Hearts of Iron IV - Development Diary 1 - Our Vision

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It would be interesting to see extended pre-war gameplay, such as beginning the timeline at say 1930 instead of 1936 to give players a little more time to steer a country in a certain direction or gear up a smaller/less developed nation for war. This would mainly be for infrastructure but could also open the door for diplomacy playing a larger role once things start heating up.
 
2 things most needed: Let America (and other countries) form their own alliances, as america I don't want tied to one of three alliance groups to win, I want to forge my own, this gives me control of annexation and peace settlements. I once had Japan on the ropes and they surrendered to Allies which I was not apart of, I got nothing for all my efforts and they started the war with me. Second fix supply!! Having one province supply everything is ludicrous, it bogs down everything. Do you thing San Francisco should actually draw supplies from DC? One location could be in controll of who and what gets supplied, but the supplies should come from the NEAREST available source. We should be able to create supply convoys to actual war zone areas redundantly if necessary in order to keep the army moving. having your army bogged down for months unable to move do to supply when you nearly 100,000 stored up and plenty of convoys and escorts is MOST FRUSTRATING.
 
I'm sorry, but do you know anything about the period? A nation not in a faction would not have won the second world war. The challenge for Brazil might be taking a lot of SA land while helping the faction leader at the same time, but it *should* be almost impossible for _Brazil_ to single handedly win WW2.

Brazil is often an interesting what-if country with perennially unrealized potential - as is said there, As is said there wryly, Brazil is the country of the future, and always will be.

Hmmm, how about Brazil extends hegemony over South America with an Argentine junior partner while making nice with the great powers and providing a haven for capital and wealthy refugees. The coalitions develop and use weapons of mass destruction to ravage each other. Even Switzerland and Nepal are affected.

Brazil "wins".*

*Of course that would require ahistorically good Brazilian leadership, administration, and policies - but what else is a player for?


P.S. the light recon elephant is adorable, giving it the first-shot advantage.
 
Welcome to the first development diary for Hearts of Iron IV!
My name is Dan Lind and I´m the project lead for Hearts of Iron IV, an updated and improved version of Paradox Development Studio’s World War II themed grand-strategy game.
Prepare to lead your armies, upgrade your equipment and deal in subtle (or not so subtle!) diplomacy once again!
It has almost been five years since the release of Hearts of Iron III, and though we released a few expansion packs during this time, it is really exciting to finally get the chance to do a proper sequel!
We showed off an early pre-alpha build of Hearts of Iron IV at ParadoxCon in Miami last month, so some information is already out there. If you missed it, check out this thread.

What is Hearts of Iron?
In light of our recent successes like Crusader Kings II and Europa Universalis IV, I realize that we probably have a lot of new faces with us - people might not have tried the earlier Hearts of Iron games. So, before we dig into what makes Hearts of Iron IV different and special, let me talk a bit about what the series is all about so that everyone has some grounding. The Hearts of Iron series is about taking control of your nation of choice in the years around World War II (1936 to 1948) and leading it to victory. And it all comes down to how well you, as a player, can navigate your ship of state - that is your supreme weapon. Hearts of Iron IV is the wargame where a high level of strategic and military planning is needed for you to secure victory. Every action you take has the potential to tip the balance of power in your favor, forever altering the political and ideological landscape.

A WWII Grand strategy game
Hearts of Iron is, like most Paradox Development Studio titles, a grand strategy game in an open sandbox. The World War II theme does mean that there is a lot greater focus on the preparation for war, your industrial output and military doctrines and equipment. But in Hearts of Iron IV, you are dealing with the bigger picture and a very high level of strategic planning; this is not a pure old-fashioned wargame. Losing small battles is utterly insignificant to the larger campaign. You have to look at the entire war and take decisions in a multiple of aspects to reach victory - this is truly high level war planning, including production lines, technological advances, securing strategic resources and, of course, making those large armored drives through the plains of Europe.

