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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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As a historical player and a modder, I belive that changes to cw are bad. Let's look into vanilla mp games. U have general with 24 capacity, u can exploit to get more, but let's talk about 100% exploit free, vanilla game. Normally in mp games we use 20w for infantry and 40w for tanks, as it has been proven to work the best.

Now we have diffrent cw for each terrain, with uneven values. That means that smaller divisions are getting a huge buff, over big divisions. What does it mean? It means that instead of using 20 and 40w templates, you`ll get better results with smaller stuff. Let's say 10, 12w.

So we`re getting a situation where u have at least 2x more divisons to micromanage, 24 slots on general. Imagine the chaos that's going to happen. This is going to be a huge problem! Right now many players have problems with understanding combat system, we`ve seen on stream that even developers have issues with understanding current system. But it's so simple compared to what going to be done.

Also the stats! This is a big diffrence to combat system as it happens rn. With lower base stats(since smaller divs), u get lower modifiers. It means that fights are going to take way longer than currently, you`ll get more loses to your equipment from attrition.

When did Hoi4 turn into WW1 game? I though that was territory of modders.

Change to applying bonuses from high staff is good in theory, as it's just not so weird as current system. But it nerfs many nations, that used those advisors to stack modifiers, to have actual impact in the game. For example Romania, or Australia are going to lose most of their modifiers.
 
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I'm very lost on what the benefit of these combat width changes is. No country is made up of one terrain type, there's forests, mountains, plains, cities, and so on, so it seems like the options are either:

-Make very specialized division for every terrain type and constantly micro the frontlines for optimum efficiency at the cost of colossal amounts of clicking (and slowing down offensives)
-Just make something that seems 'good enough' and spam it, and eat the minor inefficiencies

I can understand wanting to make it so that there is not just one ideal combat width strategy, but it feels like instead of creating more possible combat width strategies, this one is going to make it so that there is no good combat width strategy to pursue at all.
 
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It does, yes. What I'm puzzled about is why most of Sweden is blue while most of Finland is green. Finland in real-life is colder than Sweden, by quite a bit too, not the other way around.

View attachment 715021
This is not a map showing average temperatures but climates. Specifically it is based on seasonal precipitation and temperature patterns not mean temperature. And as far as the PDX heat map then it is certainly not a temperature map there are so many regions that make no sense if that would be the case for example subartic circle Finnish territories are somehow a "warmer" classification than Sweden or some other european regions further south? Only way it makes sense if this is just work in progress of some kind?
 
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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 ...

So why not just change the bonuses to work the way that most players expect them to then? ( Apply to battalions ).

The solution with weighted division types receiving partial bonuses just sounds really overengineered and complex IMHO.
 
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stop spreading misinformation please, this isn't true at all. It's the meta for a reason you didn't find a secret special thing.
20 w is better for infantry at least. There are quite a few MP communities that use 20w even for their offensive inf. "Pure" 20w inf without arty or AT like 20w mountaineers are best at least against other inf. Why?
- Superior Firepower buffs to support companies, 4 20w have twice as many support companies as 2 40w. With superior firepower that adds a lot of soft attack.
- critical damage and target distribution. 40w inf does not pack enough of a punch in terms of breakthrough to justify the high combat width.

You can test this if you don't believe this. Have 7/2s, pure 20w fight against 14/4s and see what you get.
 
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Well I think I can say this will shake up the meta, but what I'm worried about is that I'm going to have to build lots of different types of divisions for invading certain countries, is the XP system going to be able to keep up with the new influx of costs coming in with that and the new tank designer?
Honestly I think we don't need a rate increase but a max capacity bump, 500 just never seems enough and a lot of gained XP goes to waste because it's overflowed, then during quiet periods where I look to modify and rearm 500 just doesn't cut it.
 
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This is not a map showing average temperatures but climates. Specifically it is based on seasonal precipitation and temperature patterns not mean temperature. And as far as the PDX heat map then it is certainly not a temperature map there are so many regions that make no sense if that would be the case for example subartic circle Finnish territories are somehow a "warmer" classification than Sweden or some other european regions further south? Only way it makes sense if this is just work in progress of some kind?

I'm aware it's not a temperature map, but a climate map. I linked it to illustrate that around half of Sweden (most of the most populated part) belongs to a warmer climate than almost all of Finland.
 
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These are finally good changes coming. But I'm still waiting for diplomacy & economy rework. Announce these two, and I (and many more similar to me) will be completely pleased once again. Please. I'm looking forward for them since release of the game.
Can someone who is a fan of those changes explain why they are good?
They could potentially make MP unplayable.
A) they change nothing at all if the stacking penalty is inconsequential.
B) they make a different combat width like 30 meta where you ignore the rest.
C) they require way more templates to cope with different terrain types which is a nightmare to micro, if you are not playing against AI where you pause every 2 secs.

