Name | Hearts of Iron IV | ||
Developer | Paradox Development Studios | ||
Publisher | Paradox Interactive | ||
Tags | |||
Release | 2016-06-06 | ||
Steam | 9,99€ 8,74£ 9,99$ / 75 % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  37298  | ||
Steam Rating | Very Positive | ||
Steam store | |||
How long to Beat | |||
Main Story |  32 Hours  | ||
Main Story + Extras |  100 Hours  | ||
Completionist |  250 Hours  | ||
SteamSpy | |||
Peak CCU Yesterday |
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Owners |  1,000,000 .. 2,000,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 10632 | ||
Average playtime (last 2 weeks) | 813 | ||
Median playtime (forever) | 4402 | ||
Median playtime (last 2 weeks) | 750 | ||
Public Linux depots | Hearts of Iron IV Linux [135.44 M] | ||
DLC | Hearts of Iron IV: Sabaton Soundtrack Hearts of Iron IV: Together for Victory Hearts of Iron IV: Death or Dishonor Hearts of Iron IV: Sabaton Soundtrack Vol. 2 Hearts of Iron IV: Waking the Tiger Hearts of Iron IV: Man the Guns Hearts of Iron IV: Axis Armor Pack Hearts of Iron IV: Radio Pack Hearts of Iron IV: La Résistance Hearts of Iron IV: Allied Armor Pack Hearts of Iron IV: Allied Speeches Music Pack Hearts of Iron IV: Battle for the Bosporus Hearts of Iron IV: Eastern Front Planes Pack Hearts of Iron IV: Eastern Front Music Pack Hearts of Iron IV: No Step Back Hearts of Iron IV - Expansion Subscription Hearts of Iron IV: By Blood Alone |
Hello there! It's your friendly neighborhood Community Manager, Katten, here. The first War Effort update of the year has finally been released! It mainly focuses on bug fixes and some balance changes, including adjustments to the USA MIOs, which Content Designer Gareth will discuss below. |
Generals! |
Hello there! It's your friendly neighborhood community manager, Katten, here. It's been some time, but starting right now until the 9th of April, the game is Free to Play! This is also accompanied by a Massive sale that is larger than any we have had previously, both of these starting at 19:00 CET
[h3]Expansions[/h3]
[h3]Country Pack[/h3]
[h3]Music & Unit Packs[/h3]
[h2]War Effort[/h2] I know it's been quite some time since our last War Effort patch, but we're restarting very soon with the "War Effort Roadmap"! The content will vary from patch to patch, but the size of the updates will be similar to last year's. They will also arrive monthly, with quite a few planned before the upcoming expansion about [REDACTED], which is arriving later this year. Now for a recap of what War Effort is for those of you that might have forgotten or for any new faces that are present! What is War Effort? It's what's in the middle of a maintenance patch and a major update. They tend to include bug fixes, small quality-of-life tweaks and changes, gameplay balance adjustments, but most excitingly, they include new gameplay perspectives and focuses for some countries with older content. Now, what that means is that we revisit older released content and give it a more modern look. That all sounds awesome, right? But it's important to know that this does not involve large changes to major systems, feature-level implementations, or non-fix changes to key calculations (combat, production, etc.). This is partly to ensure that mod support during these small updates remains manageable. We will receive larger changes for major updates that come alongside DLCs. Now, what you've all been waiting for. Below, you can see the new and improved Roadmap! And trust me, there's more lurking beyond the shadows. |
Hello, Community Manager Katten here. I want to begin by thanking you all for the feedback we have received on our two latest news posts regarding the DLC Integration and Trial of Allegiance Reception & Thoughts. We are reading all your comments and are working on responding to as many as possible.
Additionally, at 18:00 CET today, Waking the Tiger, Together for Victory and Death or Dishonor will have their store pages removed, as they will then be included in the base game purchase of Hearts of Iron IV for $49.99. However, the DLCs will not be fully integrated at this time, so you will still be able to toggle them on and off in your game launcher. Full integration is scheduled for a later time; we'll provide updates on this shortly The Anniversary Pack will also have its Steam page removed as it is already included in the base game of Hearts of Iron IV. We do not see a reason to have its own store page, as it currently only serves to confuse some of our new players. [h3]Patch 1.14.3 [Checksum 21DE][/h3] Now at 15:00 CET, our 1.14.3 Patch is live! With plenty of new balance changes and bug fixes. Feel free to leave your feedback in this thread or in the bug report forum as usual, especially if you encounter new issues not present in 1.14.3, or if something marked as fixed in the below changelog still occurs for you. ################################################################ ######## Patch 1.14.3 "Bolivar" ######### ################################################################ ################################## # Balance ################################## - South America Shared: Reduced Maximum Command Power Increase from Joint Operations Command (from 30% to 15%) - South America Shared: Reduced the org and core defense gain of strength of the common solider to 4% (from 5%). Also reduced the infantry bonus gained - South America Shared: Reduced attack modifier for Spearhead tanks specialization from 10% to 3.5% - South America Shared: Reduced specializing in heavy guns attack for artillery from 10% to 3.5% - South America Shared: Reduced specializing in heavy guns AA production reduction cost from 20% to 6% - South America Shared: Reduced specializing in heavy guns AT production reduction cost from 25% to 15% - South America Shared: Removed Recruitable pop factor from Increase Conscription focus - Reduced division defense from increased army professionalism from 10% to 5%. attack and org from 5% to 4%. Reduced traning time from +25% penalty to +15% penalty - Argentina: Reduced Women in the industry and state unions max efficiency factor bonus from 15% and 10% (25% total) to 7.5% (15% max) - Argentina: Reduced regulated salaries efficiency cap from 15% to 7.5% - Argentina: Reduced daily xp gain from US army training to 0.1xp/d (from 0.2xp/d) - Argentina: Reduced maintain neutrality spirit stability (from 10% to 5%) and efficiency cap (from 10% to 5%) - Argentina: Reduced our own path spirit recruitable pop factor from 30% to 15% - Argentina: Reduced spirit of the conquistadors attack (from 20% to 6%) - Argentina: Reduced Argentine Nationalism conscription factor (from 15% to 7%) and Civilian construction speed (from 10% to 6%) - Argentina: increased war division temp manpower gain from 50 weekly to 250 weekly - Chile: Replaced mapuche social classes weekly stability with a flat stability factor - Chile: Elena Caffarena gives a flat stability factor instead of a weekly stability - Chile: Reduced Embrace Indigenous Corporatism Factory output (from 10% to 5%) - Chile: Expand the agricultural field gives 1 additional build slot (from 3 to 4) - Old Guard for Army now gives 0.2 army XP daily (from 0.3) due to costing only 50pp - Chile: Gabriela Mistral - Reduced PP gain (from 20% to 15%) - Chile: Transport Minister no longer gives civ construction speed. Increase railway and hub construction speed (from 10% to 15%) - Chile: Minister of Trade development - Reduced Trade law cost factor (from -30% to -15%) and consumer goods factor (from -10% to -5%) - Chile: Father of Industrialization - Reduced Construction bonus (From 15% to 7%) - Chile: Minister of Defense - Reduced MIL construction speed (from 15% to 10%). Reduced Defense on core territory (from 10% to 6%) - TOA Shared Minister of Defense - Reduced mil construction speed (from 10% to 7.5%) - Chile: Reduced merchant marine manufacturer discount on convoy production (from -50% to -20%) and reduced their reliability gained (from +30% to +10%) - Chile: Unified in spirit - Reduced Org gain (from 10% to 5%) - Chile: Reduced Army attack of Patagonian Giants to 5% (from 10%), defense to 8% (from 10%) and breakthrough to 8% (from 10%) - Chile: Reduced the miners representative building speed (from 10% to 6%) and its max efficiency factor (from 10% to 5%) - Chile: Reduced conservative businessman civilian speed (from 15% to 10%) and its max efficiency factor (from 10% to 5%) - TOA Shared: Reduced the minister of lands and colonizaition non-core-manpower to 4% (from 10%) and 6% (from 15%) from version 2. Increased global building slots gained (from 5% to 15%, and 25% for version 2) - Chile: Reduced Minister of Economy and commerce trade laws cost (from -50% to -25%) - Chile: Reduced defender of araucanian soverighnty factory output (8% from 15%) - Chile: Reduced president of the central bank consumer goods reduction (to -5% from -10%) - TOA: Reduced social economist consumer goods factor reduction (from -15% to -7%) - Chile: Apostlic prefect of Araucania reduced factory output bonus (from 10% to 6%) - Chile: Reduced Emperor Of France and the