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Battlecry

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Feb 22, 2007
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Well, we already have one for screenshots, so I thought I'd post all the text from the Dev Diaries into one thread, so that whoever wishes to can read through all the information we have so far from top to bottom.

Note: If there is some issue with my doing this, Johan (or other Devs) please let me know, I don't want to quote anyone without their consent.

I'll update as quickly as I can after a DD is released


1 - MAP PHILOSOPHY
Hello everybody and welcome to our first development diary for Hearts of Iron 3.
It is two weeks since we showed our first alpha screenshot, and as you all know, we've been busy little bees here, working hard at implementing our designs since then. The focus the last weeks have been on the land combat algoritms, which we will talk about in a few weeks, and on politics and diplomacy.
The Map
Since everyone looks at the map quite a lot when they play our strategy games, I thought it would be a good idea to explain these philosophies in our first diary here. There are two aspects to the map philosophy, style and setup.
Style
When it comes to style, our vision is to create a map that feels like a WW2 map, like it could be a map which upon a commander in the War would be looking at himself. We're going with an almost flat 2d-style, with pale-grey coloring scheme to give that special WW2 feel. I personally feel our artist have managed to move towards that goal rather nicely so far.
Setup
10,000 provinces, the Hearts of Iron 3 map has over 10,000 land provinces. To put this in perspective there were exactly 2608 total provinces in Hearts of Iron 2. We didn’t do this just to add more; we could of added 100, 200 maybe even a 1,000 more provinces and went there you go Hearts of Iron 3 gives you more. In fact when came to set up the number of provinces we had no hard number in mind, 10,000 was just the result. However we knew we wanted a bigger map with more provinces and to do this we had to solve a number of technical problems. However we are rather pleased that we have managed to create a map that is 9 times bigger (the length and breadth have been increased by 3 times) without everyone having to go out and buy the very latest graphics cards. We’ve also achieved this without having to compromise on the modability of the map, for those of you who enjoyed modding or playing mods on the EU3 or Rome map, Hearts of Iron 3 will be able to offer you the same.
With that in mind you are probably asking why did we do it? Well the first reason is that we can give more provinces to areas that didn’t have as many in Hearts of Iron 3. All continents have more provinces now, but we could add more to places that were not as favoured in Hearts of Iron 2. The Asian mainland is a big winner here, the Sino-Japanese war and the War in Burma now have a broader front in which people can plan and manoeuvre. Adding something to these wars.
What we did is to create three size groups of provinces, for ease we will call them small, medium and large. We aimed to make the provinces approximately all the same size inside these groups. This map is not about modelling various administrative regions inside countries but a place for fighting wars.
When it came to placing these provinces small provinces are usually found on coasts (like the east coast of America) and places were there were combat, Europe, large parts of China, South East Asia. The medium sized provinces then appear adjacent to the small provinces, and finally the large provinces are in places that are considered less important, large tracts of Siberia and the inland parts of the Sahara desert come under this category. Essentially the medium sized provinces act as transition provinces between large and small.
So to give you a sense of scale, the Burmese and Manchurian border have had their total number of province roughly tripled. While the Soviet Union’s 1936 border has seen its province total double (note I am not giving out hard numbers at the moment because the map is most definitely not set in stone and we will be seeking to continue to improve it all through development). This is something we really wanted, double the provinces means double the choices of where to attack and doubles the number of spots you have to think about defending. Giving players choices like this is always good; more choices like these means more strategic thought is required.
We also wanted to give combat a more blitzkrieg feeling. With more provinces there is more opportunities for you to carve out armoured breakthroughs and exploitation. Creating opportunities for encirclements or battles of manoeuvre were both sides. Mobile troops attack and counter attack. We are aiming to try and create a canvas were you can practice the operational art.
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2 - PRODUCTION SYSTEM
Hello and welcome to the second development diary for Hearts of Iron 3. It has been a busy week in the development team, with people working on historical decisions and event chains, developing the production interface, and doing work on the political and diplomatical parts of the game. Now it is wednesday again, and as the tradition goes, its a Vindaloo for lunch and then a development diary to write.
This week, I am going to talk about the production system, which is the core of the economics in HoI3. Hearts of Iron is a game focused on re-figthing WW2, where economy matters, but is not the main focus of the game. When we increase complexity in HoI3, it will primarily be at the warfare and logistics part of the game. We are keeping the IC system that was so successful in the previous incarnations of the series, where you decide what you want to produce centrally, and allocate IC on consumer goods, supplies, upgrades, reinforcement and production.
However, some aspects have changed, for what we think will create a much more realistic and balanced gameplay.
First up, we've added efficency as a concept for resource extraction, and for the output of resources per IC. This will create strategic possibilites of improving your industry in certain aspects.
However perhaps the biggest change is to gearing. Rather than having you stick on long production queues that become more efficient over time, a country has a number of practical values representing its accumulated experience in producing certain types of equipment. These decay over time, so to keep yourself up to date you need to keep continually producing equipment of this type. Now a rather interesting consequence of this rule is that let’s say you are Germany, you have focussed all out on land and air units and you have conquered Russia so now you are going to sink all your IC into building ships. You’re production will be initially be much less efficient until your economy reorients towards naval production.
Another interesting thing is that production effects technology, the more of something you produce the easier it is to research in that area. So if you want to advance technology in an area (say carriers) you are going to want to keep producing carriers to pick up the research bonus. Yes no more tech rushing, those early model carriers may not be that good but they will serve as a nice test bed for design ideas.
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3 - TECHNOLOGY SYSTEM I
Hello everybody, and welcome to the 3rd edition of the HoI3 development diaries.
This last week our development team have been working on various concepts like political interfaces, logistics and diplomacy. We've seen plenty of people stay extra hours just because its such a fun part of the development cycle right now.
So today, we'll talk about Technology.As ever let’s start with our philosophy, if we look at the evolution of the tech system in Hearts of Iron series we first of had the in-depth technology system of HoI1, which was practically a game in itself. However it did have several weakness, besides being much micromanagement, there also was no differentiation between the abilities of the countries, research was research and as long as you had the IC you could be good at anything.
With Hearts of Iron 2 we brought in the tech team, this gave us country specialisations; Germany was good at certain things, the US good at others. Which was good, however its weakness was that these were hard coded, Germany could never be good at aircraft carriers no matter how hard it tried, and the US would always be good at aircraft carriers no matter how little effort it put in. Also with the more streamlined system we also lost the ability to differentiate between the technology focuses of countries more. Our goals were three parts, keep the clarity of the Hearts of Iron 2 system, make the system more dynamic in that your technology abilities would evolve and try to bring back in as much of the different units that the Hearts of Iron system offered.
The sad result is that tech teams could not feature in our new system. We liked them, we really wanted to keep them but just couldn’t find a way to accommodate them in the system. What we have replaced them with are various theory and practical values representing the accumulated research knowledge and practical experience a country has in various fields. These can be defined for a country at the start, thus giving us the initial specialisations that the tech teams in Hearts of Iron 2 offered, but as these values increase and decay according to what a country is doing. Thus we have a system that dynamically evolved according to how you decide to steer the country. As was mentioned in the previous dev dairy practical values are gained from building things while theoretical knowledge is gained from research. In general practical experience gives larger bonuses than theoretical. If take the Soviet Union as an example here, the Soviet union will be set up with it theoretical and practical experience in areas like tanks, with very little in naval. However if the player wishes (foolishly some would say) to turn the Soviet Union into a naval power by putting more production and research focus into ships they are free to do so. The more the do so the better the Soviet Union will become at building and researching ships. But at the cost of steadily loses its abilities in fields like armour.
