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HOI4 Dev Diary - Combat and Stats changes

Hi everyone and welcome back to another dev diary! Today is about various changes that affect combat and units. With the Barbarossa update we want to shake up the meta a bit and also change a few stats and other aspects to make using the tank designer more interesting and rewarding.

High Command bonus changes
For a long time now unit bonuses from high command have confused people. Most expect that they apply to battalions, when in fact they apply only if their target unit type was “the majority type”, which was basically a weighted type count. They also could overlap, so infantry, mountaineers and artillery would apply to the same units letting you stack stuff in ways that was never intended and quite unintuitive.

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This system has now changed, and divisions get bonuses based on their composition, this is a straight up ratio based on the number of non-support battalions of each type, so a 2x artillery 3x infantry division will be 40% artillery 60% infantry.
Battalions are always classified as a single type for this (even though some are scripted with multiple types) based on this priority:
cavalry > armor > artillery > motorized > mechanized > infantry

The exceptions being rocket & special forces, which both act as an addition, so if the 3 infantry divisions in the example above were mountain units, then the division would also be 60% special forces and if the 2 artillery are nebelwerfers it'd also be 40% rocket

When counting the battalions of armies (ie when we have an actual unit and not only a division template), battalions that lack equipment will count as less, so a Light Tank battalion with only half it's tanks will count as 0.5 battalions (and not count at all if without tanks). The total sum of the compositions will still end up 100% (unless every battalion is without equipment).

Screenshot_3.png


To make it easier to see this we now have an indicator in the division windows showing the breakdown.

Combat Width
As a part of our efforts to shake up the 40/20 width meta, we have made changes to the combat width of province terrain. Province widths now range from 75 to 96. Plains have a new base combat width of 90, while Mountains have a new combat width of 75. Most of these widths will not divide into each other easily, hopefully moving the ideal width away from multiples of 10.

Urban provinces are now the “widest” with a width of 96. But this does not mean they will be the easiest provinces to overwhelm. Mountains, marshes, and urban provinces now have reinforcement widths of ⅓ of province width instead of ½. This should hopefully give these provinces a slight defensive buff, while allowing us to open up pushing power in the more open tiles.


Screenshot_2.png


In conjunction with these changes, we have also been looking at reducing the overstacking penalty. We hope that this will alleviate some of the need to have divisions that are the perfect width for a given province. But at the same time, smaller countries should now be able to specialize their division width to suit their home terrain more appropriately.

Breakdown (numbers not final etc etc)
  • Plains
    • Standard 90
    • Reinforce 45
  • Desert
    • Standard 90
    • Reinforce 45
  • Forest
    • Standard 84
    • Reinforce 42
  • Jungle
    • Standard 84
    • Reinforce 42
  • Hills
    • Standard 80
    • Reinforce 40
  • Marsh
    • Standard 78
    • Reinforce 26
  • Urban
    • Standard 96
    • Reinforce.32
  • Mountain
    • Standard 75
    • Reinforce 25
One of the major things that make larger divisions like 40 width armor hit disproportionally harder than smaller ones is also how targeting and damage works inside combat in relation to the enemies defense. Essentially the larger divisions make more efficient use of concentrated damage as it punches through defense. To solve this we are doing a few things. First of all we are weighting the targeting towards wider divisions being more likely targets and also when picking targets to try and match it to have wider divisions spread damage over smaller rather than always concentrating it. They will probably still hit harder, but combined with width changes and other downsides of larger divisions it should make it less clear cut.
However, this part isn’t quite done yet though so I’ll cover it again in more detail in one of the “bag of tricks” diaries in the future when i see how it pans out, but I figured it needed to be mentioned now ;) That said though, to wet your appetites here is a little tease from a debug mapmode in development...
1620214309589.png


Armor and Piercing
Currently the effects of having stronger armor than the enemy can pierce, or being able to pierce an enemies armor are binary and give fixed bonuses. This meant that there wasn't really any benefit to have more armor than you needed to stop the enemies piercing, and also that being a single point of piercing under enemy armor was just as bad as having no piercing. So things were quite binary. With the tank designer coming we wanted to make it feel like your investments in upgrades were always worth it, so we are changing armor and piercing to have more gradual effects.

Armor > Piercing
  • Unit takes half damage (as it currently works)
Armor < Piercing and Amor > 0.75 * Piercing
  • Take damage between half damage to normal damage by difference in value
Armor < 0.75 * Piercing
  • The unit takes normal damage
Lets break this down with an example:
  • A panzer division has an armor value of 52
  • Its being attacked by an infantry division with some anti-tank guns. Their piercing is 60
  • If this was the old system this armor would be worthless and not reduce damage at all
  • Now because its close enough (between 60 and 45), so you get roughly half of the normal effect around 25% reduction of damage.

