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HOI4 Dev Diary - Bag of Tricks : the Sequel

Greetings all!

Today’s dev diary contains the details of a few smaller features coming to the table in No Step Back. In addition, I’ll get ahead of the curve here and point out that there will be no diary next week - we’ll be back the week after with more to see.

Scorched Earth

One of the enduring tactical practices of the Soviet defense during the German invasion, was the use of scorched earth. In No Step Back, you’ll be able to spend Command Power on ordering the strategic disabling of railways in the event of a tactical retreat.

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(All visuals WIP!)

Enacted on a state level, every railway present receives full damage, and is immediately flagged, making sure that your eager workers do not attempt repairs.

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The pending repairs will show up differently in your construction queue, and won’t be worked on. Rather than re-enable these all manually, you can toggle the state of Scorched Earth off on a state, in the same way it was enabled. All affected railways will begin repairing at once.

Scorched Earth is a pretty simple mechanic here, but has potentially devastating effects on invaders. In addition to the rail conversion time that exists on captured railway, damaged rail must now be repaired in order to continue supply flow onwards. While we considered extending some effects to factories, we determined that this was likely to affect balance far more than we wanted.

Preferred Tactics

We touched on this feature briefly during a previous diary, however, due to some good feedback from the community and from inside the team, we’ve made some alterations to how it works.

Where previously, you set a preferred tactic on a national level, giving a positive chance modifier for that tactic to be chosen in combat, your generals and field marshals will now also possess the ability to earn a favored combat tactic.

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At level 5, you’ll be prompted to choose a preferred tactic for your generals. This represents their doctrinal school of war - a choice that affects all units under their command.

Note here, that we are not removing the national preferred tactic, and that the additive weight will compound from national -> field marshal -> general. To pre-empt the question, you can of course stack all 3 as the same tactic, although this drastically reduces your flexibility, and potentially makes it very easy to be countered. The overall additions granted by preferred tactics, have of course been reduced somewhat to account for this.

We wanted to avoid a rock-paper-scissors choice here, and in order to further emulate the core, doctrinal nature of a general’s fighting style, we have chosen to make this choice permanent for characters.

Strategic Redeployment

As we hinted at, strategic redeployment will now make use of railways in order to simulate more realistic army relocation. This applies a different weighting to the regular pathfinder, resulting in choices that largely look sensible where routes of a similar weight are encountered.

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Here, we take a train followed by a scenic bus-tour in order to avoid the long connection.

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Sometimes it becomes difficult to predict what will be considered 'sensible' in every scenario - there will be edge cases where pretty looking behaviour and logical behaviour do not overlap.

That’s all we have for today’s diary - just a final reminder that next week there will not be a dev diary - tune back in on the 29th!

As usual, I’ll be around to answer questions in the thread below!

/Arheo
 
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Why i will use a boton for Scorched Earth that cost command points if i can simply no garrison poland and let the IA advance and died by attrition for being in a 90 resistance area?
Now seriously, pleace fix the exploit of remove garrison on purpose to convert the area in like "unpasable terrein", i think resistance when a enemig contry take the area should convert to complance by half or something like that. Reprecenting that if the people in the area hate the occupair they will be more willing to help invaders in hope of being liberated. Also if the complance is high you shold recive some resistance
 
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Nice! but i would really like for scorched railways to be expensive with CP because on multiplayer when your losing a war you scorch all of your railways making it impossible for a player to push you and it would be annoying for that player that was getting closed to capitulating you.
 
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Yeah, I think an up in cost would be a good idea, lest someone simply spam the decision across the frontline, stopping the enemy while they retreat to a more defensible position. This could be abused very easily as-is.
 
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And please, add more statistics with this patch, e.g. 'lost airplanes' statistic - similar to 'Naval Losses' statistic and something similar for the land units to make the production planning easier and more efficient. And please make it possible to assign and pull out (without loosing XP) some special battalions like heavy tanks etc to selected divisions temporarily - as it was in reality.
 
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Happy to see more game.mechanics and less faction specific decisions hopefully we will get more of those in the future especially sanctions and buying weapons
 
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amazing stuff, this dlc/patch is gonna be the best one imo, so many interesting things added, can't wait for it, just a question, will there be streams for this dlc like we used to have in the past?
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Scorched Earth
Each diary, the Barbarossa patch improves the game more for me. This is a definitely cool feature, can't wait to play as the Soviets to enact this in front of my fallback lines.
Preferred Tactics -> Permanent for every commanders
I already expecting some of us here to impose a certain tactic for a certain general and field marshals, lol.... This is nice too.
Strategic Redeployment update -> Prefer rails
Nice, nice, and nice! Improving already existing mechanic is always a plus for me

Another thing about improving, hope Bratyn can refurbish the non-communist Soviet branches before November.
 
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Like some people already said, i'm concerned about scorched earth. It's very cheap and seems instant (you haven't clarified it yet), that will bring a lot of imbalances in soviet play.
I think:
  1. it should be gradual
  2. its cost should depend on the state's characteristics
  3. it can only be done if you are at war
  4. optionally (because the application of this may be difficult) its efficacy should depend on troops actually sitting on the state (with bonus to, lets says, divisions with engineer support)
  5. with point 1 and 2, i think damaging factories could again be a plausible option.
I very much second this.
 
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Is this the last Bag of Tricks DD? I was really liking these.
 
Scorched earth is definitely a welcome and long-overdue feature, although I would maybe support tweaking certain aspects of it to prevent abuse, especially in MP.
 
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Enacted on a state level, every railway present receives full damage, and is immediately flagged, making sure that your eager workers do not attempt repairs.
That is a bit ridiculous. State rail infrastructure would contain hundreds of not thousands of km of rails, destroying even interconnecting keypoints is a large challenge, and should take quite some time, maybe weeks, especially under pressure from advancing enemy.
[In addition to the rail conversion time that exists on captured railway, damaged rail must now be repaired in order to continue supply flow onwards.
Shouldn't that happen simultaneously? In case rail is fully destroyed, it should be repaired to already converted state.
This should damage general infrastructure as well. Historically in WW2 not only were railways damaged or destroyed, the retreating side often destroyed virtually all buildings in their area to deny the enemy warm housing (particularly brutal during -40 degree winters) and damaged, blocked and mined roads to slow down the enemy.
Virtually every is a huge stretch. Even in major cities, like Kyiv, Odessa and Sevaltopol very few buildings were actually destroyed.

In Kyiv, place of major destruction effort, retreating Soviets destroyed 200 buildings. Which, seems like a lot, but even today, city has over 1200 pre-1918 revolution houses standing.
 
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Soviet AI should be more likely to use Scorched Earth when on the defensive.

Conversely, the German AI too once the tides turn against them.

I can see these mechanics work for the AI China's Scorched Earth Decisions too. Though personally, I play Nationalist China without going far enough to use Scorched Earth lol
 
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Nice. I agree with the new scorched earth feature as it gives incentive for any state to trade land and time for a more favorable future, but maybe instead of having it as a state function, maybe have it as a commander ability available to all nations. That way, for example, if your army decides to have a fighting retreat, they'd be destroying infra along the way. Also scale the CP cost to army size so that a player can have a dedicated scorching units, possibly also have then be retreating slower to compensate for the infra loss, so that if the enemy catches up to the unit they can prevent the damage.
 
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