Americas attack core factor (from 15% to 5%) and core defense (from 20% to 10%), war support (from 15% to 10%), and stability (from 15% to 10%) - Chile: Reduced Carabineros de Chile army core attack (from 10% to 5%) and core defense (from 15% to 7%) - Chile: Reduced Christian Democrat pp gain (from 15% to 10%) - Chile: Reduced Laizzes faire civ construction speed (from 20% to 10%). Reduces law cost reduction (from -50% to -25%) - Chile: Reduced High Quality Nitrate bonus (from 10% attack to 5% attack) - Chile: Utilize Famae Mil reduced by 1 - Chile: Reduced Carabineros de Chile Core attack (from 10% to 5%) and core defense (from 15% to 10%) - Chile: Reduced factory output from opressed working class (from 20% to 10%) and consumer goods (from -15% to -10%). - Chile: Reduced Francoist Model Defense (from 10% to 5%) and factory output (from 10% to 5%) - Chile: Reduced Max attack bonus gain from Pan historic rhetoric (from 10% to 6%) and defense (from 10% to 6%) - Chile: Reduced Max attack bonus gain from Pan historic rhetoric (from 10% to 6%) and defense (from 10% to 6%) - Reduced max attack bonus gain from the francoist model (from max 10% attack to max 5% attack) and defense (from max 10% to max 5%) - Shared focus tree: Reduced arty attack gained from heavy Guns industries (from 10% to 5%) and defense (from 15% to 10%). Gives 1 research boost instead of 2 - Chile: Spirit of the conquistadors now gives 6% breakthrough instead of 10% attack - Chile: Fascist Theologian gives 8% pp instead of 15%. Other stats unchanged - Chile: Reduced the true enemy factory output gain (from 10% to 5%) - Paraguay: Reduced Flourishing Economy (from 20% output to 15%) ################################## # Gameplay ################################## - Brazil now has updated infantry equipment names and icons. - Added an extra flag for US of Brazil - Added some extra flags for forming the United Kingdom/Empires of Brazil/Portugal and altered an event so that Brazil can now annex Portugal rather than puppet them to form the United Kingdoms. - Changed some icons for Uruguay & Paraguay ################################## # AI ################################## - AI no longer overwrites other countries' supply node motorization settings ################################## # Modding ################################## - Fix bug where on_ruling_party_changed sometimes didn't get the correct old_ideology_token - Adding on_ruling_party_change_immediate on-action as a deprecated and unsafe backwards-compatibility for mods that rely on that behavior ################################## # Bugfix ################################## - Added missing text for America Decolonized achivement - Fixed a typo for the DEF name for Nordic Defence council - Fixed a rare crash caused by government in exile eating resources without freeing them - Fixed an issue where the Chilean communist focus "Propose Closer Cooperation" wouldn't properly be able to target your subjects, thus preventing you from annexing the way you were meant to be able to. - Fixed an issue causing the Swedish AI to enable all strategy plans - "Brazil/Argentina makes aggressive moves on Uruguay" event no longer triggers when TOA is disabled - Fixed bugs where research agreements would kick out members for both Argentina and the Soviets - Fixed a bug for the fascist demagogue causing "Fascism on the rise" decisions to appear - Fixed a bug where Argentina would retain wargoal on UK after taking the Falkland and South Georgia islands - Fixed a bunch of local_resources modifiers in state scope that should have been state_resources - An attempt to maintain our neutrality bypasses if you are communist - Added missing flags for America do Sul formable (Brazil focus tree) - Brazil - 'Anuae!' national focus now gives a locked template to prevent an exploit. - Brazil - 'The International Crisis' national focus now sets the game rule 'can send volunteers' for Brazil. - Uruguay: Removed ghost focus in Uruguay - Paraguay: Fixed being able to take Mass Drafts before adopt minority languages - Fixed an issue where Paraguay could join cominterm despite not being allowed to - Generic "join" faction events can no longer be used to bypass "can_join_faction = no" rules - Brazil - AI Brazil will join Allies on historical instead of sometimes ending up in the Comintern. - Removed a character for Argentina which was causing problems with the fascist path. - Removed slot in Nigers impassable terrain. Niger proper now is rural Happy Map Painting! |
[h3]Spring is Here and So Are Freebies for Hearts of Iron IV Fans![/h3]
Expansions
Country Pack
Music & Model Packs
[h3]Country Packs - Steam Store changes[/h3] Hello, Community Manager Katten here, I have some updates regarding the Steam Store. We've taken your feedback to heart regarding the clarity of Trial of Allegiance as a Country Pack. As a result, we've decided to rename both Trial of Allegiance and Battle for the Bosporus to include "Country Pack" at the beginning of their names. Please see the changes below:
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Greetings all!
As I mentioned above, this has been a very bug-light release, but if an issue is plaguing you then please let us know through the usual channels, and well spend any time left over on making other improvements to ToAs content. ----------- [h3]Stuff That Doesnt Really Help[/h3] Reviews that are empty/irrelevant/insulting/contain mysterious dwarven chanting are not going to be useful to us. When I say that we read all reviews, Im not kidding - but if theres no actionable text, we cant do anything with it. Of course, it is your right to maintain a practice of critical ambiguity, Im just saying it wont produce results. Reviews and comments that set up a strawman and try to assign a motive to the decisions we make serves only to create a rift between developers and community. We love this game as much as you do, and while it would be naive of me to assume that every discussion can be equally polite and constructive, I do believe that it is better if we let people represent themselves. Of course, the vast majority of you understand this. [h3]In Conclusion[/h3] From my perspective, team Juno had a cracking debut release, and Im beyond proud of what they accomplished. The strategic side of things is where weve fallen short, and that is my cross to bear. Finally, the reason Im saying any of this stuff is to give you folks some context. This is hopefully an insight into the thought process that collectively happens behind the scenes at HoI HQ. Ill be around to try and answer any questions! Below, youll find the patch notes for the update coming sometime today: ################################################################ ######## Patch 1.14.2 "Bolivar" ######### ################################################################ ################################## # Bugfix & Gameplay Additions ################################## - Presets in the equipment designer should not be blocked because of so-called negative stats - Blockade runner now requires fighting with at least one >37 knot ship - Added a decision for fascist Chile after completing the focus "Forge a New Chilean Identity" to change the national flag to the Patria Vieja based one, due to popular demand. - Added Felipe Molas Lpez as advisor for Paraguay - Valentino Riroko Tuki's trait has been buffed, and RAP now gains slightly more things when released and chosen to be played as a part of the Araucanian-Chilean civil war. - Blockade runner is now actually obtainable - Flourishing economy for Paraguay no longer expires - Revenge for the Triple Alliance and Rekindle old gripes now gives wargoals against both actors in a civil war if BRA or ARG is in a civil war - Fixed an issue where two designer companies for Chile wouldn't have icons with AAT disabled. - Fixed a bug where Bartolome Blanche would go to the revolting side in the Araucanian civil war despite the non-aligned side still meeting all the requirements to keep him. - Fixed an issue where taking any of the Promote Spanish Immigration decisions as Chile would permanently block the player from taking any further immigration decisions. - Support the Spanish republicans no longer spams the error folder - Historical AI behavior setting for Uruguay no longer disallows achievements - Fixed an issue where Paraguay could take a focus before taking the prerequisite focus - You no longer require French Somaliland for the Chilean empire achivement - USA should no longer guarantee Monroe countries in addition to having the Monroe spirit if Trial of Allegiance is on, unless Tension is > 90% - Replaced some Uruguayan spirit icons with nicer ones - Italy now joins the war when France proper is being invaded by Axis troops, or on the historical date - Reshuffled priorities for building slots for URG/PAR to make it less likely that the capital hits the 25 slot limit - Paraguay river navy gets properly removed upon capitulation - Fixed Oscar Escudero Otrola having his name backwards - 'Reach out to Soviets' in the Argentina tree now checks if the Soviet Union is communist. - Election