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HoI 4 Dev Diary - Naval Rework #1

Hello, and welcome back for the first in a series of dev diaries that will showcase the changes to the naval system beyond just building and designing new ships (aka the Kaiser Wilhelm Memorial Game Mode).

Today we will look at new mission types and changes to the naval interface. As we are still in development, you may see some stuff that is not strictly speaking finished (no matter how much Dan wants the hot pink coder art to go into the final build!)

As part of the rework, we have changed the Patrol as well as the Search & Destroy mission. While patrol still does mostly the same thing, Search and Destroy is gone and has been replaced with Strike Force. In the old system, the main difference between the missions was how many ships you had at the start of the battle.

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Now that is gone, and the primary difference is that Patrol sends the ships out to, well, patrol, while Strike Force makes the ships sit in harbor until a patrol has found an enemy. This is particularly useful if you want your fuel-hungry battleships to remain in port and not use up your precious fuel until you know there is actually something out there to sink.

Finding the enemy is the main purpose of the Patrol order, so you’ll want your ships with good surface detection values to make up the bulk of your patrols - particularly destroyers and cruisers, ideally equipped with Radar and/or floatplanes. If there is an enemy in a zone you patrol, you’ll gain spotting on them, which essentially goes from “there is something out there” to “It’s the Bismarck and Prinz Eugen!” (at this point HMS Hood sorties to destroy them, in an easy and painless victory for the Royal Navy). Weather, terrain and the amount of ships committed all affect how fast you gain spotting. If you time it right, your big ships might be able to break out into the Atlantic before the enemy knows they are there. Depending on your engagement level and enemy strength, your patrol group might just decide to deal with the enemy directly, without even calling in the big guns.

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As we mentioned before, your fleet is now made up from several task forces, each of which can have its own mission. Fleets are organized in Naval Theaters. While you can assign any number of sea zones to a fleet, a task force can only ever be in one place (with a few exceptions), so in order to cover all the zones, you should aim to have at least as many task forces as you have zones assigned. However, a single Strike Force can support several patrol task forces except that it can only support one combat at a time, so your poor little patrol force may find itself severely outgunned because your main force is off helping another patrol.

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(Art is not quite completely totally absolutely final on this one)

Every fleet can be led by an Admiral, and can only control a certain number of task forces. Since every task force usually only covers a single zone, you’ll want to make sure you have different fleets covering different parts of the globe. Particularly as a raider you will also want to cover a larger area to force the enemy to spread out more.

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You can customize your fleets and task forces with insignias and colors to keep track of them, much like with armies:

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Convoy Raiding still works much as you are used to. However, we have changed the convoy raiding impact to be a weekly tick rather than a flat modifier, so sinking convoys will bit by bit reduce war support for the country that loses them. More info on this comes in a future dev diary dedicated to raiding and subs.

Convoy escort task forces can be assigned to cover several zones and will try to defend any convoy in them. If you are too spread out and subs catch the convoys, few if any escorts will be available to defend it.

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Beyond that, we have added Invasion Support. A task force set to Invasion Support will defend transports in the area and remain off the beaches to provide naval gunfire support - ideal for your old battleships that just don’t cut it anymore against more modern opposition.

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In addition, mine warfare is conducted by mine laying and mine sweeping missions (although mine sweepers also provide a passive bonus to moving through minefields so you might want to add them to your other task forces as well), and naval exercises give ships experience as well as provide Naval Experience to design new ships with - at the cost of fuel.

Newly built ships are automatically added to a Reserve Fleet, which exists on the theater level. Ships in that fleet reinforce other task forces in the same theater. You can set up Task Force templates that the game will try to create from the available ships in the reserves, and will try to keep up to strength as best it can. If you don’t want to reinforce a unit because, say, it is the US Asiatic Fleet and the Japanese have just declared war, you can disable automatic reinforcements for each individual task force.

If you don’t want to micro-manage your task forces to this degree, we have added an auto-balance function that splits your existing task forces into several, trying to maintain a strike force and one or more patrol task forces.

That is all for today. Next week we will focus on a different part of the naval rework. Don’t forget to tune in for the stream at 1600 hours CET, where we continue with Mexico for another week.

Rejected Titles:


It has been 0 days since someone made fun of the HMS Hood

Reserve your fleet today

Strike Forces are very usefuel

USA naval organize start: now 100% less ragequit
 
Please tell me you touched the transport mecanics.... fucking tired of those little shit not following the god damn plan
 
@podcat

Please take your time and get this right, because so far MtG is looking excellent. You just need to get QA on double-march, and - ideally - try to fix as many outstanding issues in the bug forum as possible in the 1.6 patch. More admirals and generals would also be great, art time permitting.

So far, this is certainly looking like the HoI IV update we all wanted.

Good luck! :)
 
Will a strike force also sortie when any ship enters combat, such as when convoys or other tasks forces are attacked?
Is that also controlled by an engagement level?

I wonder how that can be represented by a single engagement level: you probably don't want to sortie if the enemy is too strong, but also not when it is too weak and could be handled by the force which is already engaging.
 