Comparison to other PDS titles
The big thing that sets it apart from our other game series such as Crusader Kings II and Europa Universalis IV is that it covers a much shorter period of time, namely the years around the Second World War and that it focuses heavily on preparing for and fighting that war. This means that your priorities will largely stay the same throughout the game – your are unlikely to make a dramatic change from one kind of nation to another. You can pick any nation in the world and either ride out the storm on the sidelines, get involved in the grand cataclysm, or try something a little bit in-between. Hearts of Iron is packed full of historical flavor and awesome details, something much harder to accomplish in games spanning hundreds of years.

However even if Hearts of Iron IV is a grand strategy game highly focused on war, the role you take on as the player is close to the role you take in Europa Universalis IV - you will play as the guiding spirit behind the nation trying to shape history and determine the fate of your country, often guided by in-game events and decisions. The game focuses on making choices for your nation, both in warfare as in the character of your country’s technological progress, national ideas and strategic goals. You can pick any nation and decide what role you will take in WW2.
You can choose different play styles depending on your personal interest or based on the different strengths and weaknesses of the historic powers. For example, as Germany you have an incentive to start the war, while the UK and US will likely start on the defensive and will fight massive naval battles. You can even try to survive as a minor nation, whose government continues fighting from exile or be a smaller power taking advantage of the global war to expand your rightful territory. Nothing that says that your goal must be to win WWII - since the game is sandbox, victory is determined by the goals you set up for yourself during the WWII time-span.

Vision
Our goal for Hearts of Iron IV is to do something similar to what we did with Crusader King II and Europa Universalis IV - keep the flavor and complexity of the game intact while making the game much more streamlined and easier to learn, with much improved interfaces. We also aim for a fresh playing experience so there will be changes from the previous game.

More focus on planning and high level decisions.
Hearts of Iron III could either be played with full manual control, where micromanagement would be pretty heavy (often to the point where you would struggle to pay attention to all aspects of the game) or with AI assistance, where your control over the systems you surrendered to the AI was very limited. We are developing a planning system that gives you greater control while not being as taxing as the detailed manual play from the last Hearts of Iron game. We want to give you time to look at the bigger picture. In my opinion, this also adds a lot of immersion, since it feels more like I am guiding a military campaign rather just shuffling units between provinces.
For the micro-managers out there - you can still do very detailed plans and update them in real-time, which will basically work like the old manual control but the system will reward successful longer term plans, so expect to have a few things to learn! There won't be any large "automate this" buttons in the game. We want all parts to be fun and playable. If they are not, they get redesigned or replaced.

Less railroading – more historical feel
A big problem with historical games is that people know what happened, especially in such a well-documented period as World War II. The leaders of those days did not have crystal balls or an active forum of amateur historians from the future telling them what would happen next. This is something that we need to deal with without losing the sense of place and realism that people have come to appreciate about our games. A lot of things will require gradual changes and actually living through events, which should give a much better historical feel as well as creating a game where it is easier to try out alternate paths of history and not feel that the only road to success is following whatever plan Eisenhower had.

Everything at your fingertips
To play Hearts of Iron you need a lot of information so you can make the right choices, be it long term (where is the best area for my armored spearhead?) or short term (what time does the sun set?). Previously this required you to look around in a lot of places - in Hearts of Iron IV information is much more context sensitive, and most important stuff will be shown directly on the map. You will see more of this in future developer diaries.

To sum it up:
Our hopes for this game is that you as a player will feel in control of a real global conflict and want to learn the tools of warfare in an open sandbox environment during this intense period of history. Our goal with Hearts of Iron IV is to create a WWII game completely focused on Global Strategic Warfare.
We are aiming to make Hearts of Iron IV the best WWII strategy game yet with a smoother learning curve and deeper gameplay. Its pretty ambitious, but I think we have the experience and passion to pull it off. And the recent experience of Paradox developed games shows that we’re on the right path, I think.

