Hearts of Iron IV - 38th Development Diary - 18th of December 2015

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jdavis86

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One thing that bothers me from the ships technology screenshot, is that apparently all the warships built before 1936 are treated as the same.One Example the 5 Revenge class, the 5 Queen Elizabeth class and the 2 Nelson class battleships belonging to the Royal Navy should be considered as Class I Battleships (built around 1922 or before) regardless of perfomance, firepower, armor, speed and design. So, from what I see, it does not really matter what you historically had at the beginning of the game, they convert everything to a generic I Class warship. It is simple, but hardly accurate.

Yeah I noticed this as well.

I guess things get heavily modified with "doctrines/experience" or whatever it is called now.

I feel like all I do around here is whine and moan, and I'm still learning more about the game, but it looks like a poor design choice to me.

We have a simplified and watered down research tree, and then a bunch of other variables buried elsewhere.

You look at that tree and see four research tabs for battleships as the United Kingdom. Such an apparent simplification.

In a game about planning and production, put the complexity in the decision trees! The art and pretty graphics too should be (in part) in the interface and places where players get to make decisions. Not sprites of men doing push ups and boats and planes and neon colors and day/night magic mana cycles.

Players LOVE choice and variety. Ask any World of Warcraft player how much they like their talent trees after they were essentially removed.

Anyway...

/rant
 
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Kyle0100

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I'm hoping that you have the option to tell your submarines to target convoys, but also attack capital ships if the opportunity arises. For example, a u-boat captain would never pass up a British Carrier just because it is marked as a military ship while he has orders to target shipping but I don't want the sub firing at any destroyers passing by as that could end badly.
 
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blue_yonder

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- When deploying troops on foreign theaters of war a nation must ferry supply and reinforcement equipment to them.

I'm going to assume this is equally true for expeditionary forces we loan to our allies, because that is also a deployment to a foreign theatre. If so that's great; it means we'll never have to watch helplessly as the host nation starves them.
 

Jonas

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Raiding coordination is another example of improvements and increased depth to something with which the player does not interact directly, just like the air combat model or the introduction of armour and armour penetration back in the day. I am glad the highly illogical principle of only making an effort with things that the player interacts with directly is not being followed. The naval game looks very good indeed.
 
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Will Steel

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Very nice. Submarine warfare in HoI3 was wonky and very difficult compared to earlier games like Darkest Hour, and most of the time it seemed to have zero effects.

With the return of sea areas, I hope we will be able to designate corridors and restrict sea provinces in which submarine groups should roam and hunt.
 

Axe99

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Sub could get "surprise" attack modifier which simulated this. Also, 25 subs in a pack could totally sink older fleets.

The trick is getting your subs to the fleet. Even the type XXI couldn't match the speed of the old 'R class' battleships underwater (and it's underwater range was much less than it's surface), so it'd be a question of plonking 25 subs in a spot in the ocean hoping that they'd run into a sizeable fleet, and that they'd do enough damage before that fleet took off. There's also the not-small chance that lots of subs close together would make tasty targets for the fleet's screens.
 

paranoidsteve

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So if i play a navel power i'll try to make my 'combat fleets' at least 50% screens and have additional fleets of destroyers for ASW/escort missions, guess i'll have to build up my dockyards from the start. Malta is going to be a bitch to keep supplied.
 

BeauNiddle

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Yeah I noticed this as well.

I guess things get heavily modified with "doctrines/experience" or whatever it is called now.

I feel like all I do around here is whine and moan, and I'm still learning more about the game, but it looks like a poor design choice to me.

We have a simplified and watered down research tree, and then a bunch of other variables buried elsewhere.

You look at that tree and see four research tabs for battleships as the United Kingdom. Such an apparent simplification.

In a game about planning and production, put the complexity in the decision trees! The art and pretty graphics too should be (in part) in the interface and places where players get to make decisions. Not sprites of men doing push ups and boats and planes and neon colors and day/night magic mana cycles.

