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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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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.
And what would that change then? If I can still do 40w why not do it with out massive penalties?
 
I think peopel are ignoring the REINFORCEMENT stat just below the widht.
That bit is very important because if you're using 30 Widht divisions you can only reinforce 1 unit at a time even in plains as they can only sustain a reinforcement of 45 widht.

On a marsh or mountain, etc its even more difficulty with a reinforcement of 26 and 25.
This is not the kind of system we can look at just 1 angle and tell its working or not.


I need to see this in action and test.
From a glance it does look its not gonna be that simple to find a new Widht. 30 does look a good place to start if you're germany or russia. (if we ignore forests :p)
But Japan, US and asia countrys are gonna struggle quite a lot as they do have a lot of different terrain types.
 
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Quick math. U have 40w with 120base attack and u have 20w with 65 base attack. What's better?

Assuming the combat modifiers allow the 40w division to surpass the defenders defense value and inflict the 4 times extra damage on all attacks that surpass it... the 40w division would be significantly stronger when attacking since it targets all attacks on the same division.

When defending in good terrain/modifiers the 20w is normally better due to how org/reinforcement and the above mentioned bonus damage works.
 
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.
I belive there's a popular Hoi4 mod called BICE that aims to make the game as realisitc as possible. Shouldn't vanilla be first of all, enjoyable to play and not overcomplicated? It is hard for me to understand why should all players be forced to play a 3 speed game, just to they can handle the amount of information, and diffrent types of templates that will be necessary for a optimal playthrough.
 
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Good grief.

Am I the only one who tries to play using at least moderately historical shaped divisions - and I care not about what 'width' they are?
It's stuff like this that makes me eschew MP.

If the changes @podcat and the team are proposing makes 'perfect' divisions less easy, then I'm all for it. :)

On another note, however, when are we going to stop having such large armies? Most of the time and army was more likely to be maybe 6 to 12 divisions, not 24. I'd far rather see a return of the Corps!
 
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I think peopel are ignoring the REINFORCEMENT stat just below the widht.
That bit is very important because if you're using 30 Widht divisions you can only reinforce 1 unit at a time even in plains as they can only sustain a reinforcement of 45 widht.
Just get signals. Also Soviets get free reinforce rate through focus. If they were to still get it in DLC, that's just another nerf for Germany.
 
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.
Then why even change this aspect of the combat system if not to force players to use specialised divisions (which really only specialise in combat width). If I attack reinforcing isn't a huge concern anyway. If I click with 4 tank divisions and 2 of them get de-orged causing the whole stack to stop the attack, I just select the remaining 2 and click again. It only matters for defense. So I guess a Soviet player will now do 30 w for all plains and a different combat width for all other terrain types because he got time to set it up.
 
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Then why even change this aspect of the combat system if not to force players to use specialised divisions (which really only specialise in combat width). If I attack reinforcing isn't a huge concern anyway. If I click with 4 tank divisions and 2 of them get de-orged causing the whole stack to stop the attack, I just select the remaining 2 and click again. It only matters for defense. So I guess a Soviet player will now do 30 w for all plains and a different combat width for all other terrain types because he got time to set it up.
I guarantee you know more about the minute, micro details of HOI4 mechanics than me :D I'm just offering some perspective as a history nerd.
 
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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 see, so its more valuable to have 40w tanks but that doesn't translate as well to 40w infantry because of the support companies.
 
The High Command bonus changes are good.

The armor and piercing changes are good.

The reliability changes are fine I guess. Reliability was already a top-tier stat for SP land equipment.

However, I'm not a huge fan of the combat width changes. It's fine to change the 20/40w meta, but having different widths for every terrain type is a level of micromanagement that's unhealthy for the game. It doesn't sound like fun to have to shuffle units when fighting in plains, then shuffle in different widths when fighting in forest, then shuffle in different units *again* when fighting in hills. You say you're looking at reducing the overstacking penalty; perhaps the best way is to make it so that excess width never reduces overall combat stats, it just stops adding more, e.g. having 81w in a battle that was 80w would give you the effects of essentially having 80w, and the 1w that couldn't fit just wouldn't be used. I'm not sure what math you'd have to do to make that work, but it'd be the best solution. That said, if you go that way then we'll almost certainly get to another division comp meta that has a few widths that are better than others, with maybe some exception units for mountains.