Of course, actual development for Hearts of Iron IV hasn't been going on for that long yet (we are currently in pre-alpha), even if we have been thinking about it and discussing it for years. As we designed each expansion for Hearts of Iron III, there were always things too large to implement, or that wouldn't quite fit into the world, and we had to put those things in our "future" pile. So when starting development we had a few years of notes and discussions to go through. I expect old beta testers and forum regulars to go, "Ohh, I remember this!", as we start to reveal new things in diaries.

We will start slow and release development diaries about once every month and later speed up their release as we march towards early 2015 so sit back and enjoy the ride!

Oh, I almost forgot! Here is a screenshot of the map (click for larger version). This shows just the terrain currently. It is early and political borders are not yet polished to be accurate enough to show them off. Enjoy!
View attachment 100936


Follow Hearts of Iron IV:
Facebook: https://www.facebook.com/Heartsofiron
Twitter: http://twitter.com/HOI_Game

Welcome to the first development diary for Hearts of Iron IV!
My name is Dan Lind and I´m the project lead for Hearts of Iron IV, an updated and improved version of Paradox Development Studio’s World War II themed grand-strategy game.
Prepare to lead your armies, upgrade your equipment and deal in subtle (or not so subtle!) diplomacy once again!
It has almost been five years since the release of Hearts of Iron III, and though we released a few expansion packs during this time, it is really exciting to finally get the chance to do a proper sequel!
We showed off an early pre-alpha build of Hearts of Iron IV at ParadoxCon in Miami last month, so some information is already out there. If you missed it, check out this thread.

What is Hearts of Iron?
In light of our recent successes like Crusader Kings II and Europa Universalis IV, I realize that we probably have a lot of new faces with us - people might not have tried the earlier Hearts of Iron games. So, before we dig into what makes Hearts of Iron IV different and special, let me talk a bit about what the series is all about so that everyone has some grounding. The Hearts of Iron series is about taking control of your nation of choice in the years around World War II (1936 to 1948) and leading it to victory. And it all comes down to how well you, as a player, can navigate your ship of state - that is your supreme weapon. Hearts of Iron IV is the wargame where a high level of strategic and military planning is needed for you to secure victory. Every action you take has the potential to tip the balance of power in your favor, forever altering the political and ideological landscape.

A WWII Grand strategy game
Hearts of Iron is, like most Paradox Development Studio titles, a grand strategy game in an open sandbox. The World War II theme does mean that there is a lot greater focus on the preparation for war, your industrial output and military doctrines and equipment. But in Hearts of Iron IV, you are dealing with the bigger picture and a very high level of strategic planning; this is not a pure old-fashioned wargame. Losing small battles is utterly insignificant to the larger campaign. You have to look at the entire war and take decisions in a multiple of aspects to reach victory - this is truly high level war planning, including production lines, technological advances, securing strategic resources and, of course, making those large armored drives through the plains of Europe.

Comparison to other PDS titles
The big thing that sets it apart from our other game series such as Crusader Kings II and Europa Universalis IV is that it covers a much shorter period of time, namely the years around the Second World War and that it focuses heavily on preparing for and fighting that war. This means that your priorities will largely stay the same throughout the game – your are unlikely to make a dramatic change from one kind of nation to another. You can pick any nation in the world and either ride out the storm on the sidelines, get involved in the grand cataclysm, or try something a little bit in-between. Hearts of Iron is packed full of historical flavor and awesome details, something much harder to accomplish in games spanning hundreds of years.

However even if Hearts of Iron IV is a grand strategy game highly focused on war, the role you take on as the player is close to the role you take in Europa Universalis IV - you will play as the guiding spirit behind the nation trying to shape history and determine the fate of your country, often guided by in-game events and decisions. The game focuses on making choices for your nation, both in warfare as in the character of your country’s technological progress, national ideas and strategic goals. You can pick any nation and decide what role you will take in WW2.
You can choose different play styles depending on your personal interest or based on the different strengths and weaknesses of the historic powers. For example, as Germany you have an incentive to start the war, while the UK and US will likely start on the defensive and will fight massive naval battles. You can even try to survive as a minor nation, whose government continues fighting from exile or be a smaller power taking advantage of the global war to expand your rightful territory. Nothing that says that your goal must be to win WWII - since the game is sandbox, victory is determined by the goals you set up for yourself during the WWII time-span.

