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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:
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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:
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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?
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Check out details here!


aaaand thats it from me! Hope you will like the updates and everything else tomorrow!
 
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Collie might involve naval tweaks and perhaps the introduction of trees for French Indochina, Dutch East Indies, British Malaya, and Siam. All their overlords have trees and could interact with them. It would add new alternative history paths for the game in a region that hasn't been touched since Waking the Tiger. Siam participated in the war and there is a current trend of giving trees to regional minors with potential. FI would be about Vietnamese independence, DEI would be about Indonesian independence, and BM would be about Malaysian independence. In theory they could help each other out and form a bloc against the Japanese and Europeans.

Barbarossa would be about the invasion of the USSR and all parties involved. Since Italy was involved, they could see a rework so it would both them and the USSR would get updated. Poland by proxy would be updated as well and Finland would get its own tree. This rework may see logistic changes that PI's roadmap talked about.

Bulgaria, Greece, and Turkey may come for 1.12 and for 1.13 it may be Latin America's turn with trees for Brazil and Argentina. Two countries is a bit small so they might throw in something like Iran to go along with it.
 
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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


2.0 might be a post-war expansion when everything is exhausted already. By the time we get there, the game should have all sorts of mechanics that could translate into proxy wars and wars of independence.
 
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I have the German version of the game and all "Nazi" stuff is omitted. The laws are strict in Germany. It's the content that counts not where it is used.

I have read that indeed German laws have changed. However, since the law is new, no companies have idea how it actually work, so the risk (of legal and reputation costs) of putting in Nazi stuff is just not worth taking
 
Should have subtitles for those.

Yeah no, I play games to play, not to read rough translations for 10 minutes long, because that's how long the speeches are. If you want subtitles go watch the speech on youtube or something with subtitles, I don't need more clutter on the screen.
 
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2.0 might be a post-war expansion when everything is exhausted already. By the time we get there, the game should have all sorts of mechanics that could translate into proxy wars and wars of independence.

Ideally post-war is something we see, I don't see the need to wait for post-war to have 2.0 though, they might want to revise WWII stuff too, many countries that have already been worked on need to be touched up again, in particular the TfV, DoD and WtT. We'll see what they do when we get there.
 

Yeah it was changed and there was a big discussion on the forums about PDX putting stuff in for the German version. I don't think we'll see the now unbanned Nazis stuff being put into HoI IV but I can see HoI V one day having it, I just hope other games do it too, I'm tired of seeing Wehrmacht, Heer, Lufftwaffe, Kriegsmarine, made up flags or even the black, red and gold triclour from the democratic days being used for Nazis Germany.
 
Yeah it was changed and there was a big discussion on the forums about PDX putting stuff in for the German version. I don't think we'll see the now unbanned Nazis stuff being put into HoI IV but I can see HoI V one day having it, I just hope other games do it too, I'm tired of seeing Wehrmacht, Heer, Lufftwaffe, Kriegsmarine, made up flags or even the black, red and gold triclour from the democratic days being used for Nazis Germany.
They can easily add pictures of Hitler & Co to their portraits....
 
Yeah it was changed and there was a big discussion on the forums about PDX putting stuff in for the German version. I don't think we'll see the now unbanned Nazis stuff being put into HoI IV but I can see HoI V one day having it, I just hope other games do it too, I'm tired of seeing Wehrmacht, Heer, Lufftwaffe, Kriegsmarine, made up flags or even the black, red and gold triclour from the democratic days being used for Nazis Germany.
Besides the association with bad things of the historical flag, and the tendency to attract neonazis like flies, it's just super ugly. It's just so incredibly red that it isn't nice to look at. I much prefer the one we have in game as it's easier on the eyes and better designed.
 
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2.0 might be a post-war expansion when everything is exhausted already. By the time we get there, the game should have all sorts of mechanics that could translate into proxy wars and wars of independence.

You really need to fix the economy or else it gets super silly. Money cause well while there's an (not that good) argument that it didn't matter that much during the war and the build up - it definitely mattered once it was over. In HOI4 however you can build Carriers and Battleships like there's no tomorrow at any date - Maginot lines everywhere and lvl 10 infrastructure cause the civilian factories don't know what else to build, millions of men in the field that don't seem to cost a penny...

