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HOI4 Dev Diary - Custom Gameplay Rules

Hi everyone! Most of the team is now back after summer so it’s time to spin up the ‘ol diary machine again. Today we are going to be talking about something we have been thinking about adding for a really long time: Custom Gameplay Rules.

First off, let me explain why we are doing this - HOI4 is a game people play in a lot of different ways. Single player, multiplayer, achievement runs, casual relaxing and various other. There is also a big split between people who play “historically” vs people who don’t (it’s around 50/50). A lot of stuff that adds fun and a sense of power in singleplayer are not very balanced for organized competitive multiplayer so organizing these games can be challenging, often including long rulesets and policing by the server host. I personally think a big reason competitive multiplayer isn’t as common (about 6% of MP games are competitive) is because it’s so much harder to set them up when they require reading rulesets, which become fragile when the game itself isn’t enforcing them.
When it comes to single player, players often ask for ways to tailor how they play. For example; some will use console commands to switch nations to set them on certain paths to match their long term plans for the scenario they want to play out etc, but it’s not exactly beginner-friendly, and isn’t possible to do in multiplayer either. So looking at all of these things we decided that we needed to support different rulesets and let players affect how the ai did things in more detail.

So, enter Custom Game Rules. This is a new setting you can do before you start your game, and includes the old buff sliders for majors as well:
main.jpg


It’s possible to store and load presets if you have a couple of prefered profiles you run (say single player and multiplayer?). We have tried to make rules as moddable as possible although when they directly impact hard-coded gameplay mechanics we need to make sure we have worked them in first. We’ll go over the modding aspects towards the end!

So what kind of stuff can you do? We haven’t fully finalized it all, but let’s go through what we got. I am sure people will have tons of suggestions in the comments too ;)

All diplomatic actions have the possibility for rules. So we can restrict or ease up how things work. This is particularly good when you want to tie focus trees into it. The new British tree has a lot of interaction with releasable nations, so this also lets us manage that from scripts and avoid exploits and weird situations (such as the player going down the ‘empire’ path, and yet releasing every colony they own).

release.jpg


rule.jpg


Covert actions are also included here, so you can for example restrict coups and such only to AI nations (a common rule in our own MP sessions).
covert.jpg


There are also other bits and pieces like being able to limit fort levels constructable, limiting paratroopers and such we are playing around with. Other things rules we see people use a lot are for example limiting war declares before certain dates etc. I expect we will be presenting a full listing of options later when we stream stuff closer to release.

You can also affect how you want the AI to act. Mostly this means it will be preferring certain choices and switching to alternate plans. If you want to tailor-make your game experience this is a great way of ensuring certain (a)historical outcomes being attempted by the AI no matter your settings.
ai_ger.jpg


For most there are options for ideology while some like Manchukuo are more relevant to its situation:
man.jpg


Some settings, like this particular one, are dependent on DLC, so without Waking the Tiger (which comes with that focus tree) the option simply won't be there. Otherwise the whole custom rules system is part of the free update and is for sure something we will be building on in the future.

Rules will generally turn off achievements, but its possible to set it by rule so if we introduce something we feel is ok in both it will still work.

Modding
So, when we started with this we realized we couldn't support every tiny rule some MP groups were using and instead we’ve tried to make it as easy as possible to mod things in. It’s my hope that some cool ruleset mods will be developed specifically for competitive multiplayer and the like in the modding workshop. Very popular options may even see inclusion in the base game in the future, who knows :) I expect some of the big mods will want to include custom rules as well for their players.

Rule definitions look like this:
mod1.jpg


They can then be checked from triggers from say the tech tree, focus tree, events etc and in other places we have added support for triggers. Example:
mod2.jpg


Diplo actions are a little special. They each get two possible triggers. This way you can turn on or off the standard game checks (like checks against world tension from game code) with the _TRIGGER_OVERRIDES_GAME. For your own rule checks you use the _ENABLE_TRIGGER for the specific action and the scope will contain the target nation as well so you can do nation specific rules.
This is what the triggers for Guarantees look like:
Screenshot_1.jpg


That’s it! Tune in next week to find out more about what we are up to with Man the Guns and the 1.6 ‘Ironclad’ update.
 
As a player with over 1000 hours competitive mp I am very grateful for your effort to make games of our small community more enjoyable.

However the most glaring issues will not be addressed in the next patch to my knowledge, namely the air warfare and balance issues of units and doctrines. As an example it is not uncommon to have 50k+ planes in mp which leads to situations where both sides run out of air bases.

Will you introduce balance changes with the coming update?
Do you need any more help beta testing your new update?