As a general rule, there are of course exceptions, theoretical bonuses tend to cover a wide spread of technologies while the practical bonuses are more specific. To give an example we have a broad theory aeronautic engineering, that covers the majority of aircraft techs as a theory, however practical is divided up into 3 narrower categories, single engine (FTR, INT & CAS), twin engine (TAC & NAV) and four engine (STR & TRS). We also have the ability that one technology can give bonuses to as many unit types as we like. So for aircraft, you can have very general techs like aircraft engine that boost all aircraft (yes you can but a Merlin Engine on your Lancaster bomber), practical group techs like single engine airframe (these improve FTR, INT & CAS) and finally highly focuses techs like air launched anti ship weapons that only improve NAV (this tech also gains bonuses for accumulate naval research experience). I think about now I should mention that all these aspects are of course fully modable.
What should also have noticed here that we no longer have models, instead we have technologies that increase the maximum values a unit can have and if unit can upgrade to these values it will. This allows us to do really nice things like divide up what would be a single technology that gave in a model in Hearts of Iron 2 in several separate techs. So if we take tanks here as example, you can separately research a tank gun, tank engine, tank armour and tank reliability (just for the record reliability effects the ability for the tank unit to withstand damage on the attack, unreliable tanks tend to break down). How we set these values can give a countries tanks brigades with different values with out the straight jacket of the nation specific unit. Take the early war British heavy tank brigade, well armoured, slow, under gunned and prone to breakdowns. We can create this effect through out technology system, but also giving the player the freedom to steer his country the way he wishes.
There are of course exceptions to the theoretical and practical rules. One of these is land doctrine’s. Here the theory is focuses in on specific doctrine paths, while the practical, which is gained from more general combat, covers all of them. So in the pre-war countries will be at the more efficient researching inside their area of doctrine expertise but you gain new experience from combat continues will able to ‘steal’ doctrine ideas from other countries.
Finally how is research done? It is no longer tied to IC, nor does it use techteams. Stay tuned next week for how this all ties together.
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4 - LEADERSHIP
Hello, and welcome back to the weekly HoI3 development diary.
It has been another week of interesting development at the project, and we continued with development of the core of politics, diplomacy and logistics. The interfaces is starting to come together, and we hope to soon be able to show you some of them.
Rather evilly we left you with a bit of cliffhanger last week, the answer to the question how do you do research? This week we introduce the concept of leadership; this represent educated people who live in your country. They are used for research, diplomacy, espionage and your officer corps.
Before going into more detail let’s talk a little about our philosophy. It all comes down to what we feel makes for good strategy. Strategy demands clear-cut long-term choices. Our goal is that you the player should be weighing up your options carefully and not just be reacting to short term considerations. If you want to go all out on research you should be able to do so, however as with real life there should also be a price to pay.
In later developer diaries you will hear more about diplomacy and espionage and how we plan to achieve our goal of making you plan your investment in these areas for the long term. At the moment we will say that the amount of leadership points invested in these areas acts as a cap on how much you can do. The focus of this dev diary will be party on technology and partly on officers.
As mentioned at the top of diary leadership is your educated people. These aren’t just the top the university graduates, in fact it is the exact opposite. If we look at the Manhattan project there were over 130,000 people working on it and not all of these went onto to win a Nobel Prize for Physics. All research projects in our time frame relied on these support people to make them happen, and this is Leadership. The top graduates are represented by your nations accumulated theory value and can only give you benefits for projects where their skills apply, while the clerks, secretaries, draftsmen, chemists, physics etc. who are the unsung heroes of wartime research, they can work anywhere.
In order to make our task of game balance easier these leadership points are consumed when you do research. We do acknowledge that the people you assign to projects will become steadily more experienced and don’t just disappear and this is also held as your accumulated theory value. The more you research in an area the less leadership points you will need to advance in a field. Similarly for practical values, having a number of tanks to work with already means you need to expend less effort to advance in a field.
I also mention the officer corps, to put your minds at rest the divisional level and above leaders you had in Hearts of Iron and Hearts of Iron 2 are still there. These represent the Officers and NCOs below divisional rank. These are the men supplied the glue that held your divisions together. As you invest more in leadership your divisions can take more punishment. Taking casualties, building more troops, plus the occasional officer purge will mean your units will fall apart more easily in combat.
I mentioned earlier that I would explain what the little flag at the top of the screen is for. Well, as you now most likely have guessed, its the indicator of your leadership.
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5 - LAND COMBAT I
Hello, and welcome to the fifth chapter of the Hearts of Iron 3 development diary. We’ve had yet another busy week, developing lots of interesting things for the game. Today we’ll talk about basics of the land combat system in HoI3.
Land combat, in our opinion, forms the centrepiece of Hearts of Iron 3; the whole game revolves around your ability to take provinces from other countries. Thus combat was an area we put a lot of thought into and the basic system was one of the first game features we coded in. Our overall goal was to take what was an already good combat system and make it better.
First up, move is still attack. It worked in Hearts of Iron 2 and we felt no reason to change to this basic system. However what we have done is that if you are fighting you suffer a movement penalty. Which can be increased or decreased according to combat events. Now using small units to try and delay an enemy is an option. However due to the unpredictability of combat you don’t know in advance how successful they will be.
The next thing we looked at was the legendary super stack, and we made sure that now it is no longer any guarantee to success, not to say it might not have its place. What we have added is a maximum attack frontage, per attacking province, you can imagine it feeling a bit like the EU3 or EU:Rome battle screen. There is now only a finite number of units that can attack or defend on a single province border. First, as you no doubt remember, we actually have several sizes of provinces. We have assumed that all provinces are the same for attack frontage purposes. We justify this assumption on the grounds that these large provinces are usually in the places in the world that are remote and have hostile terrain so even though the borders are technically larger the terrain is such that you cannot use this extra space to bring more units into combat.
So what does this mean, first off if you cannot fill your whole frontage you suffer a force to space ratio penalty. From the point of view of an attacker the more provinces you attack from the more likely you are to stretch the defenders and force them to thin out their lines. This means that multiple attacks are good, but you can’t just throw in a single division and pick up a nice bonus, you really need to attack with numbers on each axis.
The next question is how much space does a unit take up? Well this depends on the unit composition of the division, the more brigades a division has the more frontage it will take up. It also depends on doctrines. For example the Blitzkrieg path gives you the ability to narrow the frontage of armoured units, making them more effective. Finally terrain also affects the frontage, when crossing a river or making a seaborne landing it is much harder to bring your massed troops to bear as compared to nice open terrain.
Onto the next question, what happens to the extra units? They sit in reserve, should a unit drop out of the front lines there is a chance, modified by things like doctrines, that it will join the combat. Should you run out of troops on the front line then regardless of the number of reserves you may have your troops still has to retreat.