event will now only fire if Brazil has completed 'Repeal the National Security Laws' - Made the requirements to get Senor Hilter slightly easier. - Added the correct Mechanized tech icons for Brazil - Fixed an issue where Argentina and Chile could not use their modern small aircraft icon for carrier aircraft. - Added a fix so you can now see that Prestes will become country leader with the 'Align with Moscow' trait. - Added a check to Argentina's 'Support the Spanish Republicans' focus so it can only be taken if the Spanish Republic exists. - some more portrait tweaks for minvervino, valentino and dartnell - Added a check to the Juan Peron focus to make sure he is still recruited. Also added tooltip to event to make it more apparent he will not be available. - Argentina can now peace out all UK allies when taking the Falklands - Modified requirements for 'Revise Treaty of Roca-Runciman' in Argentina focus tree. Now accessible to communists after civil war. - New Edelman portrait added and minor tweaks to previously existing portraits - Fix for the Cisplatine war achievement not working. - Fixed snake smoked achievement file names. - Nerfed some of the recruitable population and supply in Communist Argentina - Merged two instances of a duplicated Brazilian admiral/advisor - Added fix to prevent elections from firing if Vargas is still country leader - Eugenio Gomez portrait updated to show the right person - Neglected state and Cangaco state modifiers will now be removed when another country owns the state. - Fixed an issue that was preventing players from inviting countries to the Org of American states faction and made it easier to see how to integrate countries into US of South America. - Updated some focuses that were not adding cores to new states. - Added a fix to make sure that Support the Spanish Nationalists isn't available if they win the civil war - Added chief of army for those without ToA for Argentina - Removed "Fascism on the rise" decisions for Argentina - Made Fascist demagogue advisors available from game start in Argentina - Brazil and Argentina now have full access to their respective intel agency icons - Improved tooltip for Align with Moscow focus - Beneath the shadow of the Triple Alliance and Rekindle old gripes no longer instantly white peace PAR/URG, giving them the option of continuing the war without being teleported back - Fixed confusing Tooltip for blockade runner - Peru can no longer go to war with Ecuador if subject - Chile can no longer create their own faction is subject - Mexico can no longer invite Peru to their faction if they are at war with Ecuador - Normandy is now part of Chile's decisions to core France - Manuel A. Rodriguez no longer has a duplicated localization key and is recruited when ToA is disabled. - Added fix that prevents players from taking "Demand Compensation From Spain" if Spain does not own Equatorial Guinea - Fixed an issue with Argentina's starting plane having the wrong icon. - Fixed a bug where "TAG makes aggressive moves on Uruguay" event fires twice - URSAL focus now grants cores to Brazil - Fixed a bug which required reloading the game to show hidden Senor Hilter focuses ################################## # AI ################################## - AI now motorizes supply hubs if needed, even if they are controlled by allies or puppets - The ai should no longer be as willing to send volunteers to the Kingdom of Araucania and Patagonia for all of eternity. - Limiting some italy ai strategies for only when in faction with germany ################################## # Modding ################################## - Removed the check on negative stats that disabled create_equipment_variant and AI equipment creation ################################## # Stability & Performance ################################## - Improve performance in resource computation. - Various minor optimisations across the game (infrastructure etc) |
Generals! |
Hello there generals, it's your friendly neighbourhood Community Manager, Katten, here to talk about, Trial of Allegiance patch notes! |
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Hello there! AveeBee here again to discuss alternate history Brazil this week. If you havent already, I highly recommend reading the historical dev diary where we also covered the industrial and military branches for Brazil as this week we will be just looking at the political branches. Its worth keeping in mind that due to covering multiple branches this week, Im going to try and keep the overview to the highlights as there will simply be too much to cram into a single dev diary and I imagine most of you are still digesting last week's big bag of goodies! |
Generals!
[h3]Expansions[/h3]
[h3]Music & Model Packs[/h3]
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Hello there, Aveebee here to introduce this week's chunky Dev Diary covering a variety of topics. Well be covering everything free going into the upcoming patch that will release alongside Trial of Allegiance, an overview of some major map changes in South America, as well as some content pack specific updates. So without further ado, lets get started! |
Hola a todos! Jonathan here to bring you a brand new Hearts of Iron 4 Dev Diary for the upcoming DLC Trial of Allegiance! I will be introducing you all to Chile, a country mostly known as South Americas Prussia. And as such, its time for a country almost no one knows about (nor is probably all too invested in), its time for Chile! |
Hola amigos! My name is Eilidh, and this just so happens to be my first time writing a Dev Diary for you guys! Im very excited to introduce to you the work I have been doing on Argentina, one of the nations youll be able to lead in Trial of Allegiance. Whilst Argentina didnt get directly involved in the war until late in the game, the country went through massive changes and had an absolutely fascinating history during the 1930s through to the 1940s. So lets take a look at this Infamous Decade and allow me to give you a brief context overview of where the country is at the start of the game, before taking you on a tour around the various political branches you can take in the Argentinian focus tree. Without further ado, lets get stuck in! |
Generals! |
Hello there generals, it's your friendly neighbourhood Community Manager, Katten, here to talk about, Trial of Allegiance, the first-ever country pack for South America. Our aim was to craft a thrilling experience, allowing you to feel the power of constructing a regional superpower to confront emerging international threats or to use its power to expand your empire abroad. |
Generals! |
Generals! |
[h3]Generals![/h3]
TommyKay will be joined by an illustrious team of casters including; FeedbackGaming, DiscardPixel, AbsoluteHabibi, Seemops and Midgeman! So, head on over to Tommy's channel by clicking the image below, and follow the story as he crowns a new CHAMPION over the next two days! |
Generals!
[h3]Expansions[/h3]
[h3]Music & Model Packs[/h3]
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Greetings!
Sweden - 24%
Norway - 12%
Denmark - 12%
Iceland - 6%
Overall people strongly preferred the more historical route for Finland and restoring monarchies as Denmark, Norway and Sweden. Iceland bucked the trend. I guess ppl hate being a puppet more than they love the king ;D Overall the top 10 played nations are (5h+ games):
This ranking has held fairly stable, but its nice to see how much it evens out as we make more content (except for the big two - Germany and Soviets). [h3]The Future[/h3] The coming year is going to be a really exciting one as we have succeeded in something we have tried to do for a long time - create a second autonomous team filled with brilliant and awesome people! This means that you can expect more stuff and at a quicker pace during 2024 as we now have another team focused on delivering more national flavor and content. In fact they have already been at large for a while :) Without revealing too much this side of the year I will cryptically say: Next year you will see both a new face on something familiar, and take our first step into an untouched continent *Disappears with a mysterious hiss into a cloud of smoke* The Hearts of Iron IV team and I wish you all a Merry Christmas and a Happy New Year! Oh, and keep your eyes peeled for a certain Steam event happening Later today. |
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Generals! |
Generals. |
Generals!
[h3]Expansions[/h3]
[h3]Music & Model Packs[/h3]
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Generals! |
Generals! |
Hello there! |
Hello there! |
Generals! |
Generals! |
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Hello, and welcome back to the last Developer Diary for Arms Against Tyranny! |
Generals! |
Generals! |
Hello there it's me C0RAX. It's time for another feature dev diary and this week we are going to look at the International market. |
Generals! |
Hello there it's me C0RAX. It's time for another feature dev diary and this week we are going to look at military industrial organisations (MIOs).