Reliability
For the tank designer it was important that reliability was more impactful if it was to be a good tradeoff with other aspects of design, so we needed to change it up (lest @CraniumMuppets 0% reliability tank monsters would take over the world). Now it will not just affect rate of loss in attrition but various other aspects:
  • Reliability affects losses from attrition like before
  • Reliability now affects org regain when moving, and also makes any weather related org effects more impactful when low
  • Lower reliability scales up all impacts from weather so if facing extreme weather a unit with low reliability equipment will suffer more of those weather effects
  • At the end of combat units with better reliability will be able to get back a certain amount of tanks etc to simulate that simple more reliable constructions would work better for battlefield repair and be less fragile when taking damage. So it's a bit like capturing enemy equipment in combat - but in reverse :cool:

Screenshot_4.png


Our goal is that this creates interesting tradeoffs when designing equipment and will make you have to consider if its worth switching a strategy focused on speed and firepower towards reliability when operating in bad weather and tough areas like the Russian winter or in northern africa or jungles.

Oh, and I figured now might be a good time to point out that there will be a future diary on weather changes and other cool related stuff, so these changes aren't completely in isolation. But one step at a time :)

But before we go, a few words about the studio...

Studio Gold
Hello everyone, my name is Thomas, but perhaps better known as @Besuchov here :)

As you saw here we have recently reorganized ourselves a little, moving from a big centralized Stockholm studio to splitting ourselves into Red, Green and Gold. This is mainly an internal org shift to make sure we keep our growing organization firmly focused around making good games. You shouldn't notice too many differences in the short term, we are still PDS making GSG on the Clausewitz engine, but it does mean that we can align each studio to the particular games. Since you will hear the studio names every once in a while, I just wanted to say who I am and what the studio is responsible for.

My role is Studio Manager, which means I'm accountable for the long term success of Studio Gold and working with things like management, staffing, and long term plans. Studio Gold has as its main focus Hearts of Iron (but we may or may not have some secret other stuff as well). Directly making the games though, that's still the job of Podcat and the team, but I intend to do my best to create an environment where we have the best chances to make great games together.

For me this is coming full circle at Paradox. I started as a programmer in 2004 and one of my first tasks was to work on Hearts of Iron 2. Since then I've done various things including being lead programmer for Hearts of Iron 3 (and Victoria 2), Project Lead for EU4 and more recently Studio Manager for PDS. Next to EU, HOI is my favorite game and I'm delighted to be back in a place where I can focus on fewer games and where that game is Hearts of Iron. You will see more of me in the future even though I will mostly take a backseat to the team working on the game.

That’s all, see you all again next week for more dev diary goodness!
 
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Ummm except they did often times? An example of the Wehrmacht having specialized divisions for different terain:

Nazi Germany also organized "Jäger divisions" to operate in more adverse terrain.
I did not claim countries did not use different (smaller/larger) templates for terrains. But the battalion count was determined by internal structure (triangular, swuare etc.) and not picked to be a divisor of some magic number like 96 or 84 or what have you.
 
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No, it makes AT less viable. Armor/Piercing is still binary for if you have more armor than the enemy has piercing. It doesn't care if you have 59 piercing and the enemy has 60 armor, you will still have a full 50% reduced damage even though you can almost pierce. And if you do meet the piercing threshold, the AI will still take reduced damage unless you have a ton more piercing than the enemy has armor.
Okay so AT is still useless, but at least medium tanks are a bit more viable since AT will do even less damage to it.
 
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I wish you'd just take a page from League of Legend's playbook when it comes to armor. Every additional point of armor advantage gives +1% effective HP. 50 extra armor = +50% effective HP.

I believe this could easily be ported to HoI4, too.

100 armor vs 100 piercing = Deal 1x damage.
100 armor vs 150 piercing = Deal 1x damage
150 armor vs 100 piercing = 50 extra armor = 50% extra effective health = deal 66% damage.
500 armor vs 100 piercing = 400 extra armor = 400% extra effective health = deal 20% damage
 
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Why armor bonus is applied for whole division and not only to hardness percentage? One of the issue of "space marine" is you can add 1 HTD with about 12 destroyers into 20000 manpower division and suddenly whole division gets 50% bonus, even that hardness is only a few percent.
1 HTD is not going to provide enough armor that the division will retain a bonus against a single support AT. The issue with space marines is that they are oveprowered on the defensive against tanks, not that they are overpowered on the offensive. Come on, we've had two threads about them this week, you should know better.
 
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Love these changes to break the current meta, expecially in regards to width and armor piercing.