Vision
Our goal for Hearts of Iron IV is to do something similar to what we did with Crusader King II and Europa Universalis IV - keep the flavor and complexity of the game intact while making the game much more streamlined and easier to learn, with much improved interfaces. We also aim for a fresh playing experience so there will be changes from the previous game.

More focus on planning and high level decisions.
Hearts of Iron III could either be played with full manual control, where micromanagement would be pretty heavy (often to the point where you would struggle to pay attention to all aspects of the game) or with AI assistance, where your control over the systems you surrendered to the AI was very limited. We are developing a planning system that gives you greater control while not being as taxing as the detailed manual play from the last Hearts of Iron game. We want to give you time to look at the bigger picture. In my opinion, this also adds a lot of immersion, since it feels more like I am guiding a military campaign rather just shuffling units between provinces.
For the micro-managers out there - you can still do very detailed plans and update them in real-time, which will basically work like the old manual control but the system will reward successful longer term plans, so expect to have a few things to learn! There won't be any large "automate this" buttons in the game. We want all parts to be fun and playable. If they are not, they get redesigned or replaced.

Less railroading – more historical feel
A big problem with historical games is that people know what happened, especially in such a well-documented period as World War II. The leaders of those days did not have crystal balls or an active forum of amateur historians from the future telling them what would happen next. This is something that we need to deal with without losing the sense of place and realism that people have come to appreciate about our games. A lot of things will require gradual changes and actually living through events, which should give a much better historical feel as well as creating a game where it is easier to try out alternate paths of history and not feel that the only road to success is following whatever plan Eisenhower had.

Everything at your fingertips
To play Hearts of Iron you need a lot of information so you can make the right choices, be it long term (where is the best area for my armored spearhead?) or short term (what time does the sun set?). Previously this required you to look around in a lot of places - in Hearts of Iron IV information is much more context sensitive, and most important stuff will be shown directly on the map. You will see more of this in future developer diaries.

To sum it up:
Our hopes for this game is that you as a player will feel in control of a real global conflict and want to learn the tools of warfare in an open sandbox environment during this intense period of history. Our goal with Hearts of Iron IV is to create a WWII game completely focused on Global Strategic Warfare.
We are aiming to make Hearts of Iron IV the best WWII strategy game yet with a smoother learning curve and deeper gameplay. Its pretty ambitious, but I think we have the experience and passion to pull it off. And the recent experience of Paradox developed games shows that we’re on the right path, I think.

Of course, actual development for Hearts of Iron IV hasn't been going on for that long yet (we are currently in pre-alpha), even if we have been thinking about it and discussing it for years. As we designed each expansion for Hearts of Iron III, there were always things too large to implement, or that wouldn't quite fit into the world, and we had to put those things in our "future" pile. So when starting development we had a few years of notes and discussions to go through. I expect old beta testers and forum regulars to go, "Ohh, I remember this!", as we start to reveal new things in diaries.

We will start slow and release development diaries about once every month and later speed up their release as we march towards early 2015 so sit back and enjoy the ride!

Oh, I almost forgot! Here is a screenshot of the map (click for larger version). This shows just the terrain currently. It is early and political borders are not yet polished to be accurate enough to show them off. Enjoy!
View attachment 100936


Follow Hearts of Iron IV:
Facebook: https://www.facebook.com/Heartsofiron
Twitter: http://twitter.com/HOI_Game


Well, i'm impressed by this first dev diary and i'm gonna read each one you have.

Your topographical map is good quality. but it doesn't show us what the province sizes are and i'm not a mind reader. Sorry but i hated your HOI3. I've been playing Darkest hour since it came out and IC and AofD since HOI3 was crappy.