Considering the amount of far fetched alt-history an earlier start might be a better choice though - but I doubt we will se either as it would involve updating a ton of focus trees - the curse of the focus trees - only a few countries at a time get updates.
 
They can easily add pictures of Hitler & Co to their portraits....

Yep, but PDX doesn't want to for HoI IV, like I said, we'll have to wait and see what they do for HoI V

Besides the association with bad things of the historical flag, and the tendency to attract neonazis like flies, it's just super ugly. It's just so incredibly red that it isn't nice to look at. I much prefer the one we have in game as it's easier on the eyes and better designed.

Do I need to point out the bad things that communism, in particular the Soviet Union for the time frame of the game, has done. Regarding attracting neo-nazis, they're a bunch of idiots who don't even follow things that Hitler believed in, besides, who cares if someone you don't know is playing a game and not interacting at all with you. It's also not as red as other flags, there's a giant white circle in the middle with a big black swastika, how are other flags that are almost entirely red, such as the Soviet Union fine but not the Nazi flag when it comes to "incredibly red". The one we have is a adjusted war flag, the real one had the swastika and not Iron Cross. I'm tired of seeing the Iron Cross used as a Nazi symbol, it's caused so many people to believe it's a Nazi symbol and not a German symbol, it's like associating the Hammer and Sickle as a pure Russian symbol and not a symbol of communism.
 
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Yep, but PDX doesn't want to for HoI IV, like I said, we'll have to wait and see what they do for HoI V



Do I need to point out the bad things that communism, in particular the Soviet Union for the time frame of the game, has done. Regarding attracting neo-nazis, they're a bunch of idiots who don't even follow things that Hitler believed in, besides, who cares if someone you don't know is playing a game and not interacting at all with you. It's also not as red as other flags, there's a giant white circle in the middle with a big black swastika, how are other flags that are almost entirely red, such as the Soviet Union fine but not the Nazi flag when it comes to "incredibly red". The one we have is a adjusted war flag, the real one had the swastika and not Iron Cross. I'm tired of seeing the Iron Cross used as a Nazi symbol, it's caused so many people to believe it's a Nazi symbol and not a German symbol, it's like associating the Hammer and Sickle as a pure Russian symbol and not a symbol of communism.
The soviet (and prc) flag commit to being red, they go all in. It's gaudy on the german one, kinda like the Nepalese flag but that one has a cool shape.

Edit: if over 50% of your flag is red you either need to commit (ussr, prc), change the shape (Nepal, Switzerland), or break it up into smaller chunks (canada, norway).

Edit 2: also applies to dark blue.
 
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The soviet (and prc) flag commit to being red, they go all in. It's gaudy on the german one, kinda like the Nepalese flag but that one has a cool shape.

Edit: if over 50% of your flag is red you either need to commit (ussr, prc), change the shape (Nepal, Switzerland), or break it up into smaller chunks (canada, norway).

Edit 2: also applies to dark blue.

That's personal preference, to me it doesn't bother me, what does is using fake flags, I hate having to turn to mods to get proper flags for countries in HoI, and this isn't exclusively a German problem, many don't have historical flags
 
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Besides the association with bad things of the historical flag, and the tendency to attract neonazis like flies, it's just super ugly. It's just so incredibly red that it isn't nice to look at. I much prefer the one we have in game as it's easier on the eyes and better designed.
If they have to censor it, I'd prefer if at least they used the historical flag with the iron cross instead of the swastika. It would feel more realistic.
 
If they have to censor it, I'd prefer if at least they used the historical flag with the iron cross instead of the swastika. It would feel more realistic.
It doesn't matter what they put in the middle, the flag will be ugly as sin. The design is honestly just so bad you'd think Hitler was a failed artist or something. I'd much rather they stick to the current good looking flag.
 
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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.
Looks like a Canon de 194 mle GPF (France's first SPG, still about 50 in service when the Germans invaded).