- Aug 17, 2014
The King says yes.
The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.
This DD is about long term stuff, so let's talk long term.Thanks I quoted your post to the team as well. Its really nice to hear positive things because as devs most of our contact will be bug reports or people with problems, so hearing from the guys without problems and just having a good time adds some much needed balance
If it's a Commonwealth-themed expansion then I suspect we might see some new focus trees for Canada, Australia, South Africa and Raj, which would be cool.
Although I have to say that I'm a little surprised you think that with 1.2, the base game is in a good enough place to shift resources into DLC instead of focusing on balancing, quality of life and AI improvements. I thought we'd get at least one more major patch before the DLC tail began extending.
I dont really care that much about what is realistic or not to be honest. At least its not a very good argument for doing something gameplay wise. I do think at least a 1 level heirarchy would add a lot to gameplay as well as realism though. Field marshals sittign at the same level as generals atm feels a bit messy and doesnt really make you care so much about their traitsGreat game!
Possibly already discussed elsewhere, but I'll take the chance - I really, really, really miss the unit hierarchy from HoI3! Meaning I would like to group my divisions together into corps, possibly including a couple of artillery or other brigades, and maybe even some CAS, and then bunching the corps into armies and the armies into army groups... Having 100+ divisions just flat under one army group just isn't realistic. And I like realistic. Please?
I think I'm up over 400 hours, I love the basic premises this game is built on I really do but I also like mods that help to rectify issues I personally see, division spam and impassible terrain really are the biggest for me the rest of the mods are more eye candy. I trust the HOI4 team to do what their beloved fans want with an eye towards the future which I see as bright and exciting!!!!
I dont really care that much about what is realistic or not to be honest. At least its not a very good argument for doing something gameplay wise. I do think at least a 1 level heirarchy would add a lot to gameplay as well as realism though. Field marshals sittign at the same level as generals atm feels a bit messy and doesnt really make you care so much about their traits
Hi everyone, with the release of Sunflower and a smaller hotfix it's time to start looking at the long game.
Some people here might have gotten Hearts of Iron IV as their first Paradox game, or are new around here, so I best explain what I mean with that. For us the release of a game is just the beginning, and we plan on improving it for as long as people are interested. Crusader Kings II has been out for over 4 years and just had its 11th expansion as an example. Always together with each expansion we also release a bigger patch, usually with a bunch of free features too. There are often smaller patches in between also, but the big stuff happens when we release expansions.
For Hearts of Iron that means the next step is an expansion combined with the next 1.3 patch we've named Torch. The name of the expansion is still secret but the core theme will be around allied cooperation and the commonwealth (but not limited to this). Long term (and honestly at this point it's mostly speculation), I plan the next expansion to focus on the core of the game - the land war, and after that perhaps naval or air focus. Those are just rough themes and not strict limitations and might change of course. The first expansion will be a bit heavier on content and flavor while the second is likely going to be slightly more code heavy. We will be talking details in future diaries, both about fixes, UI improvements and free or paid features.
For the Torch patch the top priority when it comes to AI development will be the island hopping campaign to make playing USA vs Japan more exciting. Expect a future diary on a roadmap for what parts of the game we feel work well, which could do with improvement and roughly in what order we consider priorities for these and ai improvements.
We aim to have expansion and 1.3 out before Christmas if all goes well
I hope you are all as excited as me to see where we will be going over the next years of development and growing HOI4
Starting next week we are going to be doing dev diaries on Wednesdays instead. That means Wednesday will be HOI day with both the World War Wednesday stream (and expansion related streams in the future) and dev diary on the same day (Fridays are always hard to get the time to answer questions on so this will work better I think). Next week the topic will be the HOI4 dev team. Since release and patch development we have been reorganizing ourselves and I think it's important to present the team as it looks now.
p.s @Sideburnout apparently had a bunch of requests for a wallpaper for the Sunflower patch, so here goes! Both Debug Dog and Sergeant Console on an afternoon drive in the desert
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aww come on, I was aiming for at least 99% >;-DWay to trigger half of your user base.
One request, please include a fix for the expeditionary manpower issue in 1.3. Losing your own manpower to replenish allied division losses really makes the expeditionary force feature sub-optimal to use.
It's good to hear you say this, as many would of course agree.I dont really care that much about what is realistic or not to be honest. At least its not a very good argument for doing something gameplay wise. I do think at least a 1 level heirarchy would add a lot to gameplay as well as realism though. Field marshals sittign at the same level as generals atm feels a bit messy and doesnt really make you care so much about their traits
My personal favorite is the escape kits they smuggled to prisoners hidden in Monopoly boards.It is rather amusing to read some of the stories about how the allies deceived the Germans, and the painstaking lengths they went through, to do so.
How would aircraft carriers work in that situation, though? (On a related note, do longer ranged carrier aircraft boost the ability of the fleet to find enemy ships? And does higher level RADAR? I'd love a good reason to research the higher levels of RADAR, but like the non-land doctrine trees, it almost always loses out to other techs, as the opportunity cost is too high.)I dont necessarily disagree with that
I've been requesting something along those lines for a while now. (See sig.)1. If I draw a frontline of two provinces with a offensive line of two provinces then the AI SHOULD NOT(!!!) charge and take nine provinces in width! It should attack on a narrow front and only on with two provinces width. The width of the attacking army HAVE to be limited by how big I draw my offensive line! Why else should there be possiblitties to draw different lengths of offensive lines. If I for example have a frontline of four and a offensive line of two then the AI should gradually narrow the front as it getting closer to the offensive line.
I've been holding off on buying the game so far, but if this turns into some supreme allied command, you will have all of my love forever.The name of the expansion is still secret but the core theme will be around allied cooperation and the commonwealth (but not limited to this).
The solution for the clunky air system would be very simple: Scratch air bases and only assign a desired target number of planes per type to a region. The a.i. assistant could handle the rest. Why would the player care which air base a plane is based on? The player builds airport capacity per region and the rest is abstracted. No need for actual bases on the map and micro-ing wings and base-attachment.
Nooooo.....I dont really care that much about what is realistic or not to be honest. At least its not a very good argument for doing something gameplay wise.