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HOI4 Dev Diary - Bits & Bobs!

Hi everyone, sorry for the late diary. It was a little crazy at the office today coming back from the long weekend... But all is well that ends well, so here we go with our last real diary before release (next week is full patchlog etc). We will be talking about new subject levels, achivements, music, assorted QoL features and AI Update #3.

Music
Handing over this section to Andreas Waldetoft...
music1.jpg

Hi, my name is Andreas Waldetoft and I am the senior music composer here at Paradox.

We decided early on to make really aggressive war music and that it should be recorded with a live orchestra. What better orchestra to use for Death or Dishonor that focuses on eastern Europe then the Budapest Film Orchestra in Hungary.

Here is the orchestra after doing a particularly hard part in one of the tracks where I am shielded by bulletproof glass in case they were to throw an instrument at me:
music2.jpg

I would like to share a music excerpt from one of the tracks so that you can have a sneak peek of what to expect from the music. The ending part of the track in 15/8 over to 7/8 time signature was one of the parts where I had to hide behind the glass btw.

Here is a part of a song to listen to while you read the rest:

Axis Autonomy Levels
To follow up on the autonomy system from TFV we wanted to give fascist nations custom levels as well. These are a bit harder to break out from (since fascist nations tend to fight more this helps keeping them under control). The new levels all come with free equipment licenses from your master, which can be really powerful

Satellite
Subject manpower requirement = 40%
Bonus trade for overlord = 40%
Trade cost for master = -40%
All autonomy gain = -30%
Free license production with overlord.

Reichsprotectorate
Subject manpower requirement = 70%
Bonus trade for overlord = 60%
Trade cost for master = -60%
Civilian industry to overlord = 25%
All autonomy gain = -30%
Free license production with overlord.

Reichskommisariat
Subject manpower requirement = 90%
Bonus trade for overlord = 100%
Trade cost for master = -90%
Civilian industry to overlord = 25%
Military industry to overlord = 65%
All autonomy gain = -30%
Free license production with overlord.

Achievements
Death or Dishonor comes with 10 new achievements. 2 for each new nations and 2 unrelated.

The Balkan Powder Keg
the_balkan_powder_keg.jpg

As Yugoslavia, start the Second World War (i.e. be part of either the Axis or the Allies and at war with the other faction in a war you started)

Huge-oslavia
huge_oslavia.jpg

As Yugoslavia, occupy all your neighbouring countries (Austria, Hungary, Romania, Bulgaria, Albania, Italy and Greece)

Miklos Horthy and the Habsburg Prince
miklos_horthy_and_the_habsburg_prince.jpg

As Hungary, restore Austria-Hungary

Better than the Szent Istvan
better_than_the_szent_istvan.jpg

Have Miklos Horthy as a Naval commander and build a battleship

Czechmate
czechmate.jpg

As Czechoslovakia, occupy Canberra (Australia) while at war with the allies

The Munich Disagreement
the_munich_disagreement.jpg

As Czechoslovakia, occupy Munich while at war with Germany

Neither Death nor Dishonor
neither_death_nor_dishonor.jpg

As Romania, end the game with all the states you started it with and control either Moscow or Berlin

Death or Dishonor or Cake
death_or_dishonor_or_cake.jpg

Own a slice of all your starting neighbors as Romania

Lethal Straight
lethal_straight.jpg

Have a production license from at least 5 of the 7 major powers.

En Svensk Tiger
en_svensk_tiger.jpg

As Sweden, acquire a production license for a Tiger or Tiger II tank from Germany


AI Update #3
We figured the best way to do this was to lift stuff from the changelog directly and talk about it, so lets go!

Some AI plan and plan activation work:
- Made AI not bother with fallback orders if the area they would be defending is tiny. Makes the AI better at pushing after landing a naval invasion.
- Found and fixed some rare situational plan activation bugs.
- Fixed to pretty nasty issues with plan activation that caused France to act dumber than usual and charge across the Maginot line again.
- AI now rebuilds attack plans if they are almost done and getting stuck.
- Tweaked what AI sees as an easy target and weak units for better front activation.
- Overhauled AI plan activation and mode setting.
- Fixed mistake in AI fortification evaluation for plan activation, and made them better at taking advantage of weaknesses in fortified enemy fronts.

All in all, this would improve the AIs use of plans in most situations, both making them better at determining time for activation as well as replanning and when to even focus on attack. On a situation to situation basis, it may seem to have a small impact, but on a larger scale it is meant to make the AI feel more responsive and active.

Some interesting use of the new role functionality:
- Soviet and Germany should now prioritize tank destroyer technology as they are facing enemies with increasing armor.
- Germany and Soviet are now able to field anti armor divisions
- Added triggers for estimated max armor and piercing based on intel.
- Added trigger for if AI has fielded divisions of a certain role for AI template scripting.

