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Hi everyone and welcome back to regular weekly dev diaries (if you don't count the april fools one last week). I know you are all super excited to hear what we have been up to since Battle for the Bosporus. The answers to that are going to take a few dev diaries to cover, so I figured I would start with a timeline for you:
  • We recently released 1.10.4 to fix various multiplayer exploits going on, but seems an important case was not detected at the time so we are working on a 1.10.5 to address that soon.
  • Pdxcon is coming up in May so expect to hear some more details there.
  • The yearly anniversary is coming in June so expect some cool stuff and a patch.
  • We are however spending most of our time on the 1.11 Barbarossa update as well as the unannounced expansion that will be released together with it. That's what we will spend most of our diaries on, as well as today!

‘Barbarossa’ and the unannounced DLC will focus on the Eastern Front and the core of Hearts of Iron, which is warfare - particularly land warfare. Historically the Eastern Front was without doubt the most important front for World War II. It was the largest confrontation in history and
is where Hitler’s expansion was first stopped and pushed back signaling the eventual doom of the axis powers. There are several areas we want to improve here. Weather does not feel impactful enough, while historically it had a massive impact. Logistics currently doesn’t have much player interaction and is mostly something you have to deal with only when problems appear, and finally the combat and division meta has been stable (with an emphasis on large divisions) for a long time - something we hope we can shake up. As you can imagine, these are all things that affect the game on a deeper level and take a lot of work to get right.

Today, I’ll give you guys a bit of an overview on the supply aspect, but fair warning: it’s early days and stuff may still change here before we’re done. I’ll probably spend 3+ diaries on supply over the course of the development to cover everything, but I figured it would be nice to hear about the overarching ideas.

The old system worked by having discrete supply areas pathing back to the players capital and keeping track of the bottlenecks. To simplify a bit ;) - those bottlenecks then decided how many units could fit into areas near the front without penalties. The areas themselves were unintuitive to players and required you to check multiple mapmodes to see if you stepped over an edge etc. I do like bottleneck systems though, because feedback is usually immediate, but it suffered from not having much scaling cost as distances increased, so it was hard to use it to limit snowballing. As I mentioned it was also a system you didn't care too much about until you had problems, while historically, logistics was a vital part of planning a campaign. This led to combining the issue with another gripe of ours - that the way fronts moved in WW2 often followed important railroads, but don't really in HOI4. We came to the conclusion that we should try and make a system focused on railways and with a truck based component as a way to get more out of it when away from the rails.

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In our new system, supply flows from the capital (the total amount available depends on your total industrial base) through railways, where the level of the railway acts as a bottleneck. To transport more, you need a higher level railway (or a bigger port if it goes over water) so the railways are the current bottlenecks in a way. Depending on how much supply is transported you need a certain amount of trains for the rails to perform. Trains are a new equipment type that we will dig into in a future diary (well actually, several types ;P)

An important part of railways is that they are capturable, so as you push into enemy territory you will want to make sure to hold vital railways and capture railway hubs to supply your troops. There is a conversion time here to model the fact that there was usually some repair or re-gauging that needed to happen for attackers.

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Mapmodes are still quite WIP ;)

Rivers also had a huge importance on the eastern front for transport and supply so they will work essentially like basic railroads now, where you need to control both sides of their banks to use them to ship supplies around.

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Supply is drawn from what we call Supply Hubs now, which are either cities, naval bases, or manually constructed stations along the rails, which have to be linked into the network. Air supply works a bit differently but we will talk about this in the future along with some other supply additions...

The flow of supply from a Hub to a division depends on the terrain/weather etc, and ideally you want to have available trucks here (which is to say, motorized equipment) to increase the amount of supply you get as well as range. Cost of trucks and trains and losses to attrition and bad weather will be a limiting factor on your logistics.

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Overall, this creates a system where it's strategically sound to fight over railways, prepare for large offensives, to try and bleed each other's logistics capability and to force care when advancing in bad terrain and weather. The result is a much more fun, historical and immersive Eastern Front as well as adding a new layer of invasion planning in the rest of the world.

See you all next week for the next diary!
 
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Very interesting! Will we be able to direct bombers to target railways/supply lines specifically? I remember Roald Dahl talking about that in his autobiography (the source of a surprising amount of my knowledge of the War).
 
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Don't forget the Asia-Pacific theater as well:)

Now hopefully the Victoria 3 team is taking notes on this as well, as it would be extremely useful to represent the shift to modern warfare and logistics during the period of that game.
Yangtze and Yellow Rivers logistics during the Second Sino-Japanese War :)
 
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I can certainly see why the devs were taking their time showcasing this one. It seems like it is undoubtedly their most ambitious project yet. I'm incredibly excited for this DLC and am looking forward to hearing about what the next dev diaries will discuss.
 
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Amazing.
 
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It would be nice if the supply production of a country is moddable. Similar to fuel a define for a resource that produces supply would be nice for modders.
And please keep in mind that for many allied nations that get capped the capital moves to some small island. Maybe there should be an option to make the supply go from the exile host instead
 
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Strat bombing is going to be so vital now!
I can not wait to see me playing the US and with 5k Flying Fortresses to send to criple all railways and civilian factories germany has!
Perhaps I would be playing as Australia denying the germans Tobruk?
Or maybe I'm the one playing germany and it's 1939/40 and I were to airdrop paratroopers onto french railwaystations to assist the blitzkrieg!

I once again the standards for a good Paradox DLC has been raised.
I remember MtG and thinking "Wow! Naval battles are not only just more complex now, but also require oil managment, the building of your own ships and even mines!" (Mines for me back then was out of the question as I would have no idea how you'd be able to implement them without them being either over- or underpowered)

And now I'm sitting here writing my first comment out of sheer amazement for how much potential this DLC will (or could) have and how well it seems implemented already.
Cuz the rebalanced logistic would mean convoys are more vital now, meaning the naval system could get another kick once more. Either that, or having green sea all around the world will be more important than ever!

Hats off Paradox!
 
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So, does the new system puts a limit on snowballing now? For example, during naval invasion: if you hold one supply area - you are limited by its ports, if you get hold of three areas (without getting any extra ports) - you essentially tripped tripled your port capacity, rendering bottleneck irrelevant.
It sounds like it does. If units draw supplies from supply hubs, then when you do your naval invasion, you get a supply hub at the port. If I am reading it right, there are no more supply zones, just the question of how far you are from the hub (and how many other units are trying to pull from that hub). So you can expand, but until you capture another port, you can't support any more units. Actually expanding away from the hub might decrease the number of units you can support since you have to move the supply further to get to the units.
 
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1) Will trade resources be transported over railway lines as well? I see huge potential in cutting of Germany's access to the Romanian oilfields by damaging trainlines.

2) Will lend-leases be transported by rail and if so will it now require trains to send them?
 
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I noticed that in the screenshot of Germany invading USSR, the German player has a number of foreign allied troops assigned to their front line, with no allies overlapping fronts. Can Germany currently get expeditionary forces from the other axis powers, or is this something new? I know AI congesting supply lines has been a common complaint for a while, it would make sense for there to be a streamlined way to manage allied forces added as part of the supply rework.

Maybe that's how it works right now for Germany, I don't remember offhand.
 
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