[h3]Goals[/h3]
So let's see what the final version of the MIOs look like. So firstly how do you see your MIO's? This is as simple as previously you can find your MIOs in the political menu where you would have found the buttons to unlock design companies before. From here we can click on details and this will show the detailed page for that specific MIO, this is where you will upgrade that MIO as it grows in size. Right so this is very different from the mock ups from the dev corner so let's go through this. Firstly let's talk about the progression change in the middle. Previously we had 6 departments (3 design, 3 manufacture) each with their own stats and unlocks; this now has been condensed into 1 tree covering everything for the MIO. The old design was very void of narrative and feeling and often was overwhelming with choice but underwhelming in effect. By bringing everything into a tree like so with fewer actual unlocks your choices are more impactful and the compromises are clearer. The trees also allow for a narrative progression through the small advances made within companies that the bonuses provided represent. In addition to this we have unique traits for some MIOs that represent them having their historical unique capabilities. Departments now represent the groupings of equipment an MIO will affect this allows you to have a quick snapshot of the bonuses an MIO can and is offering so if you see an MIO with a department for medium tanks you know to expect it to give you houses for that and once youve unlocked some of those traits you will see them on the department/ Now we have some entirely new things. So let's start with the initial trait. Every MIO has an initial trait this provides bonuses to that MIO always and generally designates the type of MIO so an MIO such as supermarine has the initial trait agility fighter this tells us this MIO is focused around agility for small aircraft and the initial bonuses will also be for that Next we have policies, policies are mid upgrade bonuses. They cost political power and provide a bonus that is outside of the normal traits you would get for the MIO. These bonuses specialise you MIO in certain directions from making it grow faster or giving bonus stats or building faster. Once you select a policy you cannot change it for 180 days so you need to make sure youre selecting the ones you need for each MIO because they are long term choices. Now we will get onto using the MIOs, so as detailed before in the dev corner MIOs are applied when we research now, so when you go to research something that has an applicable MIO for it you will get the option to attack an MIO for a small PP income cost or to research without an MIO. MIOs offer research time bonuses so attaching them makes the time faster and adds funds letting your MIO increase in size as you research. If you didnt attack on MIO or want to change the attacked MIO you can also do this after researching. You can go to any equipment and create a new variant and attack or change the MIO on the equipment for a small XP cost. Once an MIO is attached to equipment it will apply to any further variants you make. However the MIO attached to equipment is a snapshot of the traits of the MIO when it was applied and must be upgraded to gain any new traits unlocked since then also for a small xp cost. This can be done via the make valiant screen or via the history tab. The history tab in the MIO details screen shows every equipment you have with that MIO attached and any equipment currently being produced by the MIO. from here you can upgrade the MIO on the equipment up to the latest traits individually or you can upgrade all non obsolete ones with the upgrade all button. You can also upgrade all whenever you unlock a new trait via a check box. Finally we can add mios in the equipment designers this works the same as with other equipment but we do when designing the equipment. Finally we have production, any production line can have an MIO attached so long as it has the equipment designed in one of its departments, most MIOs will have production bonuses for equipment allowing for faster or more efficient production when they are attached. On top of this you also gain funds from producing equipment so building something with you MIOs will let them increase in size faster. This is integrated into the flow when you add a new production line and can be added later simply via the production menu [h3]Modding[/h3] Implementation of new MIOs are very easy, you can create a new one or include and extend/modify an existing one all natively in the api. An MIO has a basic structure like this
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Generals! |
The Premier Frontlines Event: Join Us on Sweden's West Coast for a Massive Axis VS Allies LAN Party, Presented by HyggeGaming! |
And now for me. Hello everyone, its me Jonathan, here to write about some of the content I have helped with creating for Finland for the upcoming expansion. I have been jumping around and helping my fellow content designers wherever help has been needed for AAT, whilst working on other stuff in the background. |
Moi! It is Mano de Zombi again to welcome you all to a new HOI4 Dev Diary for the upcoming DLC Arms Against Tyranny, and just a heads up this one is going to be split in two here on Steam since its a hefty one! |
Generals! |
Hey there, everyone, Carlo here. As Content Designers, and developers, we not only make content, but were always trying to find new tools to do our job better and faster. And since HoI4 is crazy moddable, these tools are available to modders too, these are some of the new things youll be able to do when making mods, starting with Joint Focus Trees.
[h3]New Functionality for CTRL + ALT + Click[/h3] Weve added more functionality for the (debug-only) hotkey CTRL+ALT+Click on certain UI elements. For those of you who might not know about this hotkey, this is an extremely useful tool for scripting and debugging: when used on a certain object in the UI, it will automatically open the file and lead to the line in which said object is defined, so you can immediately see the script behind it, and do whatever you need to do with it. Quick example: (with debug mode on) you can CTRL+ALT+Click on a focus and it will open the appropriate focus file and lead you to the line in which it is defined: As a reminder, this could already be used in focus, events (clicking on any of the event options), decisions, ideas (National Spirits, Designers, Laws, Officer Corps Spirits), characters (advisors, country leaders, unit leaders), technologies and doctrines. Please forgive me if I forgot something, I can barely hear my thoughts on this rain Now, our amazing coders have fixed an issue with unavailable advisors not working with this (now they do!), and new functionality has been added so that we can now CTRL+ALT+Click on:
[h3]Improvements for Division Commanders.[/h3] We have improved a bit the way of scripting Division Commanders (Field Officers). Now you can define them with a localized name and with portraits, both in OOB files and inside the create_unit effect: [h3]Parameter random_select_amount[/h3] This useful new parameter can be added to all the every_[scope] effects (every_character, every_state, every_other_country, etc.). The parameter takes an integer as value, and this value is the number of times the effect will run before breaking the for loop running behind the scenes. Previously, we had a few different ways of applying effects to, lets say, 3 random states, but all of them required an unreasonable amount of script and custom tooltips in order to make sure that the effects could not be applied to the same state twice, and they all generated very shitty tooltips. Now, the use of random_select_amount allows us to apply effects to a number of random scopes (states, characters, countries) in a very simple way with no possibility of choosing the same scope twice and generating a standard tooltip that indicates the actual states targeted by the effect: [h3]Filter for including invisible unit leaders in effects & triggers[/h3] If you ever had the need to apply effects to all your land and navy officers, regardless of them being visible to the country or not (due to, for example, the country not having completed a focus yet), you will find the new parameter include_invisible pretty useful. This parameter is now available as an optional parameter in the full set of scoped triggers and effects related to unit leaders (every/random/all/any_unit/navy/army_leader). By default is set to false, so you only need to use it if you want to scope to all the unit leaders belonging to a TAG, regardless of them being visible (unlocked) to the country or not. This is the full list of effects and triggers that benefit from this parameter: every_unit_leader random_unit_leader every_army_leader random_army_leader every_navy_leader random_navy_leader all_unit_leader all_army_leader all_navy_leader any_unit_leader any_army_leader any_navy_leader [h3]Use of Variables as tag in targeted modifiers[/h3] Now it is possible to input a variable as the tag parameter inside the targeted_modifier block, allowing us to store the appropriate country inside a variable and then apply the National Spirit targeting the appropriate country very easily! And this is all for me, Ill see you soon in a future Developer Diary but in the meanwhile I wish you all a great summer! |
Velkommen tilbage to Dannes Danish corner and the country where one of its leaders looks like Santa Claus while another one is literally named Christmas. Its time for another Danish bashing Dev Diary, where well look at what kind of alt-history shenanigans Denmark can do to avoid their world-breaking record for fastest capitulation. Will they be able to withstand German Panzer divisions? Will they be able to ally with the Germans? Will they be able to avenge their humiliating defeat of 1864? Will anyone finally make sense of the Danish language? Of all these questions, I have the least hope for the last one |
Generals! |
Good morning/evening/night! |
Generals!