Which leads me to my next question? The AI should be beatable with whatever CW, since they themselves use a sub-optimal CW.
 
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Quick math. U have 40w with 120base attack and u have 20w with 65 base attack. What's better?
Umm, not to get in the middle of this argument, but didn't Potcat say in the diary that the current combat system makes 40w Armored Divisions hit disproportionately harder, because of the way targeting and damage works? Wouldn't that mean they're kind of better by default?
 
Umm, not to get in the middle of this argument, but didn't Potcat say in the diary that the current combat system makes 40w Armored Divisions hit disproportionately harder, because of the way targeting and damage works? Wouldn't that mean they're kind of better by default?
Tdcamper said it. For tanks 40w is meta, because of the high damage per CW, whereas tanks have low defense and even tanks divs with mech/mot in them. So if you did 20w tanks you would get critted on the defense a lot. Plus support companies matter less for tank division stats.
 
I'm very lost on what the benefit of these combat width changes is. No country is made up of one terrain type, there's forests, mountains, plains, cities, and so on, so it seems like the options are either:

-Make very specialized division for every terrain type and constantly micro the frontlines for optimum efficiency at the cost of colossal amounts of clicking (and slowing down offensives)
-Just make something that seems 'good enough' and spam it, and eat the minor inefficiencies

I can understand wanting to make it so that there is not just one ideal combat width strategy, but it feels like instead of creating more possible combat width strategies, this one is going to make it so that there is no good combat width strategy to pursue at all.
The main driver of previous meta was the disproportional over-width penalty. It was so big that fitting the width perfectly was the most important concern when optimizing.
After it is reduced to being reasonably proportional, going over-width will no longer be the primary concern to every design.
 
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Thank you fort the new dev diary!

I have a question related to aircraft and reliability. Will the new system and calculations affect aircraft and their reliability?

Thanks!
 
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I believe changes to how armor and piercing work are the only necessary ones and changes to make equipment like AT viable.
20w / 40 w meta is a necessary evil to make a game like Hoi4 playable. Hence why MP players often go for very limited numbers of templates. It just isn't feasible to micro many templates at the same time, you would get an ally to assist with different templates.
 
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Umm, not to get in the middle of this argument, but didn't Potcat say in the diary that the current combat system makes 40w Armored Divisions hit disproportionately harder, because of the way targeting and damage works? Wouldn't that mean they're kind of better by default?
By saying that 20w are better than 40w i offcourse meant infantry. Superior Firepower doctrine isn't really meant for tanks, u could use them, but if you`re doing nothing other than tanks, and eventually some low quality infantry, mobile warfare is always better, and that one does not buff support companies.
 
How do cities provide a greater combat width than flat fields?

Restricted fields of fire and the difficulties in defending a sector/massing firepower that come from that. In open country a battalion might attack on a frontage of 500m, or defend two or three km with a very thin line based on strongpoints connected by roving patrols. In places like Stalingrad and Arnhem, battalions attacked on the frontage of a single street.

Aren't those just different magic numbers, then? I've never really heard a case made for why historical divisions were optimal

A good commander always assembles a reserve and holds on to it until the critical moment. In the old style "square" units with four maneuver elements that were common prewar, the commander had the choice of either having a very paltry reserve of only a quarter of his strength, or leaving fully half of his command out of the battle. Neither was ideal. He was also highly overworked, with four subordinates competing for his attention. A "triangular" organization, where there are three squads in a platoon, three platoons in a company, three companies plus a heavy weapons company in a battalion, and so on, became almost the international standard during the war. It was found to be the most flexible, in terms of giving the commander a "two up-one back" organization for either attack or defense. Also, by keeping the number of subordinates each higher commander had to supervise low, it kept the command bandwidth flowing.

So yes, there are historical and operational reasons why certain unit sizes and compositions were preferred. It wasn't just a question of economics and manpower.

I'm very lost on what the benefit of these combat width changes is. No country is made up of one terrain type, there's forests, mountains, plains, cities, and so on, so it seems like the options are either:

-Make very specialized division for every terrain type and constantly micro the frontlines for optimum efficiency at the cost of colossal amounts of clicking (and slowing down offensives)
-Just make something that seems 'good enough' and spam it, and eat the minor inefficiencies
Option 2 is what almost every army actually did in the real war. The Germans with their thousands of different KStN tables feeding a rainbow menagerie of divisions were highly unusual in this regard, probably much to the detriment of map table planning where the counter signifying "division" could mean wildly different things based on its type. At the macro scale, standardization pays.
 
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