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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.

0.png

(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.

1.png


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.

3.png


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.

4.png

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

5.png


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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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.

I didn't say it happened every time, I said it happened often. In-game it doesn't happen at all.
 
URGENT
(since the discussion thread was locked and apparently won't be unlocked again)

@CraniumMuppet @Arheo @C0RAX @Meka66 @Archangel85 @ManoDeZombi @Bratyn @Wrongwraith @YaBoy_Bobby

Have you implemented the naval design and setup changes proposed by the community in Wrong and Missing ships: Guide to improve them in Barbarossa/NSB?
Are you honestly expecting an answer? You are wondering if the devs have completely reworked naval combat according to how a random group of people on the forum wanted it?

Really?
 
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Is The permament tactic feature final?

The permament tactic lock is kinda scary.
It's a good idea but it's also too bad that you can't switch them after a few level ups.

Fighting styles change. I know a few tactics do not go well together, but what about being able to switch to a similar tactic after a few levels?

Like imagine replacing Guerrilla with Ambush after reaching level 8
The indoctrination would still apply but the prefered tactic has now changed.
Would make it a bit more flexible
 
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Very very good.

PLease can you test on one of your standard game computers the following: Lag test

1. auto play the current hoi4 game

2. auto play the NSB dlc hoi 4 game

Make please some test if the NSB dlc may cause (mid-, end game) some more lag than the current hoi4 game?

There so much changes that (may) need the computer to calculate lot more than now ... and this may cause lot of lag

Thanks for your help
 
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Will you be able to add AA to trains protect themselves or is that gonna be restiricted to only military trains?
Or is that not the case in both and the trains will use the AA of the unit it's transporting?
 
I don’t like that scorched earth icon. It’s too bright and looks out of place with everything else... Surely that’s not what we are going with?

Will scorched earth apply for China also or is it a Soviet only feature?
 
@Arheo I want to ask you for the specialty of the communist ideology. Because we have special treatment for other ideologies like you can host exile nation as a democratic nation in MTG, and more faster war justification and annexation of nations in peace talks as fascists. But for communist countries there is no boost nor penalty treatment. Is it possible for communist countries to have special treatment like more operation slots for spy agencies, and etc
 
Are you honestly expecting an answer? You are wondering if the devs have completely reworked naval combat according to how a random group of people on the forum wanted it?

Really?
We are honestly expecting you (and others) to read the posts.

Nothing we proposed would rework combat mechanics, it's all about the initial setup (and a few focuses that spawn ships).

It's 2 years and 4 months since MtG release, and over 1 and 1/2 year since @CraniumMuppet has expressed interest in our suggestion.

We do expect Paradox to fix the inaccuracies that can't be justified by memes or balance.

As @goodcigar said:
All the work has been done. Paradox just needs to implement it.
 
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Why not trash the factories too?

MP balance. Imagine someone like France saving max CP and then spamming SE on their mainland states. There are several others that could do this too. However, if SE worked like it did in AoD, this wouldn't be a problem, and factories could be added to the menu as well, as well as general infrastructure and maybe also resources.
 
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So, now there's no longer strategic redeployment between provinces not connected by train or is it just slower? They mention "scenic bus-tour" so I dunno

There is, it is just slower, and therefore will only be considered when a train route is notably longer.

I don’t like that scorched earth icon. It’s too bright and looks out of place with everything else... Surely that’s not what we are going with?

Will scorched earth apply for China also or is it a Soviet only feature?

As hinted at in the comment under the picture, visuals are placeholder only. All countries have learned the arts of blowing up railways.
 
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While mass concern about cheapness of SE is understandable, don't you all think that the arising problems could be significantly mitigated by war support penalty, proportional to recruitable manpower of the state? This way, no scorched France métropolitaine is ever likely, and it would be very dangerous for Russia to just abandon half its population.
 
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Ok, I have a follow-up question about preferred tactics, since that choice is now permanent, will there be some way to see our opposing generals preferred tactics if intel is high enough, that way we can counter deploy our forces. IE: so I can make the choice to send Montgomery to fight Rommel?
 
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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.

View attachment 756706
(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.

View attachment 756707

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.

View attachment 756708

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.

View attachment 756709
Here, we take a train followed by a scenic bus-tour in order to avoid the long connection.

View attachment 756710

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
i like but i prefered old but understood in MP player can know our doctrine , nice generals win new plans
 
In the construction que of one of the other diaries, I noticed icons that looked like railways and supply depots. Does this mean they will be buildable in game?

If so, how does their location get determined?