[h3]Expansions[/h3]
[h3]Music & Model Packs[/h3]
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Generals! |
Hej everyone, its me, Carlo! Katten has been staring at me from the other side of the office all morning, which can only mean one thing: its time for me to write another Dev Diary! Now, Ive already talked about Historical Norway, the Joint Focus Tree, and modding stuff so theres only one more thing I could write about, and thats our favorite kamerat, LevTrotskij. |
Esteemed Generals! |
Generals! |
Hey everyone! Im Plankie and one of the programmers on Hearts of Iron. Large parts of my work consists of feature work, bug fixing, and general game improvements. My absolute favorite part of game development is working with the AI and trying to make it more fun and interesting and immersive to play with. So, in this weeks dev diary Ill focus on showing how the AI interacts with one of our major new features: The International Market
It also needs a surplus of equipment to sell, but fortunately the AI already knows how to produce equipment, so that just needs a little bit of tweaking! The basis of the AIs behavior on the International Market is the surplus/deficit it has of different types of equipment on the production stockpile (you know that list of equipment you see under the logistics tab). In general, it will try to buy equipment it has a deficit of and will offer to sell equipment it has a surplus of. This base behavior is then modified by other factors, such as AI strategies. The familiar logistics tab showing what equipment is available on the production stockpile. The right-most number showing surplus/deficit is an important component of how the AI interacts with the International Market. [h3]Putting things up for sale[/h3] Before anyone can buy equipment from the AI, it obviously needs to put equipment up for sale. Just like for a human player, it is only possible for the AI to add equipment to the market if it has a surplus of it. However, just because there is a surplus doesnt mean that its a good idea to put all of that surplus up for sale. And if the surplus disappears and we start lacking equipment again, the AI should take the equipment off the market so it can use it itself instead. We basically want something like the following behavior:
The problem is that we need to define how much a lot is so we know when to start putting the things up for sale. This could depend a lot on what type of equipment it is and what situation our country is in. We could do something simple and say that if we have a surplus larger than 200, then start selling, but 200 infantry equipment and 200 strategic bombers are on completely different scales so using absolute numbers is not a good idea. But manually having to define the numbers for different equipment types and situations and countries also means a lot of work and balancing, so we at least want some good default behavior with a possibility of tweaking it. In one of the first iterations of the market AI, we just made it put a certain ratio (say 20 %) of its surplus equipment up for sale. Despite the simple approach it worked pretty well, and since its simple its also easy to understand and debug. It had some shortcomings so we modified it a little bit, but its still the basis of how the AI puts things up for sale. Every market AI update, it calculates its total surplus of every equipment type (surplus on production stockpile + anything on the market stockpile) and makes sure that the ratio is correct. This means that if the AI needs the equipment themselves, they have a total surplus of zero, so they put 0.2*0 = 0 equipment up for sale, i.e. they wont sell it. They will also pull back anything already up for sale so they can use it themselves. And if they have a total surplus of 100 equipment, it will put 0.2*100 = 20 equipment up for sale (assuming a ratio of 20 %). So the more surplus it has the more it tries to sell, while still retaining a buffer in case things go sour and it starts needing the equipment itself. It also means that we dont need to specify an absolute number for the threshold, it adapts itself to the situation. But as mentioned, the approach had some shortcomings. The AI had a tendency to trickle in equipment on the market, trying to sell 1 rifle as soon as it had a surplus of 5 rifles, etc, and this felt very artificial and not very human-like. This led us to modify the algorithm so that the AI thinks about the equipment in batches instead of singular weapons. The size of a batch is roughly how much equipment can be delivered in one month using one factory for payment, so instead of seeing the AI try to sell 3 rifles, it now waits until it reaches around 350 rifles (one batch of surplus) before putting it up on the market. At this point we had a reasonable default behavior for how the AI puts equipment up for sale, but we still needed the capability of tweaking it. This is done through scripted AI strategies! If you dont know what AI strategies are in HoI4, its essentially a way that content designers and modders can tweak the AI behavior through script. With AI strategies, its possible to modify things like
With the AI strategies, its possible to for example prevent minor countries from selling all their trains (which arent used much before the war, so they are technically a surplus). It is possible to script Germany to not sell their huge surplus of weapons when preparing for war (fun fact: the German AI isnt really aware that its going to end up in a big war until just a few months before the war breaks out, so without different scripted AI strategies they wouldnt prepare enough for it). Needless to say, the AI strategies are a very useful tool for the designers! [h3]Buying equipment[/h3] If the AI is lacking some type of equipment, it will consider buying it from the International Market (assuming there is someone offering to sell it). First of all it decides how many civilian factories it is willing to spend on purchasing equipment. Second, it looks at all the available equipment up for sale and determines if there is anything there that matches what it needs. After that, if the AI has factories to spend and there is equipment it wants to buy, its just a matter of deciding what to buy first and how much of it. This is done by computing a score for each potential deal, a score which takes into account:
Example of a debug info window for the market AI. Here, the US AI has a deficit of 294 tactical bombers and almost 19k infantry equipment. It would prefer to buy bombers since the value of the lacking bombers is higher than the value of the lacking infantry equipment, but for the moment only British infantry rifles are up for sale, so the Americans start buying that instead. So, now we know WHAT we want to purchase, but what about HOW MUCH? If we asked to buy 19k infantry equipment but only were prepared to pay with one factory, we could end up with a deal that would go on for years. In order to circumvent problems like these, the AI tries to create contracts that are neither too small nor too large by tweaking the amount of equipment and assigned factories until the completion time is acceptable. At the time of writing (and subject to change), the AI avoids purchasing more equipment than what can be delivered in about 10 months. It also uses the aforementioned batch size as a minimum limit of how much equipment to buy. Paying off 19k infantry equipment with just one civilian factory takes a couple of years. Long-term weapon deals sound better before you do the math Of course there are also AI strategies for affecting how the AI purchases equipment. These are values that either go into the scoring calculation (affecting what the AI prefers to buy and from whom if there are multiple alternatives), or that tweak things like the threshold of when it wants to buy equipment of a certain type. [h3]Establishing market access[/h3] Now we know how the AI puts equipment up for sale, and we know how they determine what they want to buy. But all that is for nothing unless the AI has access to another countrys market, so of course it needs some way of gaining market access. This is a relatively simple process since market access is nothing more complicated than a normal diplomatic relation, like docking rights or a non-aggression pact. Naturally, the AI is able to respond to requests for market access if you ask them, but it would be a pretty boring feature if they never took the initiative themselves. The exact factors that go into the AIs desire to have market access with another country are of course subject to change as we balance the game, but at the time of writing the most important factors are:
The Soviet Union is really not interested in opening their market to those British capitalists. The result of this is that you tend to see something similar to trade blocs, groups of countries that trade with each other (often along faction or ideological lines). The boundaries between the trade blocs are soft, however, and its often possible to convince countries to trade with you by raising their opinion of you. [h3]Producing surplus equipment[/h3] Finally, since the International Market revolves around surplus equipment, it wouldnt be much fun if there was no equipment to trade with. This ties into some changes to how the AI produces equipment, especially when they have already fulfilled all their own needs. As some of you may have noticed, since BBA a lot of smaller countries have been bad at fully utilizing their military factories. As soon as they have fulfilled all their equipment needs (including having a buffer for any armies in the field), they stop using their military factories. This behavior was not introduced with BBA, but because of some other changes to how the AI recruits armies the problem became much more visible. The reason they stop producing equipment is because they technically dont need any more equipment, and if you dont have any equipment you need to produce well, they simply stop producing it. As human players, we know that a war is looming on the horizon and there is no reason to stop production just because we have enough. Its better to be prepared with a larger stockpile. And with the International Market making its entry, we can suddenly satisfy our inner capitalists and earn something by selling our surplus equipment. So, now, when the AI gets to the point where they have enough equipment to fulfill their own needs, they start transitioning into a surplus production state. In this state, they once again use AI strategies to determine what to produce. This makes it possible to script countries to produce different types of surplus equipment, which in turn would allow for more equipment diversity on the market place and a larger selection of equipment to choose from. [h3]Summary[/h3] We are nearing the end of this dev diary, so lets quickly sum it up! We did a little deep dive into the AI for the new International Market feature, and got to see the logic for how it puts surplus equipment up for sale and how it constructs purchase requests. In addition, we looked at the factors affecting how the AI opens up their market to other countries, and finally, how surplus equipment is produced when all other needs are fulfilled. I hope you found it interesting to see some of the inner workings of the market AI, and I definitely hope you will enjoy playing the game with your new trade partners! In next weeks dev diary you will get to join some of our content designers for a closer look at how to mod Hearts of Iron! Stay tuned! |
Generals! |
Greetings all, |
Generals! |
Joint Focus Tree Dev Diary |
Generals! New intel has arrived from Turbolarp about the upcoming Hearts of Iron IV Grandest Lan! |
Hello there, it's me C0RAX.
