass for breaking laws against "fascism apology."

And thanks for the free armor pack!

I'm sure there were thousands of speeches made and many of them are fine. And since its DLC they can just not be sold in those territories with laws about it.
 
Hey Devs why you don't use version number format from Stellaris? so that we get v2.0 after v1.9.3. instead v1.10?

Because 2.0 usually is reserved for major game overhauls of multiple mechanics, essentially completely changing large parts of the game, while continuing with 1.10 and 1.11 means we will not have any large game overhaul updates anytime soon, so it's entirely possible for HoI IV to still do 2.0 eventually, just not now or in the near future
 
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Has Paradox ever considered building a comeback mechanic in the game for the Soviets? In most Vanilla multiplayer games what turns out happening is that the Soviets either die fast,or it turns into an all out stalemate. Introducing a comeback mechanic could really spice things up and solve the static frontline issue. And perhaps to balance it out give Germany a larger ''Unternemen Barbarossa'' bonus,instead of just 5% attack for a small time.
My thought on that: OTL, Stalin had a sort of mental meltdown when Hitler attacked, and spent several days holed up in some vacation home not giving any orders, resulting in leaderless confusion among the defenders, who also were just generally unprepared for the situation. This was a large part of the reason for the initial success of Barbarossa. To simulate this, buff the Soviets slightly overall, and then have a national spirit that gets added to them if Germany declares war after Molotov-Ribbentrop called "Caught Off Guard" or something like that, which would last 30 days and give a large penalty to division defense (and anything else that's mechanically appropriate).
 
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(and anything else that's mechanically appropriate).
Unit organization and reinforce chance would be most appropriate to receive penalties in this case I think, as well as airwing efficiency.
 
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That's not entirely correct. There are is a clear exception for art. Not just documentaries. How do you think movies get away with it?

And "in the eyes of the law" really means "in the eyes of the courts". The law is completely agnostic about the medium. It's just that there has been no legal ruling so far that explicitly recognizes video games as art. Which these days would probably happen. All the video game censorship about this is mostly self-censorship because companies don't want to risk legal troubles, and long and costly court battles. Yes, there is a real risk of a game getting banned in the short term, but if someone were to risk that they'd probably win. Of course that costs a lot of money so it doesn't happen

As in the game, players enact but possibly in a non-historical way, we can understand that companies might not want to take any risk (current worldwide situation gives clear view about how companies handle risky sensitive topic - go with the flow, no concern for details and complexity, it is all black and white if I might say).
Surely Paradox cannot risk anything that would lead trendy morons to depict it is game catalog as oriented towards neonazis. And we know it would be the case, as no one care about the actual merits of whatever campaign is going on on twitter to join the bandwagon.

To compare, in French law, it is only the fact to wear nazi uniforms or to carry nazis emblems (and any other entities judged guilty of crime against humanity) that is forbidden, except when reenacting history in movie, events, etc.
So the restriction is lighter, it is only preventing people to go around in nazis wear. But for it to be allowed, it needs to be some sort of historical renactement. There is this notion that the wearer is not the audience. The case of the video game is not really covered, since this distinction is void.
 
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