I'm personally very glad to hear about the Reserve feature. I've been pretty much emulating it with ordinary fleets (and called them Reserve) all this time, and it was quite tedious (I play USA mostly, so I have to maintain two ocean fleets). This new feature sounds great and should be helpful both to the players and to improve the AI handling of fleets. Yay!

Army Reserve anyone? ;)
 
Can you add this "choose insignia" logic for Task Forces also for choosing a new profile for ships (techs) in the ship customizer for modders? :)

Would be awsome!!!
Thanx
 
I'm personally very glad to hear about the Reserve feature. I've been pretty much emulating it with ordinary fleets (and called them Reserve) all this time, and it was quite tedious (I play USA mostly, so I have to maintain two ocean fleets). This new feature sounds great and should be helpful both to the players and to improve the AI handling of fleets. Yay!

Army Reserve anyone? ;)
The UK actually has a fleet called the Reserve Fleet based at Portsmouth. It'll be interesting to see whether it's possible these ships can actually be put into the actual in-game reserve fleet mechanism instead.
 
Can you add this "choose insignia" logic for Task Forces also for choosing a new profile for ships (techs) in the ship customizer for modders? :)

Would be awsome!!!
Thanx
you mean like this?
upload_2018-11-21_16-35-47.png

sinec last DD we added the ability to change tech icons etc
 
The UK actually has a fleet called the Reserve Fleet based at Portsmouth. It'll be interesting to see whether it's possible these ships can actually be put into the actual in-game reserve fleet mechanism instead.
yeah, we havent yet changed the history setup for that, so I am not sure if they can be on start. otherwise I think a rename is in order
 
yeah, we havent yet changed the history setup for that, so I am not sure if they can be on start. otherwise I think a rename is in order
Hey, you're the boss! Order one of your lackeys to make it possible to specify reserve fleet ships in the history files. :D
 
you mean like this?
View attachment 420216
sinec last DD we added the ability to change tech icons etc

Yessssss !!!!!!

To choose your (historical, Nation specific) profiles. Modders f.e. example can create a lot artwork and choose the one, which fits best :D


*haven't found the choose artwork button so far* :p
 
Nice additions. As you mentioned shore bombardement will destroyers be able to do this aswell? During WW2 destroyers were much more effective to give beach parties and land forces fire support due to them having better response time and streamlined communications with land forces than battleships (which could only provide support when it was too late) and a e.g the US destroyer Aulick had 5 127mm cannons, more than enough to give land based forces a good pounding.

Will escorts be able to provide fire support (which they did IRL) or is this still only for capital ships?
 
What about naval routes?

Is it possible change convoy routes? Like re-routing UK convoys to avoid the Med Sea? (For Malta there should be an emergency supply order. Think of Tokyo Express).

Any chance that those more ... exotic routings are changed? Like UK - Gibraltar via Western Med, or USA - PHIL via Japan?
 
Hi there.

Might be a bit off-topic but would you mind setting camera controls in the upcoming dlc/patch to WASD?
Or maybe completely costumisable control-settings in the first place.
This works very good and comfortable in Stellaris and I wonder why it wouldnt do so in HoI4 and the other titles like EU4 CK2 etc.

Also adding the National Anthems, for at least the Major Powers (theyre the best anyways), vocalised or just instrumental doesnt matter, to the Music-Playlist would be something great for the atmosphere ingame id suggest.

You guys gonna hopefully consider this. Nice Dev-Diary as usual btw. Cheers
 
Nice, very nice, can't wait to see this baby in action. Any ETA to lift the naval ban on streams?
Edit:Oh well, just checked out the stream myself, 5min in and I already feel like a fool (but a happy fool).

Particularly as a raider you will also want to cover a larger area to force the enemy to spread out more.
How reactive and proactive will the AI be here? Will it spread out its fleet hunting for enemy subs or spread our its subs to better cover the regions?

And speaking of which, will there be an AI DD at some point?

You can customize your fleets and task forces with insignias and colors to keep track of them, much like with armies:
I know it's not finished yet, but shouldn't there be a wolfpack in there?
 
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What happens if you have two strike forces in one port? Will they both sortie to help the same patrolling task force, or might one hang back to support another patrol?
 
Good DD, actually looking forward to this DLC.

Maybe this has already been covered, but will there be a more extensive 'ship history' window then just a body count? ie. When a specific ship was constructed, of what class/subclass, maybe battles it fought in, when it was refit and how (to what template) ect., possibly even some of the critical damage it's taken and when?. I think it'd be pretty interesting and actually make them feel a bit more real.
 
I loved it. But I think that there is still changes to naval combat that weren't shown, right?

And a suggestion: make so that Invasion Support if there isn't any Naval invasion planned will try to Shore Bombard in the area. Sometimes I'm fighting northwards trough Italy and it is tedious to move my old BB fleet zone by zone accompanying my army. Thanks
 
This looks great. One question though: What is to stop me from simply amassing all my fleets in one place? I mean we can all think of the logistics and fuel required to send out the entire Royal Navy into the eastern North Sea but let's just take that as an example. What's to stop us from just sending all the task forces in the same place?

But as I said, I really like the stuff you're showing here!