To sum up a large stack is no guarantee of victory, not all these units will be able to fight and there is a chance that not all of them will even get a chance to fight. Combat should become much more unpredictable, and quality should be as important as quantity. You might blitz your enemy or you might end up in a grinding attritional fight that drags on, the goal is to remove the I win option out of combat and make your strategy much more important than the size of the stacks, because the people on the home front want victory not super stacks.
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6 - POLITICS
Hello everybody, and welcome to the sixth chapter of the development diary. It has been another week of development with alot of work on intelligence, diplomacy and convoys.
One aspect that have changed in the game since we last talked is the resources. After long consideration, we decided to make logistics and convoys work more intuitively so we splitted up oil into crude oil and fuel. Crude Oil is now produced in provinces and converted from energy while fuel is consumed by units. Fuel is created out of Crude Oil in amounts depending on your total IC and your refinery technologies every day.
So, now when that is out of the way, lets talk in detail about Politics.
Although Hearts of Iron 3 is a war game and our main focus is on the war aspect we felt we could not neglect the home front and in particular politics. We felt the Hearts of Iron 2 event heavy system didn’t do quite what we wanted due to its static nature, making it harder to react to changing situation. So we aimed to set up a system that was more dynamic in nature but wasn’t so detailed you spent more time on your internal politics than you did fighting wars.
To start with we now have political parties. We are added in flavour names for the major political parties in the world. Thus instead of America having the Social Liberals in power in 1936 it will have the Democrat Party, although the countries ideology will still be Social Liberal. We also have different government types defined, that determine when a country has an election and who is elected. Thus US it is the Head of State who is elected, while in the UK the Head of Government who stands for election. We felt this nice little changes would add a bit of flavour to the countries.
However the first big change is a concept we call party organisation. This is a dynamic variable that can be altered via espionage in either your home country or others and via events and decisions. This represents how well a particular ideology is organised, covering a broad brush stroke of concepts from party membership, newspaper editorial stance, the views of opinion formers in the country, actual campaigners going out trying to convince people to support them, just give you an idea. For an ideology group that is out of power it also reflects the chances of a coup d’etat, if a democracy has well organised fascist parties then the risks of a right wing coup d’etat are much greater than in a country where they have simply no organisation.
We also have the popular view, this shows the support each party has, think of it as a sort of opinion poll question if there was an election today how would you vote? However the party organisation then caps a particular party’s chance of victory. Thus even if your country’s popular view is ready to elect Left Wing Radicals, but they aren’t very well organised they won’t actually win. The Left Wing Radicals simply can’t get the vote out or people think it is wasted vote, etc. There are a number of factors that influence how popular view shifts, here are a few to give you some flavour. The party organisation is one factor; the parties themselves through their campaigning ability can swing the popular view their way. If you have revanchism (i.e. cores on other countries) then this will up support for right wing nationalist parties. Dissent moves the popular view away from the current governing ideology. The countries current diplomatic alignment will also influence the support of parties, a country aligned with Comintern will see support rise for parties on the left.
In summary we aim to do away with a lot of the events and instead have a system that reacts more to the situation, but also a system that you can influence. You don’t just have to conquer, a bit of espionage can see a friendlier government come to power in your neighbours.
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7 - DIVISION DESIGNER
Hello everybody and welcome to another edition of the weekly developer diary of HoI3. We've been battling through the harsh cold snowstorms of this week to continue the development. One of our programmers had to spent over 24 hours at an airport from sunday waiting to get home.
Anyway, we've been working hard lately, developing the core of our new revolutionary intelligence system, trade agreements, and polishing aspects of the resource system.
For todays feature, we'll be talking about the details of designing your own divisions.
Division design was one of these features that we have always toyed with when it comes to the Hearts of Iron series, so why add it now? First off we felt that division design added strategic choices. Secondly we can create, through standard templates, that the AI likes to use, a means to make different countries play differently from each other.
In conception the system is very simple, you can create a division of between 1 and 4 brigades, rising to 5 if you have right doctrine research. Each brigade increases the cost and combat power of the division. Support Brigades, like artillery, add no combat width to a division, while primary brigades, like infantry, increase the combat width. For those of you who have not been following our Development Diaries, combat width is a measure of how much space a division takes up. Each brigade also increases the IC, time and manpower cost of the division. Our first strategic choice is quite simple less more powerful division or fewer weaker divisions.
However there are deeper choices here, this system allows you to create highly specialised divisions suitable for a small number of roles or more generalised divisions which although do not excel anywhere can fight in may situations. Which do you choose? Each has its advantages, each has its disadvantages, the choice is yours.
In order to set up the scenarios with a fair reasonable amount of accuracy we are going to have to define division templates for the major countries. I know some of you are going to feel keenly our failure not model the unique features of the Cuban army and not buy the game, but sadly these are the tough choices you face when planning development. These templates will be essential because to be quite frank here it is going to be impossible to individually script the thousands of divisions you will find in WWII. So as we have to create these anyway we felt why not put them to another use. The major powers will have available historical divisions you can choose to build, instead of having to go through the trouble of designing your own. The AI will prefer these, and for those of you who want that extra level of historical immersion you too can choose to use these as well.
Now, for the first time in the HoI3 developer diaries, we'll show you a screenshot of an interface. Here you'll see how the division designer currently looks like, all accessible at one page.
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8 - UNIT HIERARCHY
Hello, and welcome to the eight chapter of the HoI3 developer diary. This last week has been as busy as usual, with plenty of progress on naval combat, map design, orders & espionage.
Well last week we talked a bit about the division design system and promised you a bit more about land units. First off I suppose we start with the basic philosophy. We felt that the Heart of Iron 2 Division as a concept worked and worked well. So the division as an operation unit has not gone under any radical changes. Instead we have sought to improve the environment in which the division operates-
In previous developer diaries we talked about the additional provinces we added to make the combat more fluid, the frontage system to make combat more than the biggest stack and the division design system to make divisions more unique. So what else could we add to divisions?
However to add some much needed suspense and drama to this developer diary first we must diverge. As promised we will first give you a quick run through of what the symbols were in the previous developer diary. Although before we do that a quick health warning, these are alpha screen shots the numbers you see are purely place holders. So don’t try to read too much into them.
So running from left to right you see of course Strength and Organisation. The next one is a new concept of combat width. Then we have the three attack values; soft, hard and air attack. Then the three defensive values; when you are on the defence, on the attack and air defence. The next one is unsurprisingly the speed of the unit. Then we have suppression value. The next two are supply and fuel consumption. Then we have IC cost, manpower cost and time.
Most of these concepts are very familiar to those of you who played the previous incarnations of Hearts of Iron so you are probably wondering what we did add? As we mentioned in the presentation in Leipzig, we have added a command structure. Divisions now fit into a multilevel command structure. From Theatre, Army Group, Army, Corps through to Division. Each level has its own commander that gives its own bonus according to his skill level. At division level you get a bonus to combat while a corps commander increases the chances of reserves joining combat. Our goal is to leave you wanting good commanders at each level thus leaving you to think about should you promote that Major General to a Lieutenant General and give him command of a corps? At every position in the command structure, you can insert a leader of the designated rank.