Together with some new triggers, the AI can be made to respond to the enemy armor and piercing values in specific roles. Since the trigger for those two things are based on intel values, research encryption will matter, as keeping it higher will make the estimations worse. I hope modders find inspiration for even more interesting things with roles and designs being triggered by various things in the game state.

AI Research:
- Fixed case where AI could get stuck researching if only single techs ended up in its prio list and they were not possible to research
- Fixed an issue where AI would queue up tech targets too early so they were not correctly evaluated
- Rebalance of a lot of AI picking weights for techs. For example Artillery and certain industry techs are now more important
- Removed AI's special doctrine picking logic in favor of pure weights
- Tweaked many ai research weights to remove weird choices due to timing
- Fixed a combination of issues (mostly due to weird timing special case that made AI queue up non-optimal techs then stick to them on savegame load

There was a lot of research cases holding the AI back. Germany for example has a narrow window to get medium tanks ready for templates and production and if it queues up the wrong techs its pretty bad for it. We both tweaked ai selection weights as well as fixing a couple of tricky timing issues that meant that often it would end up picking worse techs in a long term strategy it thought was good a long time ago (so before it got ahead of tiem reduction focuses etc). This generally helped all AI nations, but a few like Germany and Soviets the most.

Ministers and Laws:
- Minors will now do economic mobilization laws if justified against rather than wait for tension or declaration of war (to help china)
- China now a bit more on the ball on manpower laws as they need to throw anything they can at the Japanese
- All nations will now be less spendy on admirals early on
- Soviet AI will no longer burn all its PP on admirals and be unable to change laws
- Chinese AI will now consider naval ministers less interesting
- Tweaked UK minister scoring to be more fitting and for better order
- Japan should now prefer industrial ministers a bit more
- Majors will now pick better economic laws even if not fascists earlier
When improving AI it tends to make conflicts turn out really differently (Japan vs China conflict ended in 1.5 years after we improved battleplanner AI). Before balancing these things from a historical standpoint we always want to make sure both sides are playing as good as possible, and there was a lot of cases where China would end up losing because it did not pick laws or ministers correctly. Thus we focused a bunch of attention there. This helped other nations a lot also and helped solve issues where the Soviets ended up burning their political power to spread out navies and such setting them back on laws and making them lose to Germany because of it.

We also did a whole bunch of balancing around the asian countries which you'll need to check full changelog for, but of note is that we added 79 new Aluminium that is accessible (through conquest, subjects or owned) and 32 steel. Japan in particular was really lacking some of its resources which also meshed badly with their historical number for those.

UI Updates
As part of Oak we have been updating some interfaces that we felt needed it. We talked about the war interface in an earlier diary and here is the trade interface:
upload_2017-6-7_16-39-30.png

Its much easier to see balance of resources now, and its possible to sort by convoys you'd need for those trades. Trade Influence is now in the export tooltip since it only really affects the export anyway and you seldom cared about it.

Another super sweet thing is that you can now double click on a division in the division list to select all of the same type (also works for airwings in the new airwing UI):
upload_2017-6-7_16-44-58.png

So if I double-clicked on one of those divisions all get selected.

We have also change rules for mapmodes, so they now only switch when going from major types (naval to air say). That means you can draw battleplans and control units in supply mapmode for example.


Next week on the 14th is release of Death or Dishonor and the 1.4 Oak Update. I'll have an early diary out with patchlog for you all to discuss. Pinky swear <3
 
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What a missed opportunity to name a DD about music and AI "Beats & Bots"!

- Soviet and Germany should now prioritize tank destroyer technology as they are facing enemies with increasing armor.
- Germany and Soviet are now able to field anti armor divisions
@SteelVolt Is this hardcoded for the German and Soviet AI or is this also based on intel?
 
EDIT: 'Neither Death Nor Dishonor' - what constitutes the game ending? reaching a particular year? Thanks for any help.
just going past 1942 and having done the rest of that.

Will autonomy levels Reichsprotectorate and Reichskommisariat have different names for different nations? Calling subjects Reichsprotectorates or Reichskommisariat does not make much sense for fascist nations other than Germany (e.g Italy or Japan).

PS: The AI improvements look promising

The actual nations names depend on who controls them, but the level, e.g a gameplay name for a level has those names no matter what (same way its colony/dominion for allies).

Nice :)

What does "free production licenses with overlord" mean? That the overlord can request any license from a puppet for 0 civilian factories? Or the other way around?
other way around, so subjects can build equipment from master licenses at no extra cost
 
Hi :)

This look like pretty cool :)
But I hope today stream is on a very old version, cause we saw Germany totally screw and failling at invading benelux (very low equipment level is maybe a clue why).