[h3]Division Structure[/h3] First up we have division structure changes. The way you make a division has been fairly static for quite some time. With this update there are some new changes that increase the challenge and compromises you will have to make when designing your divisions. First up we have some changes to the categories for each brigade that you choose when you pick the first battalion for each vertical column. Previously we had both artillery, AA and AT in the same category as maneuver units like infantry and tanks. This is no longer the case; artillery, AA, and AT are now in their own category meaning you need to choose how many support brigades you have and how many maneuver brigades you have. This extends to mobile battalion and armored battalion categories. Previously there was never any real scarcity when it came to a division's battalion slots, you could generally always have whatever number of battalions you wanted in generally any mixture. Now your brigade also starts with the bottom slot locked making a 5x4 grid.this is the default state of divisions and you can unlock this 5th slot by unlocking doctrines giving you a 5x5 grid. When this is combined with the category changes you will need to think about how much combat support battalions you can bring vs vs how many maneuver battalions you you need if you want to make that large division with lots of tank and infantry you will be significantly restricting just how much Artillery, AA and AT you bring to boost your unit. [h3]Economy[/h3] Now we are onto something many of you have seen in the focus tree dev diaries is the new modifier Consumer Goods Factories Factor . This new modifier exists because the Consumer goods calculation and its associated modifiers have changed. Previously the calculation of consumer goods was calculated by adding all the consumer goods modifiers to get a percentage; it then worked out the number of factories that percentage represented against your total factory count. So if you had 5 civs and 5 mils for 10 total factories and your consumer goods modifiers total was 10% you had to pay 1 civ for consumer goods. You were then taxed that number of civilian factories. This had a nasty problem in that it was very easy to first reach 0% consumer goods which was a considerable balance consideration due to it allowing faster snowballing of the economy. This easiness of reaching 0% consumer goods was then a problem because once you reached 0% other parts of the game where the reward was a further reduction of consumer goods were rendered useless since you cannot go below 0% consumer goods. This is now done a little differently, firstly there are now 2 steps to the calculation of the percentage. First we have the base value(expected consumer goods), this works the same as the old percentage calculation; it's a simple percent value that is added up together. This generally is only set by laws so it acts as a base value that everything else modifies. We then have the consumer goods factor (the new modifier) which multiplies this value and if there are multiple factor modifiers they are multiplied together meaning that you will generally never actually reach 0% consumer goods from just the factor alone and the effect of each additional consumer good factor modifier has diminishing returns. We have also as part of this made the consumer goods calculation round down consumer goods factories which should help minors a bit while not really being highly noticeable for majors. For those who want a detailed copy of the calculations it's like this: ConsumerGoodsPercent = (Base1 + Base2 + .) *((1+Factor1) * (1+Factor2) * .) ConsumerGoods = Max(ConsumerGoodsPercent , MINIMUM_NUMBER_OF_FACTORIES_TAKEN_BY_CONSUMER_GOODS_PERCENT ) (ConsumerGoods * Total factories).RoundedDown [h3]Presets[/h3] And finally I kept the most exciting one till last, and that is presets for your equipment designers. Ever since the introduction of the equipment designers we have known that some players don't want to or struggle to interact with the complexity of them especially when they are new to the features or game. This was for many off putting and something they would shy away from or be continuously frustrated with, Since the game didnt really teach you how to make a well rounded design for each role. This was doubly true if they wanted to recreate a historical vehicle that they know from their own knowledge of WW2 but didnt understand how to translate that into the game with the designer. What these are are premade designs for your equipment designers that are stored in the game files. When you create a new variant from a blank chassis you can press the presets button and will get a list of all the presets made for that chassis/hull/airframe. So should you open up the improved heavy tank chassis presets you will find an entry called Tiger I and you will see the picture of the Tiger I tank and if you click it all the modules and roles and values will be set for you. Should you be missing modules or upgrades the preset entry will tell you what you are missing in order to make it, then all you have to do is research those modules and then create the variant. So now if you don't understand or want to understand the deeper workings of equipment design you can still make good use of the equipment designers just pick the tank you want and the game will make it for you. Of course if you want to try out tweaking the designs to edge your way into the world of equipment design you can do that too. Once the preset is loaded you can adjust any part of the design as normal, and if you feel lost at any point you can just load the preset back in. Some of you may wonder why were not allowing you to add your own presets or saved templates. In short, this is something wed like to do and are not ruling out for the future - historical presets are an important step towards making custom presets a possibility. However, this feature is entirely moddable so if you want your MP mods to have all the latest meta builds there as presets you can do that, or if you want even more templates for your super in depth history mod or maybe a totally different world you can do that. These presets are defined by the templates you make normally for the AI with some new additional fields, you can now define the art and the name of the template. That's everything for this dev diary, I hope you will enjoy these changes as much as we have. As always feel free to let us know your favorite parts. Next week we will be bringing you more information on a new system for content along with how it will be tied into the stories you can tell with this expansion and beyond. See you next week. |
[h3]Generals![/h3] |
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Hello there, it's me C0RAX.
Ship penetration: Finally the last change I want to discuss is the new penetration effect for ships. To put this imply they now reduce damage directly on top of reducing critical chance. The damage reductions are smaller than for land combat but that's because they have a much greater effect on the combat but be careful defeating an armored foe with just small guns should be much harder now. Thresholds and damage are as follows [table] [tr] [th]Pen to Armor Threshhold[/th] [th]Critical Change Factor[/th] [th]Damage Factor[/th] [/tr] [tr] [td]2[/td] [td]2[/td] [td]1[/td] [/tr] [tr] [td]1[/td] [td]1[/td] [td]1[/td] [/tr] [tr] [td]0.75[/td] [td]0.75[/td] [td]0.9[/td] [/tr] [tr] [td]0.5[/td] [td]0.5[/td] [td]0.7[/td] [/tr] [tr] [td]0.1[/td] [td]0.1[/td] [td]0.5[/td] [/tr] [tr] [td]0[/td] [td]0[/td] [td]0.3[/td] [/tr] [/table] That concludes the run down of the upcoming Summer open beta and it's coming to you tomorrow!. I hope to see you try it out and give feedback on the changes. See you next week for more Arms Against Tyranny content coming your way. It's going to be a pretty one. |
Generals!
[h3]Expansions[/h3]
[h3]Music & Model Packs[/h3]
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Velkommen til Danmarks historiske Dev Diary! As you might have so astutely observed, todays Dev Diary is all about Historical Denmark (and if you didnt catch that, its ok; no one understands Danish anyways, so youre not alone). Denmark has had the great misfortune to be designed by a Swede, namely me - and why would that be such a terrible thing you might ask yourself? Well, let me shed some light on that and give you a bit of context dear reader. Denmark and Sweden have fought the most wars between them than any other countries, so theres some old blood and rivalry here. Which is thrilling to me; I now have the chance to make them as underpowered as I want - muahahahaha! |
The year is 1936. After 30 years since gaining their independence from Sweden, things in Norway finally seem to be looking up: Its enormous merchant marine continues to be a steady source of wealth, the meager industrial base is starting to recover from the ravages of the Hard Thirties, and theres finally a majority government, led by Johan Nygaardsvold, who is in the process of enacting sweeping progressive reforms and will bring political stability to this young nation.
And, if you have the boats, Jan Mayen. With that, I conclude this Dev Diary, feel free to ask any questions. Now go and wishlist Arms Against Tyranny and stay tuned to learn all about Denmarks historical content, it might take you longer to read it than what it took Germany to invade it, but it will surely be an interesting read! |
[h2]Generals![/h2] |
Vlkommen! |
Greetings all on this auspicious day, |
[h3]Generals![/h3] |
[h3]GENERALS![/h3] |
Greetings all! |
[h3]Generals![/h3] |
[h3]Generals! [/h3] |
Generals! |
[h3]Generals![/h3] |
Hello there, it's me C0rax back for another dev corner, and some of you may have noticed in our last dev corner I mentioned in the MIO goals we wanted to have MIOs Provide a framework for national specialisms that can be used on the world stage well i'm here to show you that stage and introduce international markets. |
[h2]Generals![/h2] |
Generals!
[h3]Base Game [/h3]
[h3]Expansions[/h3]
[h3]Music & Model Packs[/h3]
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Hello there, generals! May has arrived, and with it comes a new open beta, this time for Operation Alpha! |
Generals!