Players LOVE choice and variety. Ask any World of Warcraft player how much they like their talent trees after they were essentially removed.

Anyway...

/rant

I know you're just ranting to get it off your chest but you hit one of the points that makes me want to rant :)

There is a difference between decisions and busy work. They specifically put the tech levels 4 years apart to make it a choice not an automatic decision. Is it worth the extra cost of researching ahead of time or should I use my stored experience to design a new variant or should I just assign more ships to that area? Those are decisions and each of them has valid trade offs.

Everything is rarer in HOI4 - you only have 4 or 5 tech slots. Tying up one of those for the best part of a year to get a better BB ahead of time must be compared against improving your fighters and your artillery (or whatever multiple techs you want which aren't ahead of time). In HOI3 (when playing as the majors) you always had enough leadership to spend the 4 needed for researching better ships but you might have had to skimp on the 5 or 6 other techs for doctrines (fleet spotting, commander bonus, ship radar, BB doctrine, BB morale, etc.) It was never a real decision it was just busy work to set your priorities on the 1st of January every year.


In a game about planning and production, put the complexity in the decision trees!

I couldn't disagree more. One of the absolutely great things they have managed to do in HOI4 is move most of the decisions into the production system. It doesn't matter if you research a great new ship until you actually build it. It doesn't matter if you make a wonderful variant until you actually build it. It doesn't matter if you add extra artillery / tanks to your forces until you actually build them.

Limited factories and limited resources will mean constant trade offs. Do I build the new superior unit at lower efficiency than my current production line. My soldiers need more guns for resupply do I pause my factories working on planes or do I hope that my stockpiles are big enough. Do I swap focus because I'm low on resources or do I brute force my way through at the cost of more factories.

All a decision tree can be is "do you want better guns yes/no" you never have to go back and rethink / rebalance your choice.

There I feel better now. Hope you don't mind.

/rant
 
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blue_yonder

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I
There is a difference between decisions and busy work. They specifically put the tech levels 4 years apart to make it a choice not an automatic decision... Everything is rarer in HOI4 - you only have 4 or 5 tech slots. ... It doesn't matter if you research a great new ship until you actually build it.. All a decision tree can be is "do you want better guns yes/no" you never have to go back and rethink / rebalance your choice.

There I feel better now. Hope you don't mind.

/rant

+1 . damn fine rant sir
 
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Porkman

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I couldn't disagree more. One of the absolutely great things they have managed to do in HOI4 is move most of the decisions into the production system. It doesn't matter if you research a great new ship until you actually build it. It doesn't matter if you make a wonderful variant until you actually build it. It doesn't matter if you add extra artillery / tanks to your forces until you actually build them.

Limited factories and limited resources will mean constant trade offs. Do I build the new superior unit at lower efficiency than my current production line. My soldiers need more guns for resupply do I pause my factories working on planes or do I hope that my stockpiles are big enough. Do I swap focus because I'm low on resources or do I brute force my way through at the cost of more factories.

All a decision tree can be is "do you want better guns yes/no" you never have to go back and rethink / rebalance your choice.

There I feel better now. Hope you don't mind.

/rant

I disagree to a point. I think the tech/doctrine tree should have complexity for things like ASW where lots of resources were expended, doctrines were developed, and things a little bit too small for the game's scale were built.

Especially in areas that were more "defensive."

Putting it on the tech tree forces players to divert scarce resources and makes it a choice.

ASW is the obvious one where the Japanese didn't research it at all because their Navy was super attack oriented.
 
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blue_yonder

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Malta is going to be a bitch to keep supplied.

ohio.jpg


SS Ohio entering Grand Harbour in Malta, lashed between two destroyers and a tugboat
 
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loup99

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Thank you for the detailed dev diary and have nice holidays!
 
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BeauNiddle

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I disagree to a point. I think the tech/doctrine tree should have complexity for things like ASW where lots of resources were expended, doctrines were developed, and things a little bit too small for the game's scale were built.

Especially in areas that were more "defensive."

Putting it on the tech tree forces players to divert scarce resources and makes it a choice.