@podcat
 
However the most glaring issues will not be addressed in the next patch to my knowledge, namely the air warfare and balance issues of units and doctrines. As an example it is not uncommon to have 50k+ planes in mp which leads to situations where both sides run out of air bases.
One word: Fuel.
 
Maybe this is obvious, but can we just set one AI to do a specific path and leave the rest to normal AI? For example, can I have Germany return the Kaiser and have the rest of the nations choose their route themselves?
 
Great job for the costom rules, but I Have a personal request , please make sure that we have acces to the rules easely at any time in the game .A Quick button to review them would be Nice

Thanks
 
Anyone who has seen a five-pages-long set of MP rules would say yes.
But you are going to have to add info about these rules anyways.
You can't make a public game without telling everyone that you have some special in game rules like "you can build max lvl 5 forts", right?
 
But you are going to have to add info about these rules anyways.
You can't make a public game without telling everyone that you have some special in game rules like "you can build max lvl 5 forts", right?
Hopefully, the rules will be visible in the server list and in the lobby.
 
Not directly related to rules, but one of the rules shown affects this. Does the AI ever boost party popularity aboard or attempt coups? I don't think I have ever seen it do so. If it wont do it could it be allowed to do so please? And if it does, could it make it more frequently?
 
@podcat, while you're on saving presets, has there been any discussion as to saving presets of mods on the launcher?

For example, I usually have two MP games going, and they both use different mods. Having to remember which ones are active and which ones need to be switched can be a hassle. Small QoL change :)
 
@podcat, while you're on saving presets, has there been any discussion as to saving presets of mods on the launcher?

For example, I usually have two MP games going, and they both use different mods. Having to remember which ones are active and which ones need to be switched can be a hassle. Small QoL change :)
While not ideal, you can do that with command line arguments already.
 
This is awesome! It would be great to tailor make a custom history for certain nations before starting. For the paths that nations take, is there still going to be a 'random' setting? So we can set it for a small number of nations and keep the rest as random?
 
One word: Fuel.

was going to reply with this

Not directly related to rules, but one of the rules shown affects this. Does the AI ever boost party popularity aboard or attempt coups? I don't think I have ever seen it do so. If it wont do it could it be allowed to do so please? And if it does, could it make it more frequently?

I dont think it has a case where it does. its simply too chaotic. I dont think there is a reason to let it do it unless we change how coups work (which I want to do, but not for Man the Guns).

@podcat, while you're on saving presets, has there been any discussion as to saving presets of mods on the launcher?

For example, I usually have two MP games going, and they both use different mods. Having to remember which ones are active and which ones need to be switched can be a hassle. Small QoL change :)

That is often requested, its also on our QoL lists
 
This is awesome! It would be great to tailor make a custom history for certain nations before starting. For the paths that nations take, is there still going to be a 'random' setting? So we can set it for a small number of nations and keep the rest as random?
we want to retain the random choice, but we havent decided on the best way of doing this yet... maybe just put in a random.
 
Instead of hundreds of different options make one lock in mode which disables achievements and you can lock in a single focus in each AI tree (after booting the game up but before unpausing), locking it in means the AI cannot take any focus which would make that focus impossible to do.
 
A suggestion re Special Forces (Airborne, Marines, Mountaineers)... Your current limits on quantity of SF make no distinction between the type of SF... However... wouldn't Airborne troops be more difficult to find/train than Marines (I mean who, in their right mind, would willingly jump out of a perfectly good airplane with their own bodyweight of equipment strapped to them & trust a few ounces of silk?) & similarly wouldn't Marines be more difficult to find/train than Mountaineers... to simulate this, you could have a more generous SF limit BUT each battalion of Mountaineers counts as 3 against this limit, while each Marine battalion counts as 5, with each Airborne battalion counting as either 7 or 8... This would mean that one country would be able have nearly 3 times as many Mountain battalions (if they went exclusively MTN) as the would Airborne (if they went exclusively PARA)

Also in this you might want to include Desert specialists, but this would be a country dependent rating... If a country controls large quantities of desert regions they would be able to develop more desert troops than a country that has no desert region in its control. The Commonwealth Long Range Recon Patrols (LRRP) are an example of this.
 
Nice, this is just what the game needed!
 
This is Orwellian: just as there were discussions about house rules for SP/MP games, this dev diary shows up.
It's almost like the devs are reading what the unwashed masses are talking about.

Meanwhile over at Bethesda:
Forum discussions demand the next Fallout to have relevant choices and no FPS anymore, Bethesda uses its patented sentiment analysis and interprets it as: "We want Fallout 5 to be CoD meets PUBG"