This is honestly the most hyped i have ever been in a dev diary.
Can't wait to see the changes to climate, that teaser map surely makes it looks like climate will be better portrayed in each province instead of Strategic-Region wide.
 
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I did not claim countries did not use different (smaller/larger) templates for terrains. But the battalion count was determined by internal structure (triangular, swuare etc.) and not picked to be a divisor of some magic number like 96 or 84 or what have you.
Well not that we really hoped that the different structures would be implemented, but I get what you're saying. Guess they're doing it to abstract the fact that you can't have 10k soldiers on a single mountain passage and still fight effectively, making you use divisions of specialized sizes
 
Some people just want to watch the multiplayer meta burn...

Great diary, can't wait for info about changes in doctrines. Also it's good to know I've been using some advisors wrong this whole time. 730 hours on the counter...
 
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Can someone explain this in basic terms? So is it like 10 width now or something? Like what is it 75 width? Is it 25 or something?
Combat width (CW) is a property of units and every province has a CW soft Cap at the values podcat laid out. If you exceed the soft cap while fighting, you suffer penalties.
Attacking from adjacent provinces gives +50/33% combat width, allowing for more units to fight.

And since different terrain types have different CW limits, there is no "one size fits all" optimum Division size.
 
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How do cities provide a greater combat width than flat fields?
What I read on the forum I think on time. On plains you kinda couldn't put your man to close to eachother because they would be killed by artillery to easily.
On the other hand a city there is lots of place to hide without meeting the enemy. You can be much closer to eachother, meaning more man can be in a city like Stalingrad, compared to open fields with no cover.
 
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I did not claim countries did not use different (smaller/larger) templates for terrains. But the battalion count was determined by internal structure (triangular, swuare etc.) and not picked to be a divisor of some magic number like 96 or 84 or what have you.

Aren't those just different magic numbers, then? I've never really heard a case made for why historical divisions were optimal
 
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I think i speak for everyone when i say i understood nothing but think it all looks very cool anyway :)
 
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This would have been a very important aspect to go into more detail on, as whether or not the overwidth penalty is reworked makes a massive difference on the amount of division micro that will be required under the new system.
I agree with this. The most crucial mechanics (overwidth and distributing attacks) are still not settled. If this is supposed to be the land combat overhaul I do wonder why it took so many delays because those changes are literally the first things community members came up with in most threads discussing the topic. Despite knowing better I still held out some sliver of hope there'd be some substantial redesign.
 
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Okay so AT is still useless, but at least medium tanks are a bit more viable since AT will do even less damage to it.
AT is better. With the current system if an enemy division had 60 armour, and your AT guns had 59 piercing, the enemy would get the full 50% damage reduction and you may as well have not had any AT guns at all.

With the new system the enemy would only get a 3.3% damage reduction because of their armour.

Edit: I may have gotten the two numbers mixed up. If you have 59 armour and 60 piercing then you get a 3.3% reduction
 
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Several of these changes worry me. Firstly, the new combat widths will likely do nothing but add penalties to the vast majority of combats. It's not "shaking up the meta" when everyone is going to keep using the widths that divide best into everything, since having a million different templates for each section of the front line is NEVER going to happen.

Secondly, the new "wider divisions are targeted more" rule just blurs the line between thin divisions and wide divisions, where thin divisions were bad and wide divisions were good, to all divisions just being average. This takes control away from the player even more.

Lastly, the military high command change is not at all what it should have been. By using division composition as a basis for high command effects, we further blur the line between having military high command and not having it. Instead, military high command buffs should apply on a per-battalion basis, so that my +15% soft attack buff to artillery applies to my few artillery battalions, instead of turning into 3-4% for the entire division, which might not have that much artillery in it.

I hope my concerns are at least addressed before I get spammed down with tons of disagrees because I dared challenge the holy Paradox ways.
 
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AT is better. With the current system if an enemy division had 60 armour, and your AT guns had 59 piercing, the enemy would get the full 50% damage reduction and you may as well have not had any AT guns at all.

With the new system the enemy would only get a 3.3% damage reduction because of their armour.
According to the dev diary (and its very contradicting to what @podcat said about the mechanic earlier so it could be a typo) if the enemy has more armour than piercing, even by a single point they still get half the damage reduction
 
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Unless armor values are lower than they used to be I'm really not a fan of the armor/piercing changes, the issue of "piercing below armor is useless" is just as, if not more, meaningful than the inverse. Why not make it go in both directions, or have a more granular scale where the more armor you have relative to piercing the better bonuses you get.
 
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I would change the armor formula to "if piercing is at least 75% of armor, reduce the bonus by half". The intended application doesn't make it less binary because you will still want to have just a bit more armor for the bonus.
 
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