ASW is the obvious one where the Japanese didn't research it at all because their Navy was super attack oriented.

Yeah I agree that there are some things that are tech related rather than production. ASW as you say, also things like radar and computers.

I like the mutually exclusive doctrine trees for fleets - convoy raiding, offensive power, defense/all rounder. The fact that some abilities show up in all of the trees (and in different positions) but some are exclusive is a nice touch. Just from the current videos posted it appears everybody goes for computers and decryption skills so far, I can't decide if that's realistic or a flaw in the tech trees (Bletchley park was British dammit :) )

The fact that Stealth is a variant on subs is a good sign. I assume ASW will be a variant for DDs. That way Britain can have it's dedicated sub hunters and Japan can have it's torpedo raiders.

No system is going to be perfect but I do like the HOI4 focus being on what forces can you get into the field.
 

Porkman

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Yeah I agree that there are some things that are tech related rather than production. ASW as you say, also things like radar and computers.

I like the mutually exclusive doctrine trees for fleets - convoy raiding, offensive power, defense/all rounder. The fact that some abilities show up in all of the trees (and in different positions) but some are exclusive is a nice touch. Just from the current videos posted it appears everybody goes for computers and decryption skills so far, I can't decide if that's realistic or a flaw in the tech trees (Bletchley park was British dammit :) )

The fact that Stealth is a variant on subs is a good sign. I assume ASW will be a variant for DDs. That way Britain can have it's dedicated sub hunters and Japan can have it's torpedo raiders.

No system is going to be perfect but I do like the HOI4 focus being on what forces can you get into the field.

Every country had good decryption and it's just that the Allies were way better at using Ultra than the Axis were on their decrypts.

The same book on the Japanese merchant marine points out that the Japanese broke several of the British and American codes and almost all of the Chinese ones. They just were worse about using it. Every major combatant in WW2 remained surprisingly confident about their own codes even as they cracked and read their opponents.

But even decryption and intelligence stuff goes beyond tech. You have to teach the codes. You have to practice with them. You have to make sure your merchant ships aren't broadcasting their positions at noon.

ASW is the best case... The Allies did develop a lot of tech, hydrophones, sonar, special airplane radar, depth charge launchers, depth charge timers and detonators, destroyer escorts, escort carriers... etc.

But more important than all that was that they had a dedicated command structure for handling convoys and they put a ton of effort into production, tactics and research to fight subs. The tech tree as it stands now only makes sub defense an issue of production.

From the end of the book about Japan's merchant marine, talking about Japan's lack of preparation.

The entire antisubmarine effort endured additional harm from the Navy's personnel policies and doctrinal conceptions, which mirrored and reinforced the resource allocations of the armaments program. Maritime protection was "defensive" and hence unimportant, so it did not attract the most promising officer candidates or the attention of bright minds. One can only imagine what strides Japanese antisubmarine weaponry and tactics might have made in the interwar period with the application of the energy and ingenuity that was devoted to the "decisive battle." The same engineers who developed superb torpedoes and worked feverishly to pack an extra salvo of them into the design of fleet destroyers might well have devised a a more effective depth charge, while the staff officers who spent years developing midget sub tactics could easily have planned efficient convoy sailing formations and submarine search patterns.


Other navies committed similar errors in their assessment of the underwater threat; the British, with far greater historical reason to be wary of the submarine, never conducted any convoy protection exercises in the interwar period, and in early 1942 the US Navy stubbornly ignored the necessity of convoys even as U-boats were littering the floor of the Western Atlantic with the broken hulls of US merchantmen. However, the Allies reacted more quickly and forcefully to the submarine menace than the Japanese. They initiated crash programs for construction of escort vessels, sponsored technical and tactical research into all aspects of the problem, accepted the convoy principle and developed it into a highly flexible and effective instrument, and established antisubmarine warfare training schools on a grand scale.

I don't think that commerce protection should be exclusive. I just think that say Germany could get away with not researching it since they have no convoys to defend.