Now the reason i'm writing this is i'd love to know if your new HOI4 map will be like the E3 map mod for Darkest Hour. That mod, available to be used in every DH mod, btw, gives the player 1000's of new provinces to use, both land and seas ones. Thus making the game infinitely more difficult.

And if this question has been already answered in a future dev diary then i'm sorry for beating something already finalized.
 
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Dear Podcat,

I may be lacking in amount of posts on this forum, it is quite embarrassing, however, I recently discovered that Paradox was developing another title for the HOI series. ( Found out it was announced in 2014 ) so i may be late on this post.
I hope you can spare a minute of your time to hear me out on an idea which would make your upcoming HOI4 combat an exhilarating experience for your strategy player.

suppose the Unit cards were represented as miniature soldier sprites, rather than a single 3D model soldier character.
IF the unit cards would have Artillery, or Tank units, the unit card sprites would show a tank column in front and artillery in the back.

Suppose for a second that two unit cards would commence a battle, ... i would suggest the sprites to be animated showing soldiers actually firing their weapons and artillery
also firing their cannons. Including Tanks.
I would imagine that the environment where the battle is taking place would change too, as you would see a 2D animated sprite of billowing smoke rising slowly and ominously
around the battle area.

Now if you have large scale battles across borders, the player would be instantly notified and would have a clearer picture of the action the ground.
Also, Unit strength and health can also be shown by the amount of soldiers in sprites. In full health you would see a large army of them, in half health, you would see half the army,
and when the unit is entirely killed, you would see persisting bodies, or remains of the army.

I mean, i believe this would make a huge impact on the immersion of the game, And also, might i add, that these sprites ( when they shoot ) ... you could make a low size .wav sound
play of distant gunfire, coupled with a distance modifier so when the player zooms around the map he could hear the battle rage on.

The unit card could be composed of : ( artillery - Foot Soldiers - Support Vehicles - Tanks ) and you would see these tiny sprites on the map actually move and fight.
It would be exhilarating to actually see this happen in a large scale game like HOI4.

I have played both CIV5 and company of heroes, and have noticed something that they both have in common. They appear to have somewhat realistic smoke effects, dirt puffs, and explosions,
and studied those and discovered that they are just 2D planes or animated Sprites, that really give a striking impact on the game's realism.

Billowing smoke after players Hex upgrade on map is pillaged:
19koj6F.jpg
#

I would love to see large armies, in sprites, that actually engage in combat on the field, billowing smoke, damage effects, Cannons firing, tanks Firing, battle sounds raging as i command
other battalions and troops elsewhere.

This i believe is what will make your game Hit the top 100 or 50 best strategy games of all time.

- A unit card showing all Stats, and Information,
and the actual army made of Sprites, - where you could see AT cannons, Tanks, Support Vehicles, Foot Soldiers, or even Mortars, ... And Planes ( that actually Fly across nations, Animated as such as to drop bombs and do ground strafes, and even crash to the ground ).

Similar to this example, except smaller Troops in scale :
screen0022.jpg



I may be a bit too late to suggest, but i would leave this here anyway. Thanks for your time.
P.S. As for explosions, Look at this pre rendered fluid Sim explosion for BF4. Using planes as effects in your game would make eyes open wide. - This is technically a animated sprite
url.gif
 
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Dear Podcat,

I may be lacking in amount of posts on this forum, it is quite embarrassing, however, I recently discovered that Paradox was developing another title for the HOI series. ( Found out it was announced in 2014 ) so i may be late on this post.

Way too late. I think they said it's in beta already.
 
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Yep i realized. :(
Guess 1 model Unit card ... or just cards would have to do.
Fighting wars on a massive scale, would have loved to see tiny armies battling it out on the map.

Unit model editing is becoming more accessible though it may be possible to have the 1 soldier/tank/etc. replaced by a small number of them more live Civ 5.
 
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P.S. As for explosions, Look at this pre rendered fluid Sim explosion for BF4. Using planes as effects in your game would make eyes open wide. - This is technically a animated sprite
url.gif

It's never too late to have Michael Bay come to Stockholm for an afternoon to consult.
 
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