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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).

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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.


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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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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.
They are in single player, and I will concede that in a multiplayer game this kind of micromanagement is far more necessary/effective and that would be difficult to achieve for a player, especially one playing a major. This could be balanced out by having minor allies in mp focus on certain types of terrain/fronts/specializations. While yes defense is much stronger than offense: it should be. Throughout history and especially in modern warfare it's far easier to fight on the defensive than on the offensive. Again though: there is a big difference between not attacking/defending with optimally designed divisions and not being able to attack/defend at all. Frankly, I don't think your average player SHOULD be able to have optimal divisions for any given situation. It should take a lot of planning and micro to properly prep for such massive campaigns over a wide-variety of theaters, whereas now you can just go 10 + art + eng and 40w tanks and you're basically good for anything.

You should still be able to use those designs but they should no longer be the king of the playground in ever setting and scenario. Might also make it interesting to plan offensives (since you should now be planning offensives around certain logistical choke points).
 
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@podcat you are putting real seasons? I want to see doctrine changes. But after last dd I started considering that equipment design plays so heavily into how things functioned. I would be curious to see more indepth design for all equipment, with the auto-design auto upgrade. It adds a lot to how you could make an army effective and how.
 
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.
I think it actually oddly does a bit of the opposite. If it's successful it'll mean there's no longer a meta to really learn. Meaning players can focus more on experimenting/testing/seeing what they like. It's kinda freeing in a way, to know that there is no one catch-all solution/meta. I also think most new players when first learning the game are not concerning themselves with how to be the absolute best at everything.
 
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I think it actually oddly does a bit of the opposite. If it's successful it'll mean there's no longer a meta to really learn. Meaning players can focus more on experimenting/testing/seeing what they like. It's kinda freeing in a way, to know that there is no one catch-all solution/meta. I also think most new players when first learning the game are not concerning themselves with how to be the absolute best at everything.
Don't understand it wrong. There will be meta. Once this comes out a horde of high level players will open spreadsheets and do advanced math to get best results. It's just too much to handle all those diffrent CW, so the best CW for a template will still be developed. At least, for when u attack.
 
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I feel stupid, but what exactly is the new commander system going to mean?
If I understood correctly, it means that commanders essentially buff batalions and not divisions. So a +10% armor attack will buff armor in a armor division and also armor in the infantry division, but no longer buff the mot in your armor division.
 
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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.
Admittedly my experience is 90% single-player, but that being said, I don't play the meta and with over 1,500 hrs I've not run across a game that was unwinnable. This will change how the game is played, but I think we might be overblowing the issues pretty greatly. And at the end of the day, I rather like what you just described, if I remember correctly 80% of all players don't really play multiplayer, and of that group only a small portion play on anything but the lower difficulties. My experience is that invading Russia is far too easy and I usually steamroll them 2000+ divisions or no. If this makes that job harder, and really makes the war worth fighting then I think that's pretty good for me, though it will come at a nightmare cost for players in mp. That being said, I think someone will find a way to make a generalized template that you can use in most if not all situations, and we have to consider that this isn't even the final word. There are more changes that we don't know about and I have faith the QA testers have already brought up all these considerations and more. I think for now all we can do is wait and have faith that the devs know what they're doing.
 
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I'm probably commenting to late to get a dev reply :(

Are there any changes to how front lines work in general upcoming?

At the moment lets say you have a grouping of Infantry, Tanks and Mountain troops assigned to a single front line and the front line covers an area that has Mountain / Plains / Forest. There should be a way to force your mountain troops to the Mountain provinces, Tanks to Plains and Inf to the forest Etc.

I like the idea of the front line but the way its deployed in game I do not like. I micro 100% of my units in combat but this is a huge issue of mine.
 