Cheers!
X.

Hey, the reason Germany got so screwed is because they simply did not have enough divisions because of my actions has Czechslovakia. I started WW2 like 18 months too early. Germany also did not have the luxury of taking my factories and equipment. They didn't fail because of some major problem with the AI, but because they simply didn't have enough materials.
I mean, historically there's a pretty good reason they didn't try to take Poland and France in 1938, because it would have been a horrible idea.
But y'know, as always AI is something we're always working on. It's an iterative process.
 
Will these Axis autonomy states be able to be set up even if the country has not capitulated, or do you have to actually annex to then go to these autonomy steps?

And will any of the majors be able to do construction in the territory of their minor allies?

Sadly you cant do that. We looked into it and it was too difficult without major changes. Its for sure something we really want for the future (I think there is fun gameplay to be found in more management of occupied areas for sure)

Great diary! Cant wait for release date!

One question, if as Germany I defeat USSR and liberate belarus, with what autonomy level will it be released?
To increase ot decrease autonomy level is it the same way as in TFV?
Kommissariat is what you get as its considered the default puppet level.

@SteelVolt Is this hardcoded for the German and Soviet AI or is this also based on intel?
Intel based if I remember correctly, but SteelVolt will know details
 
What exactly does "trade cost for master?"
Thx in advance and keep up the good work , cant w8 for the expansion
scales how much industry the master needs to pay for resources they trade with the subject
 
Dev diary looks cool but wondering how often will the AI use the production licences
 
Quick question, is the Battleplanner unit distribution better now? Say, for the sake of an easy example, a BP front with 4 "hexes" and 20 units, will the BP distribute something close to 5 units per "hex", or will it continue distributing units seemingly randomly?
If there is some input for distribution from terrain type, amount of enemy provinces that can attach that hex, amount of enemy units in enemy hexes, would you mind explaining why the BP seems to like to have imbalanced fronts with some hexes receiving more units while others receive less?

Thanks and looking forward to the patch and expansion!

Edit: I have been promoted from corporal to Sergeant, looking forward to send some privates to do some push-ups ;)
 
Sadly you cant do that. We looked into it and it was too difficult without major changes. Its for sure something we really want for the future (I think there is fun gameplay to be found in more management of occupied areas for sure)

Thanks for the response.

Maybe it is the anesthesia (another round of eye surgery this morning), but I am having trouble seeing much value for the new axis satellite system if the system can't be used until an alliance is knocked out. Maybe I am not understanding it's purpose above and beyond the puppet system.
 
Thanks for the response.

Maybe it is the anesthesia (another round of eye surgery this morning), but I am having trouble seeing much value for the new axis satellite system if the system can't be used until an alliance is knocked out. Maybe I am not understanding it's purpose above and beyond the puppet system.
Well recently playing a BICE game on 1.3.3, playing as Japan, and Manchukuo was starting to move more to an independent state so I needed to build some building to keep the a puppet. It seems with the new Axis system they would not have been able to more to a more independent state.
 
Thats a trade law issue, not a UI issue

It's neither of those. Your trade laws force you to export a percentage of every resource. It would be really nice to be able to turn off the exportation of particular resources you are short on.
 
Hey, the reason Germany got so screwed is because they simply did not have enough divisions because of my actions has Czechslovakia. I started WW2 like 18 months too early.
Ok, didn't realise you start WW2 in the beginning of 1938, was thinking more like it was mid 1939. It is just that when you ended the stream Germany look like having only 25% equipment level. And with your help in Poland and France they should have lost less equipment than alone. And as equipment is the cornerstone of an efficient army in hoi4 I always worried about that (lend-lease your faction and a quarter of issues vanish).
I noticed that there were no German divisions in Africa by the way ;p
edit:
I am having trouble seeing much value for the new axis satellite system if the system can't be used until an alliance is knocked out
As I understand it, you can use it on a surrendered country within a still alive faction, but I may be wrong.
 
This looks actually really promissing. Didn't expect much from this DLC, but if this doesn't screw up with bugs as Stellaris did with the last bugfixpatch, then this should get great!
Love to see the improved AI and Aircombat in action. Im curious how much these changes will affect the seen and felt importance of encrypting and decrypting. Most of the time i research both, but i didn't feel like it's realy contributing much to anything on the battlefield.
Biggest questions: Will germany (enough preparation time provided) be able to become the great threat as an AI all by itself? And will Japan attack pearl harbour or do something equivalent on its own?

And of course UI improvements and more epic, waldetoftian music is always appreciated!
Any chance to get the HoI4 soundtrack in mp3 or similar? Best dramatic soundtrack to clean up the house. :D
The time has come! Today the ENEMY will experience utter defeat! Die dirty dishes, die!!! :eek:

... I am sorry.