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Hi everyone and welcome back to regular weekly dev diaries (if you don't count the april fools one last week). I know you are all super excited to hear what we have been up to since Battle for the Bosporus. The answers to that are going to take a few dev diaries to cover, so I figured I would start with a timeline for you:
  • We recently released 1.10.4 to fix various multiplayer exploits going on, but seems an important case was not detected at the time so we are working on a 1.10.5 to address that soon.
  • Pdxcon is coming up in May so expect to hear some more details there.
  • The yearly anniversary is coming in June so expect some cool stuff and a patch.
  • We are however spending most of our time on the 1.11 Barbarossa update as well as the unannounced expansion that will be released together with it. That's what we will spend most of our diaries on, as well as today!

‘Barbarossa’ and the unannounced DLC will focus on the Eastern Front and the core of Hearts of Iron, which is warfare - particularly land warfare. Historically the Eastern Front was without doubt the most important front for World War II. It was the largest confrontation in history and
is where Hitler’s expansion was first stopped and pushed back signaling the eventual doom of the axis powers. There are several areas we want to improve here. Weather does not feel impactful enough, while historically it had a massive impact. Logistics currently doesn’t have much player interaction and is mostly something you have to deal with only when problems appear, and finally the combat and division meta has been stable (with an emphasis on large divisions) for a long time - something we hope we can shake up. As you can imagine, these are all things that affect the game on a deeper level and take a lot of work to get right.

Today, I’ll give you guys a bit of an overview on the supply aspect, but fair warning: it’s early days and stuff may still change here before we’re done. I’ll probably spend 3+ diaries on supply over the course of the development to cover everything, but I figured it would be nice to hear about the overarching ideas.

The old system worked by having discrete supply areas pathing back to the players capital and keeping track of the bottlenecks. To simplify a bit ;) - those bottlenecks then decided how many units could fit into areas near the front without penalties. The areas themselves were unintuitive to players and required you to check multiple mapmodes to see if you stepped over an edge etc. I do like bottleneck systems though, because feedback is usually immediate, but it suffered from not having much scaling cost as distances increased, so it was hard to use it to limit snowballing. As I mentioned it was also a system you didn't care too much about until you had problems, while historically, logistics was a vital part of planning a campaign. This led to combining the issue with another gripe of ours - that the way fronts moved in WW2 often followed important railroads, but don't really in HOI4. We came to the conclusion that we should try and make a system focused on railways and with a truck based component as a way to get more out of it when away from the rails.

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In our new system, supply flows from the capital (the total amount available depends on your total industrial base) through railways, where the level of the railway acts as a bottleneck. To transport more, you need a higher level railway (or a bigger port if it goes over water) so the railways are the current bottlenecks in a way. Depending on how much supply is transported you need a certain amount of trains for the rails to perform. Trains are a new equipment type that we will dig into in a future diary (well actually, several types ;P)

An important part of railways is that they are capturable, so as you push into enemy territory you will want to make sure to hold vital railways and capture railway hubs to supply your troops. There is a conversion time here to model the fact that there was usually some repair or re-gauging that needed to happen for attackers.

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Mapmodes are still quite WIP ;)

Rivers also had a huge importance on the eastern front for transport and supply so they will work essentially like basic railroads now, where you need to control both sides of their banks to use them to ship supplies around.

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Supply is drawn from what we call Supply Hubs now, which are either cities, naval bases, or manually constructed stations along the rails, which have to be linked into the network. Air supply works a bit differently but we will talk about this in the future along with some other supply additions...

The flow of supply from a Hub to a division depends on the terrain/weather etc, and ideally you want to have available trucks here (which is to say, motorized equipment) to increase the amount of supply you get as well as range. Cost of trucks and trains and losses to attrition and bad weather will be a limiting factor on your logistics.

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Overall, this creates a system where it's strategically sound to fight over railways, prepare for large offensives, to try and bleed each other's logistics capability and to force care when advancing in bad terrain and weather. The result is a much more fun, historical and immersive Eastern Front as well as adding a new layer of invasion planning in the rest of the world.

See you all next week for the next diary!
 
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How is the AI at handling this? No offense, but this is often where these systems fall down.
 
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Also, the most important question from me.

Will there be modelled trains slowly chugging along the map? With smoke. Possibly the odd whistle and chugchug sound if you zoom in close enough.

It is Needed.
 
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Looks really great. I loved how strategic Unity of Command 2 was in making players want to cut into enemy logistical bases and supply lines (while protecting your own).

I guess my only worry is an excessive research tree for Trains/Supply Means like on the scale of the Naval Research tree which was- uh... mmm, bit too much imo.

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Otherwise, really happy the game is gonna be more strategic. Hope the additions don't feel too much like feature creep, and that the AI/Battleplanner can take into account railyways and supply depots
Naval system is fine. It was expensive and difficult to build a navy IRL, and it should be in-game too. There's a reason Germany focused mostly on submarines, and Japan lacked critical ship components like radar and proximity AA fuses.
 
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yes. its quite expensive because we generally want you to use cities and ports and fight for those. you also have new construction options for railways that you can draw etc
I'm guessing these are primarily intended to use in areas lacking in urbanization, such as... Siberia... or Central Africa..?
 
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now that railroads are implemented, what role will the infrastructure have apart from more resources and faster factory construction speed? will the focuses that gives you infrastructure also give you railroads in said states?
 
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Imagine my surprise and joy when I expected a "hai guys were back!!", and was greeted with "Early look at supply".

Also, having read the DD, I have to say this surpassed even my wildest expectactions for this game. Almost reminds me of the 2.0 update for Stellaris.
 
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Great diary, a few questions. :)

1) Can supply hubs be captured and their stuff used against you?
2) Do supply hubs use general "Supplys", or will you manually decide on what to put in? Like 1 Hub for fuel near the front, 1 hub for tanks further back? Is there a Logistics screen for every hub then?
3) How deep of a performance hit will this new system cause?

Great to hear from you again, the only sad part is, that it will all be released after the june anniversairy, so Q3/Q4.....
1) you can capture them, but its mostly to spread you access. which is like the core gameplay here - capture routes into the enemy land. We dont have any plans right now for say captured supply
2) there is no "supply goods" thats tockpiled its abstracted and produced by your collective industry
3) A good question, its more complex but the old one was also quite costly so we will have to see once its done

Does it occupy a building slots or is like AA and forts.

Also, how does it all fit in with infrastructure levels/construction?
Infra drops down to max 5 levels and some stuff comes from rails instead. they do a bit different things now. More details in future. it doesnt use the building slots so there is no competition

Will railroad routes from the start date be mostly modelled on historical maps or will there be some creative freedom for the sake of balance?
mostly but with artistic freedom, it also need to look good and make sense for gameplay
 
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The flow of supply from a Hub to a division depends on the terrain/weather etc, and ideally you want to have available trucks here (which is to say, motorized equipment) to increase the amount of supply you get as well as range. Cost of trucks and trains and losses to attrition and bad weather will be a limiting factor on your logistics.
What will happen if you play a country which is unable to produce motorized at all - especially those which would likely have a very thin railroad network as well? (Chinese states come to mind). Does this mean combat for them will be effectively restricted to railroad zones?

That would actually be really cool as it's how wars in warlord China often went, though I hope it is synergized with the front line mechanic so you don't have Sinkiang losing a thousand equipment per day to attrition because their troops are stationed all around their 5000km border.
 
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Finally, I can loose even more of my soldiers to logistical issues.

It's beautiful!
I can't wait to lose on the eastern front not because my useless allies are swarming my frontlines, but because of actual supply and weather issues. It'll be great.
 
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