Also, for the changes to division targeting in battles, it'd be nice if you could make the new process (whatever it ends up being) more readable in the UI. It has a huge impact on division setup but is completely invisible at the moment. It'd be nice if we could actually see what was going on and not just have a vague dev diary in the future tell us "We've made some changes to targeting, and we think they make larger divisions equivalent to smaller divisions now. Trust us!" before Bitmode digs into what's actually happening and we find out that its all sorts of jank.
I disagree on the you with the combat width changes largely because, as a player who played for nearly 1k hours without knowing the width meta, I can assure you that it is entirely possible to do fine without optimized division designs. I think its smart to force players to vary their division designs if they plan to optimize their attack across a variety of terrains, which is micro intensive, but if they just want to make divisions that are generally pretty good this is totally possible although said divisions will not be optimized for every situation. I believe this is very much preferable to a more rigid width system which ensures that conforming to a certain width/general template will ALWAYS be either ideal or damn close to it. This seems like it won't make 20 or 40 widths (or any other widths for that matter) useless, it just means they won't always be *the best* which, frankly I don't think any division design width should ever universally be the best.
 
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I see, so its more valuable to have 40w tanks but that doesn't translate as well to 40w infantry because of the support companies.
Yeah that is mainly because SF is used for most "quality", so offensively capable infantry. Funnily enough some players use 40w pure infantry "bricks" because of higher defense resulting in less critical damage to keep gun losses down as Germany for example. That is if you are using inf just to hold a front line, while your tanks do the work.
 
Thanks for this nice dev diary. I guess that some fresh air to the established standard approaches of division design will cheer up a lot of players.

Aligning overstacking penalties to the the overall combat balance was an overdue step and it's good to see that vanilla catches up with just so many existing mods.

I have a more general question that has been bugging me for a while. Over time, more and more equipment designers have been introduced but only the most recent focus trees make use of them. At the same time, the standard stuff for many nations has been the same since release. The same lasts for some focuses granting additional spy slots or espionage bonuses. In effect all more recent focus trees and available designers seem vastly superior to the older content.

Is there any chance that we will see at least some updates along the free patch / DLC?
 
How do I make sure that my specialized divisions are assigned properly to a front line without micro managing them? Can I assign mtn divisions to prefer to be in mtn provinces?
 
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I disagree on the you with the combat width changes largely because, as a player who played for nearly 1k hours without knowing the width meta, I can assure you that it is entirely possible to do fine without optimized division designs. I think its smart to force players to vary their division designs if they plan to optimize their attack across a variety of terrains, which is micro intensive, but if they just want to make divisions that are generally pretty good this is totally possible although said divisions will not be optimized for every situation. I believe this is very much preferable to a more rigid width system which ensures that conforming to a certain width/general template will ALWAYS be either ideal or damn close to it. This seems like it won't make 20 or 40 widths (or any other widths for that matter) useless, it just means they won't always be *the best* which, frankly I don't think any division design width should ever universally be the best.
Do you have those hours in SP or MP?
MP games are way too fast for an attacking country like Germany to micro this much. It will then end up being a flat defense buff. Because the defender can set up the optimal divisions beforehand and then just go afk. Defense is way too strong in vanilla Hoi 4 anyway, if you know how to use terrain types you can stalemate most players.
 
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I like that we're quibbling about the combat width issues like someone won't figure out a new meta with optimized widths that will be a good catch-all that slowly most of us will end up adopting.
 
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I have no idea why so many people like this. I believe this will increase the learning curve of HOI4 and make creating divisions and using the army more complicated. It's good to shake up the meta. I just don't feel this is the way to do it. It could be just me having a hard time taking in the changes.
 
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I like that we're quibbling about the combat width issues like someone won't figure out a new meta with optimized widths that will be a good catch-all that slowly most of us will end up adopting.
No amount of math and spreadsheets will overcome the issue that this patch is going to buff defensive capabalities of countries with time to prepare. This will not affect SP games much! MP games, where for example Soviet Union have 5 years to prepare in-depth defence of their country, puting right divs in the right places, are a diffrent story. Attacking nation like Germany won't have any capabilities to counter that, as the meta is to just put plain 20 or 40w infantry on frontline, and then micro tanks.

Imagine that you`re playing Germany, you`ve managed to get 128 infantry divisiions of diffrent type for Barb, and 40 tank diviisions. As you`re advancing, u have no capabilities to micro your specialized templates for right regions, as you`re forced to rely on battleplanning your infantry, and then u need to micro 40 tanks so they won't get picked by soviet armor.

:(

If u ever played Romania in MP, and u supported Germans in barb with good infantry, u should know what I'm talking about. Infantry just really needs to relay on a frontline, otherwise there's too much for u to do.
 
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