These three will now be put together into what will be called the Player's Choice Barbarossa Bundle! Thanks so much for all your votes once again :) This choose-your-own bundle is the first of its kind for HOI, but we plan to do more in the future. So if your favourites werent chosen dont worry - theres still a chance to get them bundled next time! Keep your eyes peeled for when this one goes live, it'll be coming soon |
Why is this important you ask? Well previously we had to provide static modifiers and sometimes change them via scripted decisions or focus rewards. By creating a more organic system to upgrade your design companies you the player can now decide what these upgrades are and tailor them to fit your playstyle. Additionally we can now reward the player for using a design company as opposed to simply having you save up a resource and click a button, rewarding you for putting effort into them. [h3]Goals:[/h3]
[h2]Military industrial Organisations (MIOs)[/h2] So first here is a rough structure of an MIO; [h3]Contains[/h3]
[h3]Departments[/h3]
[h3]Each departments contains[/h3]
[h3]Task Capacity[/h3]
[h3]Defaults:[/h3]
This structure allows us to represent MIOs in a way that expresses the specialisms of the various organisations that designed and produced war materials during the period. You can now represent a company like Bofors AB who designed and produced anti tank, anti air and naval guns seamlessly and expand each of those specialisms as you see fit. Investing in the right MIO is critical to upgrading those specialist departments in order to gain the bonuses you need for specific stats. [h3]Task Capacity:[/h3] An MIO of course cant work on a number of infinite simultaneous projects. For this we have task capacity that limits how many things your MIOs can work on balancing. This is an important thing to balance, since producing too much equipment with an MIO will lock you out from using it for research or designing equipment. For ship production this is actually important for producing ships in parallel so you might want to invest in the manufacturing department for task capacity so you can really ramp up your naval production. [h3]Levelling & upgrades[/h3] Research cost and Production cost is used to calculate MIO funds that it gains when it is used. An amount of MIO Funds is required to increase your size and pick a new trait. [h3]Skill trees[/h3]
[h2]Departments and Tasks[/h2]
[h3]Skill trees provide production specific bonuses[/h3]
So that's a lot of high-level structural talk so you understand the core concepts of the MIO Feature and so I'll now show some of the WIP flows of actually using these structures and systems. Researching [h2]Equipment variants[/h2] [h2]Production[/h2] Well that wraps things up for this week, I Hope you enjoyed it and as always please leave questions and comments below and I will do my best to answer them. Join me in two weeks for another dev corner showing another feature coming to you in the near future. |
Generals! |
Hello Generals, Katten here. |
Hello there Generals! |
Hello there everyone, Im sure you can guess who it is, it's me, C0RAX. |
Generals!
[h3]Base Game [/h3]
[h3]Expansions[/h3]
[h3]Music & Model Packs[/h3]
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Generals! |
Generals! |
[h2]Generals![/h2] |
Hello, Ingevar is here with news about Career Profile, if you're just looking for patch notes, scroll down to find them at the bottom, but let's get into things! |
Hello there Generals! |
[h3]Greetings Generals and Happy New Year![/h3] |
Hello there Generals! |
Hello there Generals! |
Greetings all! |
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Hello there Generals! |
Hello there Generals! |
Greetings all,
The majority of legitimate bugs weve identified here are to do with AI behavior. This is something we consider a known issue, and are iterating on improving this. Weve made some fixes in the last few patches, and we have some wider-ranging changes coming soon. In terms of confusion over the new system, this is something we have some longer-term desire to improve. A lot of changes were made to core systems in BBA, for which players had already established a sense of mastery and habit. This extends to both peace conferences and the air system. In retrospect, changing these habits could have been accompanied with clearer onboarding for the new expectations. Thats on me, and well have this in mind for future developments. One of the major misunderstandings were seeing in the wild is to do with ending bidding. Players who are used to the old behavior are ending their participation with bids selected, expecting to be granted the territory theyve bidded upon. In reality, there is nothing stopping the AI or other players from contesting these bids, now without the risk of being re-contested. Were considering mitigation for this behavior. Disagreement with the direction of the new peace conference system is a more nuanced debate, but one which we feel is primarily influenced by the previous two points. On one hand, we have a sizable cadre of players who enjoy the more adversarial nature of the conferences, and on the other hand, there are a range of opinions on how effective this turned out to be. There are several commonly occurring conference comments worth mentioning:
On the subject of the air system and plane designer, well be working on some improvements to the flavor elements that were somewhat lost during the transition to the new designer interface, as well as tackling bugs as we see them. Theres been a lot of guesswork from the community over what the air combat formula is - much of which has resulted in erroneous conclusions. Well be making sure that the relevant parts of this are more clearly communicated; either in-game or through the wiki for those who want a deeper dive into the numbers. Weve now released two patches for BBA which address many of the most frequently occurring problems. We have more bugfix patches planned in the short term (likely next week for our next iteration), as well as a patch scheduled slightly more distantly with some more impactful changes. In addition to the above, we will be continuing with the practice of monthly recurring patches throughout the BBA lifecycle - as indicated previously, we recognize the importance of ongoing maintenance for HoI. All in all, many of you are continuing to find great enjoyment in BBA, and we fully intend to keep working on the key areas that some of you feel dont meet your standards. [h3]Read the full diary here[/h3] |
Hello there Generals! |
Hello there Generals! |
Hello there generals!
Finally you can try reverting back to the older DX9 renderer by changing the settings in the Paradox Launcher: Remember: the upgrade to DX11 was one-time so if you set it back to DX9, it will remain that way until you change it again. Finally, keep an eye on this forum for new patches announcements and the known issues list. Experiencing Issues launching BBA? Please run through this checklist first! Some users are reporting being unable to launch the game, not seeing content in the game at launch, or graphical oddities. Before filing a report, please take the time to confirm that you've run through these steps. It may seem tedious, but the vast majority of reports are fixed by one of these solutions.
I hope this post has been able to assist you! Hope you all are having a fun time playing By Blood Alone. /Katten |
[previewyoutube=QiBAkCUdweY;full][/previewyoutube] |
Greetings all, |
Hello, and welcome to this week's Dev Diary!
When the icon is in either a conceptual phase (putting the requested items together without rendering it further) or simply put together from our art library, I of course share the progress with the CDs so they can have to say their yay or nay. If I hit or missed the mark with the request if we need to re-think the icon in itself or just a 10/10 beautiful icon, ship it! Also, one thing to keep in mind when doing these types of icons is remembering their size. All the things that a CD may want in an icon may not fit in the end or make it more or less unreadable because all the things together will just create noise. That's when we artists step in and take over so to say with simplifying without losing the information that the icon should communicate. This is also a typical request when a CD isnt 100% sure on what would or could look the best and leaves that up for me to figure out: Icons are requested the same throughout the art process, so name, description, and prio are all there. It's just that this time I didnt get any reference material and that's perfectly normal! And this is the result!
