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HOI4 Dev Diary - Naval Production, Repair and Damage

Hi everyone! Sorry about the late diary. We had to hunt down some gremlins in the machinery before stuff could be screenshotted. Today we are going to talk about quite a lot of big changes to naval production and repair as well as the new critical hits system for ships.

Ship Production
The current system of producing ships where you can assign 15 dockyards to the production of an individual vessel leads to results that are both quite ahistorical as well as not feeling like we want the naval play to feel. With big countries able to replace the loss of a big capital ship without much sweat it makes them less precious, and so we are changing this:
  • A Capital Ship can use up to 5 dockyards in its construction
  • Other ships can use 10 dockyards
  • Convoys can use the full 15
This essentially shifts capital ship construction speed to make each ship slower to make, but you can still build several in parallel. Constructing capital ships is complex and not exactly suitable for optimized assembly lines while we felt this still fit convoys very well with other ships in the middle. Speaking of capital ships, the definition is now a bit more flexible and will depend on the inclusion of certain design elements in your ships (such as a carrier flight deck or heavy guns), so if you construct your ships with those be aware that it will impact how streamlined their construction can be made.
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It is also possible to add custom names when you set up construction. The perfect time to remember to name your battleships awesome custom names rather than having to remember and do it once they are done. You can queue up several names if you so wish.


Ship Repair
Repair is also changing drastically. Before, repairing a vessel was free and just took time, now it’s using your naval industry to do so. You can decide how many dockyards to assign as a max and the level of the naval base will decide how much can be leveraged in each one. So if you have a level 5 naval base you can leverage 5 dockyards there and repair 5 ships at once.

repair.jpg


Bases can be prioritized for receiving dockyards if you have a lot of fleets suffering at once in various places and can even be disabled for repair so you don't accidentally send ships to repair where the enemy will sink them etc. You can even repair in friendly ports if you have docking rights, but are likely to have lower priority than their ships if there is a competition for attention.
Screenshot_1.jpg

If you look closely at the damaged Deutschland heavy cruiser you will see that there is a warning icon on top of it. This signifies that it has taken a critical hit to its propeller and is suffering a big penalty to speed...

Critical Hits
On top of the propeller damage shown off above there are a lot of different critical hits a ship can suffer in combat. The idea behind these is to add some cool storytelling to the fate of ships, and to introduce some lucky random elements. For example imagine there is a lucky hit on a fast and powerful German surface raiding vessel damaging its propeller or engine. Suddenly it is no longer able to escape the royal navy’s wrath as it has planned to do.

Different kind of hits have different effect, and also will cause different amount of direct damage. We are still finalizing the amount of types we have, but here is a non-complete list to wet your appetites:
  • Main Battery Turret Destroyed - reduced attack on main weapons and damage
  • Secondary Batteries Destroyed - reduced attack on secondary weapons
  • Broken Propeller - lower speed
  • Rudder jammed - reduced ability to disengage
  • Magazine hit - massive damage
  • Torpedo Tubes destroyed - reduced torpedo attack and damage
  • Heavy fires - reduced org and damage
  • Ballast tanks inoperable - reduced stealth for subs
  • Radar Inoperable - reduced detection
Suffering a critical hit is a good reason to repair your ships and they need to be fully repaired to remove the effects of the critical hit. There are several admiral traits designed to help you cope as well.

traits.jpg


“Safety First” Lowers the chance of the ships under this admirals command suffering critical hits in the first place while “Crisis Magician” unleashes your internal Scotty which will reduce any effects of critical hits through jury rigged repair, fancy maneuvering and probably a fair amount of god old duct tape.

Is this all? No, there will also be a brand new ship designer and the ability to refit. But that ship is not yet watertight, so it will sail in a future diary instead :)

See you all next week again for more Man the Guns updates!


Rejected Titles:
  • Duct tape and you - keeping the Kriegsmarine afloat in a crisis!
  • The rise of Boaty McBoatface
  • This dev diary was taking on water
  • There is nothing a scottish engineer with a degree in technobabble can’t fix
  • What are you sinking about?
 
@podcat

You had me at custom name lists for ships - excellent!

Still hoping those old Deutschland pre-dreds are going to get a serious downgrade from what 1922 BB tech currently represents, though.
 
Also, will convoys cost more and be more valuable? They were seriously vital historically.
 
So now players have to really focus on their naval assets rather than throw themselves into the thick of it... Yessss i like it most players will cry their eyes now... :))) but this makes the difference between a man and boy... no offense intended.

The big cool question is how much of this will affect US, UK, Japan, Germany
 
I like the direction with capital ships but I'm also concerned a bit about the UI. Adding multiple parallel lines will increase clutter and scrolling need. Minor issue, but any plans to eliviate the scrolling?
 
I take it that dockyards can be assigned in a way that allows them to be occupied in building ships when not used for repairs. Otherwise you would need a lot of naval build capacity to make this all work.

Some day it would be cool to have dedicated forward repair facilities. But this is a good change in the meantime.
we can always add them via modding... but forward bases comes later in the war... i am afraid
 
Can you track accumulated damage to a nations convoys so that partial kills from NAV aircraft have some effect?

Neat idea. I think it makes alot of sense to track partial damage and apply it in next strike even if convoys remain abstracted ( So that 100 hits by CAS for 10% damage result in 10 sunk convoys, not 0 ).
 
Overall I like the changes to dockyards, naval construction and repair. HOWEVER, minor naval repair was done at ports without major dockyards (building facilities) and there were many auxiliary ships whose sole purpose was doing minor battle repair. I should know, I served on two WW2 era repair/tender type ships during my USN career. Both the USN and IJN had this capability, part of their fleet 'train' that allowed forward operations thousands of miles from any naval yards. I suggest that minor repairs be done at any port, perhaps size 3 and bigger as is the current system. Of course with this new system 'dockyards' could be built in any sea province which could simulate these repair facilities. And furthermore, in the real world any ship sailing for extended periods at sea with suffer damage and should require repairs. Looking forward to the new expansion.
 
I think ck 2 really need a naval dlc like this,cause ships in ck2 have no other use except transporting and its really annoying,we cant blockade we cant engage and we cant use naval supremacy to our advantage
 
Increasing time to build and repair?
Hm, first thought "it will take 3 times longer for a researched ship to be deployed". It makes sense for the size of these ships, but HoI4 only has a few years of hot-phase; hard to see how building new ships can make a difference in current wars.

But what bothers me more is the repair time: 50% damage => 10 month. Most ships will only see one battle each war!
Is naval combat even worth playing when my ships (or the enemy ships) only last one battle?
I love naval combat in general and want to enjoy more of it... not less!

Micromanagement
A fleet can't wait 20 month for it main ship to be repaired and still operate it's objectives. So unless some fleet-structure-system replaces our current "many-small-fleets"-System we will have to reorder fleets after every battle. Please don't :(