But it needs to be in addition to whatever doctrine tree the Navy is on. The British and the Americans used different naval doctrines but the way they did ASW was the same.

I'll accept the variants as a good compromise, but I still miss destroyer escorts.
 
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Raptor83

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But even decryption and intelligence stuff goes beyond tech. You have to teach the codes. You have to practice with them. You have to make sure your merchant ships aren't broadcasting their positions at noon.
.......

When part of message was predisctable - when you know exact format and meaning of first let say 20-30 letters (time, date, to , from etc.), it makes it much easier to work towards breaking the cipher.
 

Porkman

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When part of message was predisctable - when you know exact format and meaning of first let say 20-30 letters (time, date, to , from etc.), it makes it much easier to work towards breaking the cipher.

In this case the US didn't usually bother to break it. They could, but all they needed was to isolate the part that gave the name of the ship and the position (though they could triangulate if necessary) and look for that for 2 or 3 days. They would take those 2 or 3 messages. Put them up on the map. Connect the dots to get a vector. Route some subs to where the freighter is going to be.
 
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RisingSun

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I noticed on the underwater/surface attack, showing the submarines. Could you move the sub icon down where the British ships is. For example Put the surface ships above the water line and on the other side if there are submarine(s) place those icon under the water. It would be more comfortable looking at it. So if both sides are surface ships, wouldn't need to see underwater background.
 

Axe99

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Every country had good decryption and it's just that the Allies were way better at using Ultra than the Axis were on their decrypts.

The same book on the Japanese merchant marine points out that the Japanese broke several of the British and American codes and almost all of the Chinese ones. They just were worse about using it. Every major combatant in WW2 remained surprisingly confident about their own codes even as they cracked and read their opponents.

But even decryption and intelligence stuff goes beyond tech. You have to teach the codes. You have to practice with them. You have to make sure your merchant ships aren't broadcasting their positions at noon.

ASW is the best case... The Allies did develop a lot of tech, hydrophones, sonar, special airplane radar, depth charge launchers, depth charge timers and detonators, destroyer escorts, escort carriers... etc.

But more important than all that was that they had a dedicated command structure for handling convoys and they put a ton of effort into production, tactics and research to fight subs. The tech tree as it stands now only makes sub defense an issue of production.

From the end of the book about Japan's merchant marine, talking about Japan's lack of preparation.


I don't think that commerce protection should be exclusive. I just think that say Germany could get away with not researching it since they have no convoys to defend.

But it needs to be in addition to whatever doctrine tree the Navy is on. The British and the Americans used different naval doctrines but the way they did ASW was the same.

I'll accept the variants as a good compromise, but I still miss destroyer escorts.

Cheers for posting those quotes, they make an interesting read :). I'm still putting together my naval data, and have finished Japan now, and was surprised to learn that they actually did built some DE-like vessels - all in all, 181 'Escorts' (around 32 vessels that would fit into a DE classification, and another 149 that probably are best grouped with sloops) - but clearly didn't put the effort into organising their use properly like you're reading.

I wonder if there could be a way to mod in something like the 10th fleet - some kind of organisation that costs manpower and equipment, that boosts convoy escort efficiency or something? Perhaps it would need researching as well, so there's the one-off tech cost, and then an ongoing cost, so it's not a no-brainer, and there's some trade-off between the resources spent there and elsewhere.
 

D3m0

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I noticed on the underwater/surface attack, showing the submarines. Could you move the sub icon down where the British ships is. For example Put the surface ships above the water line and on the other side if there are submarine(s) place those icon under the water. It would be more comfortable looking at it. So if both sides are surface ships, wouldn't need to see underwater background.

That naval battle report screen shows sunk ships below the water line and ships that participated but weren't sunk above from what I understand.
Not very intuitive imo.

https://pbs.twimg.com/media/CSL5-zAVAAAWLuV.png:large
https://pbs.twimg.com/media/CS-HmmMWwAEx5UN.png:large
https://pbs.twimg.com/media/CTcVhbDXIAAowbd.png:large
 
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