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Don't understand it wrong. There will be meta. Once this comes out a horde of high level players will open spreadsheets and do advanced math to get best results. It's just too much to handle all those diffrent CW, so the best CW for a template will still be developed. At least, for when u attack.
It could be that they do all the maths and realize that the difference between options is too small to matter, therefore making multiple options viable.
 
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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.
Why are you assuming that this makes divisions that are width-specialized to a terrain type worth it?
Fitting width perfectly is not so important (anymore), that's the more important part of the change.
 
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Don't understand it wrong. There will be meta. Once this comes out a horde of high level players will open spreadsheets and do advanced math to get best results. It's just too much to handle all those diffrent CW, so the best CW for a template will still be developed. At least, for when u attack.
Oh no, I understand that. But that's still very much preferable to a one-size-fits-all approach that we currently have. Couple that with the options for customization in your tanks and how effectively they fill their roles (and what exactly those roles are) and the new logistics system, I think it's shaping up to make wars a lot more dynamic than just 40w tanks rushing to encircle near plains and general offensives from infantry.

There will always be a meta in games like this, the question is how nuanced/dynamic that meta is depending on the situation: which this seems to be addressing.
 
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No need. If you read any of the hundreds of combat width discussion threads over the years you will see that the two most popular changes are:
* more varied width + less overstack penalties so that it matters less what width you use and if it aligns perfectly
* have targeting and damage allocation not be so advantageous for wide divisions
100% love these changes, having terrain specific combat width is something I've wanted for a long time, and I've always felt the overstacking penalty to be a bit overzealous.

If I'm understanding you correctly - larger divisions will now spread their attack over multiple opposing divisions, to reduce the inherit bonus larger divisions have over smaller? If so this is a great change. I always try to use as close to historically accurate divisions when I play, so it will be nice to not be disadvantaged because of it.
 
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I'm probably commenting to late to get a dev reply :(

Are there any changes to how front lines work in general upcoming?

At the moment lets say you have a grouping of Infantry, Tanks and Mountain troops assigned to a single front line and the front line covers an area that has Mountain / Plains / Forest. There should be a way to force your mountain troops to the Mountain provinces, Tanks to Plains and Inf to the forest Etc.

I like the idea of the front line but the way its deployed in game I do not like. I micro 100% of my units in combat but this is a huge issue of mine.
To add to this: I also think that field marshal army group frontlines should have a province or two of overlap between the armies they command. Because right now when the frontlines covered by the armies shifts I find that the ai often leaves areas exposed as it inefficiently moves troops from far away to fill in the gaps, rather than troops right next to the newly formed gap.
 
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Looks like ai will be even worse as there is no way it will understand all the new combat widths.

Will there be any changes to recon and to make it more useful in combat?
 
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Honestly, I just think the new armor vs piercing is backwards. IMO it should be full protection if armor > 1.25*piercing, scaling partial protection when 1.25*piercing > armor > piercing, and no protection when armor < piercing. It would be a buff to AT guns (since they're currently pretty bad), which will probably be necessary since I imagine the designer will allow you to make some pretty heavily-armored monsters. It also makes more sense to me that piercing being a little too low means that you can penetrate, just not at certain angles/in certain places, which would be partial rather than full protection.

In either case, I hope the system is opened up to modding to allow the community to play around with it and see if there's maybe anything better.
 
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Oh no, I understand that. But that's still very much preferable to a one-size-fits-all approach that we currently have. Couple that with the options for customization in your tanks and how effectively they fill their roles (and what exactly those roles are) and the new logistics system, I think it's shaping up to make wars a lot more dynamic than just 40w tanks rushing to encircle near plains and general offensives from infantry.

There will always be a meta in games like this, the question is how nuanced/dynamic that meta is depending on the situation: which this seems to be addressing.
I'm pretty sure that unless you have a border that is almost exclusively one terrain, such as the southern alps mountain border for France or the primarily forest border for Finland that customised templates for certain terrains isnt gonna be worthwhile. I also think that it wont skew the odds in your favour too much but every bit helps.
 
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