Another important aspect of this is the fact that every division is its own unit on the map, and so is every HQ above it. Now you may think that this will increase micromanagement? Well, we have some pretty interesting plans on how to handle unit orders.
Well, having almost finished with land units, one thing left is what are we doing about supply. Maybe that should be next week’s dev diary?
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9 - LOGISTICS
Probably the truest maxim in war is that amateurs study tactics and professionals study logistics. When coming to do a game of the scope of Hearts of Iron 3 we knew that logistics would have to be one of the key constraints on your actions. However at the same time we aren’t making World War II Logistics Manager: Deliver Shells for the Fatherland, so although it should be important we felt that it should not be the be all and end all of the game.
[Just a note on terminology here, we have fuel and supplies. However through out this developer diary I am simply going to refer to both of them together as supplies.]
With this philosophy in mind we have totally rewritten the logistics system, there is no longer TC. Instead supplies move from your capital out to your units. The amount of infrastructure in a province acts as a limit to the amount of supplies you can move. The supplies advance on a daily basis. In addition there is a supply tax, the further your unit is from its supply source the more supplies it consumes. After all, supplies don’t move themselves; you are going to need people to move them, who in turn also consume supplies. In addition each unit carriers a small amount of supplies with them, if they cannot draw supply they will start to consume these instead. Like Hearts of Iron 2 if a unit is abroad it will have a supply stockpile point that acts as a base for its supply. However there is one additional factor, when convoying supplies abroad the maximum amount of supplies you can send is limited by the size of port. The bigger the port the more supplies you can ship in. The control of ports is very important if you wish to wage campaigns overseas.
So let’s talk a little about what this means in practice. First off, and sticking with our design philosophy, the actual nuts and bolts of delivering supplies to your units is automated. From the player perspective, logistics is something you work with not something you have to constantly manage.
When it comes to the actual supply itself the most important thing to remember is that supply lags, how many supplies a province asks for is based on how many it needed yesterday. Thus your ability to simply mass units for an offensive is limited by the fact that it will take time for your supply network to adjust. Since this request then needs to ripple back down through the supply network, you need time to prepare your troops for an offensive. This in turn gives the enemy a better chance to detect and prepare for it via intelligence. Also, coming back to that recurring theme of the superstack, with it now being possible to only deliver a finite amount of supplies you can no longer stack unlimited units in a province, especially not one sitting out in the middle of no where.
When advancing you start to devastate the infrastructure, dramatically reducing the amount of supplies a province can draw. Although given time infrastructure will recover, in the mean time the unit will start living off the supplies it is carrying. Sooner or later you are going to have to halt to allow your supply lines to catch up. When defending since your units have supplies and each province also has supplies, it means if your units are encircled they are no longer just simply out of supply; they will have a number of supplies inside the pocket allowing them to fight on for a while.
This system also puts new life into the logistical strike mission. Bombing infrastructure behind enemy lines will reduce the capacity of their supply network. Making it harder to keep their units at full fighting efficiency. Logistical strike missions can assist either the attacker or the defender, because troops always need supplies.
Technology is also your friend here. One of the logistics techs you can research will improve the number of supplies you can draw per level of infrastructure. So as you improve in this area which choice do you take? Do you use your improved supply capacity to put more units into the front lines to improve your punch on the offensive, or do you use the same number of units but with your improved draw ability sustain the advance that little bit longer? Well that’s what strategy is all about, the choices you are faced with.
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10 - NAVAL UNITS
Welcome to the 10th chapter of the development diary. This is the final development diary before the holidays, and we’ll be back in the middle of January.
Today, I’d like to talk about the naval aspect of the game, which one of the focus we’ve had in the last few weeks.
When we went off to think about the Naval system we had two real thoughts. Firstly that the ship model system was particularly unsatisfactory solution when you consider the diversity of ships that were designed and built in World War II. Secondly that overall you had two types of naval orders, those you really wanted to get organised and let run and those that you wanted to focus you time on planning.
First off, let’s talk about the model system. We’ve already talked about it a little but I feel it really comes into its own with ships. If you compare the Hood and Scharnhorst, in Hearts of Iron 2 the Scharnhorst is the superior ship in all aspects, as it is a model 4 battle cruiser while the Hood is only a model 3battle cruiser. However with the Hearts of Iron 3 system we can do a very neat trick. The Hood is a large ship with 15’’ guns and a lot of Anti-Aircraft batteries, however its design is pre-Jutland and thus it had a known vulnerability to plunging fire. The Scharnhorst is much faster, better armoured ship, but only carries 11’’ guns. We can now simulate this; the Hood is defined with much better armament and anti-aircraft values, while the Scharnhorst scores better in engine and armour values. Different ship designs can be different, and naturally these are all modable.
We have also scraped the naval attachment system all together and instead we have defined each individual technology to be upgradeable or not (surprisingly this is also fully modable). For ships it means you can partially upgrade old ships. If you build a ship its main gun armament is fixed for all time, however its anti-aircraft batteries are very much upgradeable. We feel this system sets up the right blend of newer ships being better than older ships without the old ships simply being useless.
Next to Naval orders. We’ve made a couple of changes to naval orders. Firstly we have added the infinite order, for something like convoy escorts, you send you fleet out and the order will run indefinitely. With an added twist, each naval base can also be set up with a pool of reserves. These sit in port, repair if they need it, upgrade if they can, but when ever a fleet that is on an infinite order needs to return to port these ships will be used to replace them (providing they are of the same type). Thus if your ships, have low org, or are damaged, rather than having to go to all the trouble of sending a different fleet out on exactly the same order the system will take care of this automatically. What we’ve tried to do is hold down the planning overhead for your missions, yes you may want to go back from time to time and adjust them, but as long as things are going ok you can leave your naval units to get on with it.
Thus you now have extra time plan your naval big naval operations, like sending out the Bismarck to go convoy raiding in the Atlantic. To help facilitate this we’ve added a cool new feature, multiple detection levels. Knowing an enemy fleet is in a sea zone is not enough to be able to engage it, the ocean is a big place and all you know is that a fleet is somewhere. You need to pinpoint the fleet’s location better than that if you wish to actually fight it. First up we have added a patrol order (best suited for light ships), these ships will search sea zones in its area of operation looking for enemies, if an enemy fleet is partially detected it will focus its search in that sea zone. Once the patrolling ships find an enemy they don’t seek to engage (unless the odds are very good), instead they will try to trail the enemy, keeping it in contact until heavier ships come along to help out. Note the trailed ship has a chance of detecting its shadow and trying to sink it before help can arrive. The final piece of the puzzle is the naval intercept order, this is for your big fleet, and they sit in port waiting for the enemy to be found by your patrol ships. As soon as the enemy is positively identified and they like the odds (which you determine) they will sail off and try and sink them.
I suppose at this point I should mention that the system as detailed above is an optional extra. You can still manually move ships about, set ships onto short timed orders, you do not have to assign reserves. It is up to you to determine how much of the naval war you want to manage.
---------------------------------------
 

Battlecry

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11 - INTELLIGENCE
Well Christmas and New Year are over which means we have to stop sitting around enjoying holidays and go back to work. However don’t say we aren’t nice to you, despite not planning to we have decided to release a short developer diary talking abit about the intelligence system.
An important feature in any strategic war game is intelligence and perhaps most important of all only having part of the picture. The second part is how do you determine what the enemy has behind the line, especially if you are say Germany sitting in France and wondering what the Allies are up to over the other side of the channel.
As mentioned in passing in the previous developer diary we have several detection levels that allow you to see various levels of detail about a province. As with the previous incarnations of Hearts of Iron one way to find out things is your units on the front line patrolling and finding out what is on the other side of the front, this remains and forms your first shot and finding out what is there. However that doesn’t quite solve the problem of what is behind the line.
With that in mind let’s talk about a nice little change from Hearts of Iron 2, the radar station, no longer just a radar station but is now an intelligence-gathering site. The radar station is now also a signal intercept and analysis station, giving you (and the bad guys, mustn’t forget about them) the ability to peer behind enemy lines. The bigger the radar station the better you are at doing this.
A number of factors come into play here, firstly you have encryption and decryption, as with previous versions of Hearts of Iron these make it harder for the enemy to see what you are up to and easier for the you to determine what the enemy is up to. We also have a generic radio technology that gives combat bonuses to your units but also makes them easier to detect (our logic here that even if your ability to decrypt the enemy radio signals is poor things like traffic pattern analysis will allow you to build up a picture of what the enemy is doing).
Next is the level of the unit, the higher level of head quarters the easier they are to detect. Basically we feel that these have more to say than lower level HQs. It also allows you to do the rather neat trick of setting up an Army Group HQ (let’s call it the US 1st Army Group just for arguments sake) in southeastern England commanded by a senior General (perhaps Patton) and I suppose if we wanted to go the whole hog here we could assign a few army and corps HQs to this formation. As divisions are harder to detect than the higher level HQs the fact that no divisions can be detected doesn’t actually say there are none. So the German player cannot ignore the possibility that there could be an invasion at Calais.
Well that’s the theory at any rate, how does the effect the game. Well we now have an increasingly incomplete picture of what is going on behind enemy lines. We feel this adds two things to the game. First off is realism people’s intelligence picture wasn’t just limited to the front line and where aircraft happen to be flying they did know bits and pieces of what was happening else where. Secondly it adds another layer of strategy to the game, you are not just asking yourself where the enemy is but you also need to ask the question how good is my intelligence? It also has a very nice effect for the AI, a player can try and guess where the enemy is going to attack but the AI simply can’t. Now the AI can look behind enemy lines without having to resort to any of those crutches that annoy players so much. The AI can start to react to things like a build of allied troops in Southern England (could this be Overlord?) within exactly the same rule mechanics that a player is operating in.
As you can see here, Germany has a level 10 radar/listening station in western Germany, which reaches deeply into Western Europe. We are in the intelligence mapmode, where the provinces are coloured depending on what intelligence level you have on the province. Red means you have no intel, and various shades of green depict how much you know. As you can see, you can depict units or indications of units further behind frontlines, depending on the factors we’ve outlined earlier.
--------------------------------------

12 - ALLIANCES/INFLUENCE
Hello everybody and welcome to yet another issue of the Hearts of Iron 3 development diaries. The cold darkness of winter is still upon us, and we labour endlessly in front of our computers. This last week, our artists have been working on implementing more animated planes, and the Japanese Zero is now in the game. They’ve also worked quite a lot at improving the ingame interfaces. Our programmers have been busy working on the core of the AI, while wrapping up the logic for the final unit interfaces. Order of Battles are being adapted for the scenarios, while we still discuss exactly how certain functions will work. All in all, the project is going along nicely.
If we cast our mind back to the distant past when this game call Hearts of Iron was released, some of you may of heard of this, there was this interesting problem in Multiplayer. Everyone knew that the Axis were pretty much doomed, so if you were a country like Italy or Japan you had no logical reason to join to Axis. As the Allies (or Comintern I guess) you had no logical reason to refuse either Italy or Japan if they decided to join you team. Although this was solved by the rather nifty solution that is the house rule. This problem persisted in Hearts of Iron 2 and to be honest we here at Paradox Towers felt that all in all this was unsatisfactory. So we put our collective heads together and began to think about what we could do. On the one hand we wanted a system that would deliver the historical result but at the same time we wanted to introduce an element of uncertainty and make sure that you could not take the historical outcome for granted. So we dreamed up the concept called alignment.
Alignment feels the same way that the relations’ triangle did in Hearts of Iron. You have the three factions, Allies, Axis and Comintern, and how each country sees itself in relation to them. However the trick we have added is that Alignment influences which faction you can join. If you are neutrally aligned you cannot join any Faction, while if you are aligned towards the Axis then you can only consider joining the Axis. Now there are other factors in play than influence this, like relative threat and neutrality, but this is the basics. So through our starting set ups we can give countries a bent towards joining a particular alliance, Italy and Japan are aligned Axis while America is aligned towards the Allies.
Now the interesting thing here is inside this triangle you start to drift. Part of this you can influence, there is a diplomatic action that influences your drift speed towards a faction. This doesn’t work the same way influencing a nation does in Hearts of Iron 2. This is a long term action that runs for a period time giving the country a small nudge in that direction. We did this for three reasons, first up is micromanagement, we did not want to make influencing countries a click fest. Secondly we wanted diplomacy to be a long-range strategic decision, not a spur of the moment choice. Thirdly realism, we felt it was more realistic for two reasons. A country doesn’t just suddenly like the Axis it is more of a gradual process and also if Germany is making a Diplomatic move towards say Hungary then other countries will be aware of this and can consider trying to make counters to this. Minister choice can also influence how a country drifts.
However there are also other factors that influence drift. First off is ideology, you have an intrinsic drift towards the faction that shares your ideology, proximity also influences drift, the closer you are to faction members the more likely you are to cosy up to them instead of your natural ideology. It also prevents suicidal behavour by countries. Switzerland may be democratic, but if it surrounded on all sides by Axis countries it is going to take some persuading to even consider joining the Allies. Having cores on a faction member or you having cores on them will cause you to drift away from that ideology. So let’s just look at was these mean in practice. Let’s take 2 examples, first up is Italy. Italy has a natural Axis alignment and due to having a fascist government it has a natural drift towards the Axis camp. Its initial border with France will delay its drift into the Axis camp, but once Austria goes this will be cancelled out. Essentially if the Allies want to keep Italy out of the Axis camp they will have to move early and aggressively. Next up Finland. As a democratic state it is a small drift towards the Allies. However it has claims on the Soviet Union so it will drift away from Comintern (i.e. towards both the Axis and the Allies). Should Germany conquer Norway then Finland will drift even more towards the Axis causing Finland to align into the Axis camp and think about getting some revenge on the Soviet Union.
So that is Alignment, we have aimed to strike a balance between the historical outcome and logical reasons that cause it diverge.
-----------------------------------

13 - POLITICS [II]
Hello, we are back with the lucky 13th episode of the Hearts of Iron 3 development diary. Progress has been going strong the last week, and we’re happy with the feature we will be presenting today.
So we are back talking about politics. As mentioned in previous developer diaries, Hearts of Iron 3 is a grand strategy war game. Our main focus through out is on the war. However as some German guy once said, war is a continuation of politics by other means. So although we were never going to lavish a lot of attention on it, we felt that politics should at the very least get a little tender loving care. Our goal was to give the internal politics of a country have a little more depth and try to make it function more dynamically. The biggest restriction we placed upon our changes was that it should feel right for the era.
Before we launch into this let’s recap briefly about party organisation, as seen a previous developer’s dairy. Each party has a value representing its relative organisation value inside the country. This number is listed between 0-100 and the total organisation value inside a country will also be 100. This is a 0 sum game where increases in organisation by one party hit the others. This in turn feeds into a party’s ability to mobilise support for things like elections and, for those more cloak and dagger types, coups.
First off I suppose your are wondering what happens if you end up with someone like the National Socialists as the largest party but your country is a democracy. In this scenario your democracy is living on borrowed time. Sooner or later there will be a fire in the parliament building, a state of emergency and a dictatorship. Now I know what you are thinking, what are the odds? However as with all these things we work on the policy, well it could happen.
Onto the cabinet, as with all the various incarnations of Hearts of Iron, there is a ten-man cabinet where each minister has a different type of effect. However with new toys we have to play with in Hearts of Iron 3 we have overhauled these effects. We personally felt that a lot of minister’s bonuses were independent of your current situation where we feel that the minister choice should reward long-term strategy. So let’s look at some of our new minister effects. Your choice of foreign minister will in the main affect your drift, thus who you pick will have a long term affect on which faction your country moves closest to. Same with your military staff positions they, in general, affect practical decay. So if you have Armoured Spearhead Doctrine Chief of the Army he will get you cheaper tanks and better tank technologies but to get the best out of him you are really going to need to build some tanks.
Next, as you are no doubt aware the trusty sliders have gone, to be replaced by laws. We like laws a lot more, because unlike sliders who have a fixed time limit between changes, with laws we can make the switch context sensitive. So consider the situation where your neighbour has become just a little bit threatening, so you up your draft level to increase the size of your army. Then your neighbour attacks you, in Hearts of Iron 2 you would have to wait until the next slider change, with laws since you are at war you can immediately start to mobilise your country for war. It also adds in the effect that moving towards a greater war orientation is not a simple annual step, but an actual process that takes into account the global situation.
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14 - TECHNOLOGY SYSTEM II
Hello everybody, welcome to another development diary. This one a little early...
Back to talk a little bit more about technology. Before we launch into it, let’s just recap from the previous developer diary. There are no longer any tech teams, instead a country generate ‘leadership’ points which can be spent on technology, although diplomacy, espionage, and your army all place demands on this resource. There are no longer tech teams; instead we have two concepts called theory and practical. The values of these alter the time it takes to research a technology. Finally we have a modular technology system, where instead of researching a single tank model, you research various components, each one altering different stats in model.
So having done the quick recap let’s talk some more about technology. First off the burning question, model names? Well as we said we would do, and we have done it. We now have files that define at which tech level the flavour name for a unit changes. However instead of them being simply the same for everyone, for the majors we have customised the various technologies according to how we think the different models differ from each other. Now in this regard model stats are a bit like economists, put 3 Hearts of Iron fans in a room and ask them to come up with some model stats, and you’ll get 4 answers. So our guess is probably none of you will be satisfied with every model stat choice we have made. Now there isn’t a huge amount we can do about this, so we’re going to have to live with this. However the model technology definitions are all stored in nice plain text files that are easy to mod.
Before I start you can safely ignore the technologies currently researched, these are simply holding techs for us to get on with development. Later on we will go back through them with a fine toothcomb to get the right combination of historical accuracy and balance. Secondly this tech list is by no means final, we will probably add more but this should give you a pretty good idea in which direction we are heading when it comes to technology.
Finally let’s talk a bit more about the theories and practicals. Now they pick up part of the functionality that tech teams had in Hearts of Iron 2. The components tech teams had would give countries certain advantages in researching certain technologies (for example the USA and carriers). Now the theories and practicals mean that we can duplicate this effect and make the system dynamic. However there is also another nice consequence of the system, we have far more theories and practicals than we have technology research components in Heats of Iron 2 (roughly 50), this allows us to be far more focused when we hand out these bonuses to countries. So instead of unintentionally giving a country the ability to research something when we give them a bonus in something else, we can give them only the bonus we intend. Thus we make someone good at fighter research, we may also choose to make them better at general aircraft research if we want, but we will not hand them any additional ability to research or build aircraft carriers. With practicals feeding into production it gives us a very powerful tool for game balance. Let’s take one of the harder conflicts to balance in Hearts of Iron 2, Japan vs China. Trying to give China enough IC to resist a Japanese player who went full out land while at the same time giving the Japanese enough IC to go for balanced approach for a Pearl Harbour was a very difficult balancing act to achieve. With this system we first give the Japanese player the incentive not to go all out on the land. Secondly if we still don’t like the balance and wish if only the Chinese could build a few more militia units, we don’t have to add to the IC total of China and make them better at everything, a little tick up on militia practical and we have exactly we want while reducing the possible side effects.
All in all Theory and Practical is one of those powerful game features we are most proud we added in Hearts of Iron 3. Very simple in conception, so easy for a player to grasp and understand. Yet at the same time highly flexible in how it works, meaning that the system offers many possibilities to explore while playing. Throw in that it gives us a real great way to both improve game balance and add to historical immersion and it is one of those things that we feel will make Hearts of Iron 3 be more than Hearts of Iron 2 with some new graphics and extra provinces.

Here below is example of two technologies scripted in the files.
Code:

cavalry_smallarms = {

cavalry_brigade = {
build_cost_ic = 0.05
build_time = 2
supply_consumption = 0.05
soft_attack = 0.2

}

research_bonus_from = {
mobile_theory = 0.3
mobile_practical = 0.7
}

on_completion = mobile_theory
difficulty = 1

#common for all techs.
start_year = 1918
first_offset = 1934 #2nd model is from 1934
additional_offset = 2 #one new every 2 years
folder = infantry_folder
}

This is a technology that affects the cavalry brigade. It is an unlimited technology, which means that new levels can be researched whenever you want one. It increases soft attack of cavalry brigades for a minor cost increase. Mobile theory and practical affects it, and finish researching it increases mobile theory.

Code:

radio = {
combat_efficiency = 0.1
decryption = -0.2

allow = {
radio_technology = 1
}

research_bonus_from = {
electornicegineering_theory = 0.5
mechanicalengineering_theory = 0.5
}

on_completion = electornicegineering_theory

difficulty = 2

start_year = 1936
folder = industry_folder
}

Radio is a oneshot technology. You also need to have researched radio technology to be able to research it, and it grants a large combat benefit, but also lowers your chance of keeping your troops hidden.
---------------------------------

15 - FACTIONS
The Axis, the Allies and Comintern

World War II was a clash of the three great ideologies of 20th Century with Fascism, Democracy and Communism fighting in war of ideas. In Hearts of Iron 3, each ideology is represented by a faction and each faction has its own special brand of power. We did this for two reasons, firstly because we felt that these ideology groups were distinct and different and as such should play slightly differently. The Second reason was replayability, win as Germany, well why not try the Soviet Union? The rules change a bit and this means that your strategic options change a bit as well.

The Three Factions:
The Axis – The have nots, the countries that wish to over throw the territorial status quo and looking to expand, they will fight fiercely for what is theirs. They have the ability to pursue limited wars that do not bring in the rest of the faction members, allowing them to aggrandise themselves without having the share the loot. They also gain combat bonuses when fighting for provinces that they consider their cores.
The Allies – The Defenders of the Status quo, although allied countries populations wish to enjoy the fruits of peace they will make great sacrifices if war is forced upon them, in addition the Allies know that if they do not hang together they will hang separately. Members of the Allies have greater consumer demands during peace, but this is lowered during wartime. In addition guarantees of independence by Allied countries apply equally to all members of the faction, not just the country that issues the guarantee.
Comintern – The outsiders, the pulling power of the Communist Ideology leaves Comintern distrusted by all, but makes them the masters of subversion. They are also not bound by the rules of Capitalist markets making it easier for them support each other economically. Members of Comintern gain bonuses on espionage and can trade without payment with each other.
In each case we tried to make these abilities mimic historical conditions. Starting with the Axis, the Finnish army will be useful to recover Karelia and other territories, but deeper into Soviet Union it will become less effective. The Allies will find it harder to do a huge military build up during peacetime, but during war they will be able to unleash their full industrial might. The Soviet Union will be able to use their espionage abilities to infiltrate the enemies and discover their plans.
I suppose I should add that these are all sitting in a plain text file allowing you to edit them with ease. All in all we think we have achieved our goals in a simple but effective manner.

Here is an example of a part of the commons/ideology.txt file.

Code:

fascism = {

national_socialist = {
color = { 40 40 40 }
}

fascistic = {
color = { 60 60 60 }
}

paternal_autocrat = {
color = { 90 90 90 }
}

faction = {
tag = axis
icon = 2
rule = { limited_war = yes }
modifier = { territorial_pride = 0.1 } #10% extra
influence = align_towards_axis
}

position = { x = 200 y = 200 }

}

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16 - LAND COMBAT II
Before we launch into this, let’s recap quickly the important parts from the previous developer diaries. First off we have move remaining attack, we also have designer divisions and each division has an attack frontage. The attack frontage is determined by the composition of the division and doctrines.
So first we’ll start by talking off the effect of division design on combat. Attack frontage is determined by the number of actual combat brigades as opposed to support brigades, now I sure the more observant amongst you are thinking well why not build a one combat brigade division with a large number of support brigades? That would minimise your width while maximising your combat power. Well we’ve put a bit of thought into this problem. What we came up with is the cooperation penalty, the more divisions you have committed into the front line the harder it is for them to cooperate effectively and thus your combat effectiveness starts to drop. Although I should add that this penalty is reduced by doctrine research and having a good theatre commander. Well what happens when you go down the opposite route then, then big division with a wide combat frontage? Well obviously the combat cooperation penalty is reduced, however big divisions are more expensive to supply. This creates two additional headaches for you, firstly in low infrastructure provinces you may simply not be able to supply enough divisions to maintain an adequate force to space ratio, and secondly on the offensive these units will be able to draw even less than the required supplies and take longer to re-supply back up to full offensive ability afterwards. Next is officer requirement, the more brigades a division has the more officers it requires to be fully effective, but we’ll come back to officers a bit later. If you also factor in the longer fronts, a small number of large divisions may simply not be able to hold a long front effectively. Essentially what we have aimed to do is to is try and avoid the one obvious choice and set up a series of strategic choices where different situations require different solutions.
Next onto to officers and shattering. In the top bar there is a percentage value that is your effective officer value. Building divisions increases the amount of officers your army requires, taking casualties reduces your officer value. In each round of combat a unit has a chance to shatter. The formula is based on the effective officer percentage, the casualties a unit has taken (both org and strength), the leadership value of the commander and the experience the unit has. If a unit shatters and does not have a valid supply line then it is simply eliminated. Otherwise the unit loses a large percentage of its strength and reappears in the capital ready to be rebuilt back up to full strength. So basically a well lead, well officers, veteran division to can fight on long past the effectiveness of most normal divisions. Thus late in the war, providing the Germans have been able to maintain there officer value, the majority of their divisions should be highly resistant to shattering. We are aiming to duplicate the effect where highly motivated commanders would assemble to remnants of divisions into battle groups and continue to resist the enemy advance long after effective resistance should of ceased. Just a final note about the shatter effect, since the unit is not eliminated, it will retain some of its accumulated experience. Thus once it is rebuilt from the survivors that did manage to hold cohesion, then it will be a bit more resistant to shattering next time around.
The next thing to move onto is what happens when you retreat. Two changes, firstly comes out of the new combat system with front line and reserves. As the defenders do not leave combat as a stack but as individual units, they will retreat as individual units instead of as a stack. In addition the defenders do not retreat the whole distance out of the province, instead the distance the defender has to retreat is determined by how far the attacker has advanced. So if the attacker has moved 50% of the distance into the province, then the defender only has to retreat 50% of the distance. This logical little change should help make the retreat mechanics work more sensibly.
Another change we have made is a combat effect called push back. Whenever a defender has a unit removed from the line they suffer a pushback and installations in the province suffer damage, this includes infrastructure and fortifications. Here we were aiming for two things. As you assault a fortification line you will steadily over run each strong point in turn, eventually there you will push through the line and it will be as if there are no longer any fortifications. The infrastructure effect is much more interesting, if you quickly overrun the enemy in a province you will capture the infrastructure fairly intact, allowing you to supply your advance much more effectively than if you have fought a long drawn fight that has thoroughly devastated the province. So you’ll need to think a bit about those infrastructure strikes you will be considering using to reduce the ability for defenders to draw supply and slow down reinforcement, because if you can over run the enemy quickly your only going to hurt yourself.
I suppose we should add in a little about combat events. Yes they are in and since we have reworked combat they will have different effects. However we have added a rather important change. There are now specific combat events according to if you are the attacker or the defender. So only the attacker can gain the event breakthrough (which allows his attacking stack to move faster), while only a defender can gain the event delay (which narrows the combat width available reducing both the number of attacker and defenders that can be committed). Each of the 4 doctrine paths has a specific pair of attacking and defending events associated with it (those 2 detailed above come from the spearhead doctrine path) and researching those doctrines increases the chances that those events will happen.
---------------------------------------------

17 - AIR ORDERS
Air orders were one of those more interesting problems to play around with. When we started to think about them we first looked back at what we had done previously. So what did we do previously? Well in Hearts of Iron 1 we had the system of air units operating single provinces. It was great, you knew exactly where your air unit was going to be, but hell to manage. So in Hearts of Iron 2 we came up for the system of regions of operations. It was nice to manage, but wasn’t it just so annoying when your bomber would bomb the wrong unit in the region? So we came up with the idea of user defined region of operation, limited by range you define how large an area an air unit operates in. Thus you can have fighters patrolling large areas, while your close air support bombs that stack you really want then to bomb.
Now all this sounds great but how to do this in a simple manner? You start with an air unit, give it province to operate in and a mission. Then you get 4 additional choices. The first two should be fairly familiar to you. You can tell an air unit to only operate in the province you have selected, just like in Hearts of Iron 1. Or you can also tell the air unit to operate in the region you have selected, just like Hearts of Iron 2. However for Hearts of Iron 3 we have added two more options, defining a cone and a circle. In both cases you define the maximum range and then map will handily show you where they operate, from here you can shift click to add and subtract provinces as you see fit. When you define a cone you select the angle of the cone, thus you could define fighters operating the UK to operate in a semi-circle centred along the South coast. They will intercept German planes inside that semi-circle but won’t stray over into France in the pursuit of enemy planes.
Air missions themselves are fairly similar to Hearts of Iron 2 in both number and effect. However we have made two important changes to how missions work. Firstly we rewrote runway cratering so that it will also damage planes on the ground. This we feel was most definitely missing, and allows you to try and catch enemy airforces on the ground. The second is how logistical strike works. If we cast our minds back to the dev diary about logistics, supplies flow out towards units. Each province in the line of the supply holds supplies moving forward towards the frontline unit. It is now possible to target and destroy these supplies, preventing them reaching the enemy front line units.
With regards to the mechanics of the air mission system we are also implementing the same reserve system as found in naval missions. So you can have three fighter squadrons, two in combat in one in reserve. When one of the fighter squadrons gets too low in strength or org it will drop into reserve and the reserve squadron will replace it. This allows those long running air missions, like air defence of the home land, to run fairly continuously with the minimum of player intervention.
Well that’s our introduction into air units; we’ll be back for more in a future Developer Diary Instalment.
----------------------------------------------

18 - NAVAL COMBAT
When thinking about naval combat we started out with the Hearts of Iron 2 system as our base. Things like range and positioning worked very well as a concept and we used this as our base, however we felt it could be improved.
The first change we made was that each ship determines it’s own position. No longer will destroyers simply sit around doing nothing while the big ships, instead they will close in themselves. Seek to engage the enemy screens and should they be eliminated they will start engaging bigger ships. Secondly with ships positioning themselves separately naval units can be positioned into combat separately. Thus each unit will roll its search value separately and then be positioned according to how well it fails or succeeds in this. With one additional proviso Capital ships will have a smaller deviation. Although this sounds a bit weird we are working with the following logic. A naval task force will actually be in a fairly widely dispersed formation with the smaller ships screening the larger ships, meaning that you are more likely to find a light ship on the far side of the formation (and thus needing longer to close). While heavy ships like Battleships and Battlecruisers are more likely to be concentrated together in the centre of the formation (thus their smaller positioning error). The upshot of this is a fleet made up of destroyers and light cruisers meets a mixed battle fleet they are more likely to get picked off piecemeal by the concentrated fire power of the heavy surface units.
When it comes to combat itself we have reworked the interface so each individual ship’s displayed with it’s own positioning so you can see at a glance which fleet units are engaged, plus the enemy ships as well. However just because you can quickly see how your combat is doing doesn’t mean you can simply leave it. Instead once a retreat is ordered it will take time for the ships to disengage. This is influenced by weather, if it is at night and how long the combat has lasted to determine if the units can escape. In addition there is also a chance that the two fleets will simply lose contact with each other during the fight, again modified by the same factors. Thus two fleets can simply just lose each other in the confusion of combat, especially in a fight at night and in bad weather. Not in the case of breaking combat neither fleet actually retreats and will start to search for each other again. Leading to the possibility of a running combat happening at night as various ships find each other and then lose each other again in the dark. As radar increases spotting, radar-equipped ships should quickly find the enemy again.
I suppose we should end with a note about carriers. Yes carriers not longer fight in Naval combat (well ok they do just very very badly), instead the CAG is now a separate air unit that can be used as an air unit. Thus you can bomb enemy air bases and support naval landings with it. However the actual effectiveness of the CAG unit is modified by a carrier tech value called hangar. This is essentially the amount of physical space on the carrier for air units. We also have a separate tech for armour. A rather neat consequence of this is we can model the differences between the design philosophies of the British carriers as compared to the American and Japanese ones quite neatly inside the tech system.
---------------------------------------------

19 - MODELS AND SHIPBUILDS
Before we start talking about this, let’s just quickly recap. Technology components are modular and can affect more than one unit type. Divisions too are modular and can be customised with different brigade types. This week we are going to talk a little about how these work and also drop a few details about how technology can be shared.
Of course we have defined model names for air and land units, as we did with ships. For air units this is the unit itself, for land unit these are the component brigades. When it comes to upgrading, the land unit brigades upgrade separately. Note the division is still the smallest tactical unit and the land unit and its brigades are indivisible, but for technology purposes the brigades are distinct. Once the right technology levels are reached the brigade (or air unit) will change model name to reflect it’s new stats. In the case of air and land units you always build at the best technology available. However with ships we have added the option to downgrade your ships for faster, cheaper building. Thus if those pesky submarines are massacring your convoys and you want to fire out some quick destroyers to help combat them, then you can. You can basically decide exactly which model to use for each technology affecting that kind of ship.
For technologies themselves we have added support for flavour names. So instead of Germany developing Infantry small Arms year 1943 we get Sturmgewehr 44. Although I doubt every tech for every country will end up being named, we will certainly be adding quite a few for the majors.
We have also added a pretty neat form of technology sharing, building units under licence. You can buy the right to build units from other countries at their technology and practical experience level but with your IC. When the unit is complete you gain that model type and name (until you upgrade it) and increases your own practical experience (which will assist your own research efforts in the future). This costs money but can be money well spent. Of course, these, as well as expeditionary forces retain the model & tech names of their origin, until upgraded.

Here is an example of how this is all scripted..

units\models\ENG.txt
Code:

battleship.3 = {
capitalship_armament = 2
battleship_antiaircraft = 3
battleship_engine = 2
battleship_armour = 2
largewarship_radar = 0
battlefleet_concentration_doctrine = 0
battleship_crew_training = 0
}

localisation\\technology.csv
Code:

ENG_capitalship_armament_2;14'' MK VII;;;;;;;;;;;;;;x
ENG_battleship_antiaircraft_3;QF 5 1/4'' Mark I;;;;;;;;;;;;;;x
ENG_battleship_engine_2;Admiralty 3 Drum Boiler;;;;;;;;;;;;;;x
ENG_battleship_armour_2;14.7'' Main Belt;;;;;;;;;;;;;;x
-------------------------------------------------

20 - ESPIONAGE
Let’s start with a quick recap of information in previous developer diaries. Each country generates a value known as leadership. This via a slider system is allocated into 4 areas, one of which is espionage. When you have assigned enough leadership to espionage a spy point is generated that can then be used to spy on people.
Next let’s move onto what we were thinking when we started to design this system. Espionage was first added in Hearts of Iron 2 Doomsday, and it was a rather nice addition to the game. However it didn’t mean we felt we couldn’t improve on it. We aimed to improve in three ways. These are interaction, interface, and consistency.
We have worked hard to make the espionage system simple to use. Instead of manually clicking every time you wish to send a spy you simply set priorities and spies are sent our if available. You can then tweak these as required; the system is very similar to the autosending of merchants in Napoleon’s Ambition (if you are familiar with that game). We also feel that this system is more realistic, leaders of countries didn’t manually manage their intelligence agencies, instead they would be given broad direction on where to focus their efforts and given resources to carry it out (in our case it is setting of a leadership value in the slider) and then they would do the best they could within the scope of the orders given. We have taken a similar approach to the actual using of spies, again for the same reasons of simplicity and reality. Instead of giving individual orders as in Doomsday you give your intelligence services a focus and they will continue to execute this mission until told otherwise. We’ll talk a little bit more about missions later on.
Then we have the interface, essentially the whole interface was built from scratch. Our goal to make intelligence information clear, leaving you more time to decide what to do with this information. We have also added more information in the intelligence screen, especially in the economic and political sides. With this is mind we have also cooked up a handy little solution that allows the intelligence screen to be saved, so it will update only monthly, or when the amount of spies you have placed in that country changes. This should make using the intelligence screen easier, if you just want to double check something it will still be the same and also avoid you trying to jump backwards and forwards into the intel system to watch out for enemies.
For intelligence missions we have added a number of options, in your own country you can search for enemy spies, support your ruling party or lower your neutrality value. These are pretty self-explanatory. The first two options are also available for other countries as well, so you do not have to just use espionage to subvert your enemies you can also use it to prop up your allies. For those of you who prefer to use espionage to only gather information we have three options, military, tech and political that boosts the accuracy and quantity of information you will receive in these areas.
 
Jan 9, 2005
8.858
5
Good idea. :)

You should put the code in code tags, though.
 

PIT_AMERO

Lt. General
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Nov 21, 2008
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Pictures or they never happened!

I mean, the dev. diaries are looking much better when you have and a picture showing that for what was the talk.

BTW Good job! :)
 

Honor_Australia

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hmmm i noticed at the start of the developer diarys i keeped seing the Australian flag then it slowly wen't down then nothing.............. I WANT MY FLAG BACK
 
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