Had I added coins to show off investment I would have crowded the icon. We usually have a rule of max three things in one icon to communicate what's necessary. After three it can start to become muddy. Example of adding coins to this icon to communicate investment:
[h3]So the TL;DR of this section is;[/h3] Use good Tools for communication, whatever that may be for you and your team. Be honest and transparent with what's going on, what you need to do your part, and when you need it to estimate the time left on the project. CDs do research, CDs request art, Artist look at the requests/ask questions, Artist make art, Artist share art with CDs and so the circle is complete. Now when you kind of know how artists, or at least I, do work with content and for the project I would also like to share how the loading screen got worked on for BBA! Ahh shit, here we go again. Yes, I was thinking that we could get a little re-cap on how it is to not just make icons and portraits, but also be flexible and knowledgeable enough to pull off a loading screen. We artists are a jack of many trades so to speak and we do need to be able to adapt to a lot of different types of art tasks that need to be done for a project. So, how is a loading screen created? It usually always starts with a prompt or a vision from one of either designers or content designers that are heavily involved in the upcoming DLC. Essentially we want the loading screen/splash screen to communicate something in relation to the DLC, this time we want to focus on Italy and planes. Mostly because Italy has been heavily requested and we want to shine a spotlight on the country as well as showcase the plane designer! The prompt is Italian and American fighters incoming in a dogfight over Italian landscape Cool. Let's go ahead and make some thumbnails then! Once again several thumbnails are presented for the others to choose from. Typical hierarchy methods are used here, black = most visually interesting, grey = further away and white/light grey = low focus. The last one, A3+5 was chosen and started to get some more details in a simple greyscale set-up. This time I quickly wanted to take it into colour and started to experiment with what kind of setting looked best. After going with a more sunset/evening vibe, because it looks more epic, I started to experiment with the range of those colour schemes as well as trying out some different styles. Here you also can see that I had no idea I was painting the wrong plane but that doesn't matter because we are still very early in the process and just trying to find a good mood. I also noticed that the balancing of the image was off since we need to take into consideration the different kinds of resolutions it's gonna sit on. So to solve this I pushed the whole image down and (thankfully) it was just drawing more sky this time! (still, the wrong plane, don't worry about it) The render phase is coming up and Im not gonna lie, Im not too excited to draw hard surfaces. But luckily we have a fantastic 3D artist on the team that needs to model some planes for the DLC anyway! He was generous enough to pose the plane for me on top of my background and now it's just painting over them a bit to make them blend into the image and look cohesive. (3D render of the planes) (3D render on top of WIP background) What's needed now for the next step is to make the planes work together with the background as well as paint more details in the clouds. I also need to add details such as motion blur to make the planes go woosh, which is a dilemma. How much do you paint before the details you put in get lost from said motion blur? Let's find out the hard way Along the way, I also realised what if we tilt the plane some more to have the wing cut through the cloud better. Needless to say, I asked our 3D artist to tilt his model and render a new one which he so kindly did. Looks nice But back to figure out the BG again. After some back and forth with rendering in and out clouds as well as doing some touchup to the landscape I think I finally landed on something that I was happy with. Adding motion blur, air trails, and a propeller as well as bounce-light and painting in the sky in the plane's window I think I made it work nicely together. And the loading screen is done And now for something completely different! I was thinking that you guys might be tired of reading about the art process now so Im just gonna drop a bunch of art stuff for you at this point. Please, enjoy the small selection of what's to come for BBA! Cute misc icons: Focus icons: Portraits: Italy: Switzerland: Ethiopia: [h3]Achievements for BBA:[/h3] Why yes, we cant forget about the achievements for BBA now can we? We always think about what type of achievement can be done for each DLC. This time around I hope you guys will have a few laughs and also maybe think well that's easy or oh no how? and you get a canton, everybody gets a canton! As Switzerland, have 24 states. Im not locked in here with you As Switzerland, declare war on Germany and win. Swiss Cheese As Switzerland annex 5 states that are not contiguous with each other or Switzerland. You Shall Not Pass As Switzerland, win a defensive war without ever losing Western Swiss Alps, Eastern Swiss Alps or Ticino. The Lion that Roared As Ethiopia, without being in a faction, force the Italians to make peace. Again. The Lion King As Haile Selassie, declare yourself King of Kings and control Kenya and Tanzania. This time for Africa As Ethiopia, found the African Union and have it encompass at least 13 different countries with capitals in Africa. Crusader Kings IV Take Jerusalem as Ethiopia and move the capital there. The Red Sea As Ethiopia, go communist and take all the states that border the Red Sea. Holy, Roman, and an Empire As the Pope, restore Rome. Pizza Time! As Italy, occupy New York, Chicago and Hawaii. Collect all the Romes As Italy, continue holding onto the First Rome, and gain the second and third Rome. Nothing personal, Adolf As Italy, take Austria before the Anschluss and never enter a faction with a fascist Germany (before 1945). Not today As communist Italy, save Gramsci from the brink of death, make him the leader of Italy and form the Italian National Union. This time it will stick As any Allied Nation (in faction with a democratic Britain), enforce a peace deal on Germany that disarms the Rhineland and makes it a demilitarized zone. By Beer Alone As Germany, control Budweis, Tsingtao, and Guinness directly or through a faction member. By merit alone Promote a Unit Commander to a general, and reach max level. Snakes on a plane As Brazil, capture Rome with paratroopers. [h3]3D art for BBA:[/h3] Of course, we need to show, last but definitely not least, the 3D art that was made for BBA \o/ (some are still WIP ) T-posing soldiers o7 Cute tanks Adorable planes And with that, Ill wrap up this week's, and last DD for By Blood Alone! Thank you for hanging around for this long, I truly hope you enjoyed getting a peek behind the curtain of a HOI4 production! /CreamGene |
Bonjour friends, its your favourite Tech Lead again! |
Today we go to the drawing board and the planning table as we take a look at the |
Greetings all,
Hard limitations :
We have joined forces with Red King and their career profile to present those achievements in the prettiest way. Also the new Ribbon system will allow modders to easily illustrate their achievement without any graphic skill ! Of course if you are a master of the 64x64p icon, you can emulate our classic achievement illustration. The Awards screen with mod achievements. Icons or ribbons, the choice is yours. A sample of script to define achievements Behind the scenes, these achievements are earned and stored based on the games modset. Modifying the modset should clear achievements, but if the modset remains constant, any achievements earned will be persistent to that combination of mods. [h3]Unit Medals and Units[/h3] Arheo back now to go over some more details on the script accessibility for our new features. As mentioned briefly last week, unit medals are being added in BBA. These are fully scriptable, and take a similar form to regular database objects youll be used to working with. Since the modifiers that can be applied via medals take a different path to regular modifiers, the list of possibilities is somewhat shorter than in other modifier scopes. Weve added a list of options at the top of the medals file, though were open to future suggestions if you find yourselves in need of something new: Youll note that the leader modifier is unused in the vanilla game. This modifier will translate over to army generals if the leader is promoted, and exert effects on the entire army. The one_time_effect field will run an effect in the unit scope, though you should be able to scope to a units owner and run effects on a country from this block. Working with units is, as previously mentioned, new to script in the avalanche update. For the time being, only army units are accessible through script, though this may be expanded upon in future updates. The following effects will be available to you: random_country_division every_country_division random_state_division every_state_division reseed_division_commander destroy_unit add_history_entry change_division_template add_unit_medal_to_latest_entry #usually used in combination with add_history_entry, otherwise you may not guarantee a valid entry. add_divisional_commander_xp Combined with the following unit conditions: any_country_division any_state_division division_has_majority_template unit_strength unit_organization is_unit_template_reserves division_has_battalion_in_template [h3]Balance of Power[/h3] The Balance of Power feature is built in a way that makes it extremely flexible, and therefore probably very useful for modders. Any given country can only have one Balance of Power at any given time - but theres nothing stopping you from having several that you switch between as things evolve. The definition might seem a bit tricky at first, but thats only because it is extremely flexible. It starts like this: This example is from Ethiopia - you set the id of the Balance of Power, the starting position, and the two starting sides. The sides are defined further down, and you can replace them with other pre-defined sides using script. This means you can, instead of changing the entire Balance of Power, just replace one, or both, of the sides should you want to do that instead. You also define a decision category as the Balance of Power category, meaning that you can script Balance of Power decisions the same way as you would script normal decisions. The will then appear in the Balance of Power UI. So basically anything you can do with decisions, you can do in the Balance of Power UI Each side is further divided into ranges with a min and max value, and a set of modifiers that are active when you are in this range. Again, the ranges are customizable, so you can have basically as many or as few as you like (within reason). As you can see from this example you can also run effects when the range becomes active or when the balance shifts away from it. You can also set/change the graphics of the side as you like: What else? Well you have triggers based on the Balance of Power, so you can lock Focuses, decisions, events, or whatever behind the Balance of Power being at a certain level. You can modify the balance either with one off values or with a ticking score. And you can of course remove it altogether. In all I expect to see some wonderful applications of this in mods going forward. [h3]Peace Conferences[/h3] Peace conference modding has now become somewhat simpler, as well as being more consistent with the rest of the games scripting standards albeit at the cost of some rather verbose dotscoping chains. Peace conferences now primarily work on a per-state basis, with the exception of ships and stacked bids (which due to technical limitations are not very accessible to script). Every turn, each state will be subject to two evaluations for the country from whose perspective you are playing or viewing. The first evaluation will define the bidding cost per action type for a state, and the second will define the ai desire to bid on said state. These two values do not correspond, but are affected by each other. In the entry above, this cost multiplier will be applied at point of bidding for a country that is either NOT puppeted, or is bidding for itself, to states which are their cores. You can add categories here which will consolidate their values in the tooltip for that state during a peace conference. This cost multiplier will only work on bids of the take states type, but multipliers can be made to affect any combination of bid types if treated as an array. A state can be subject to multiple cost reductions, which stack multiplicatively. The evaluation of AI desire works in a very similar way: Instead of affecting the cost, this affects the ais subsequent evaluation of the cost when deciding what to bid on. Here, the AI is subject to a -75% desire to liberate tags that belong to the is_unlikely_country_tag scripted trigger. In short, it means the AI will prefer not to release certain wacky, wonderful tags. AI desire can also be subject to multiple modifier entries, and these will also stack. The AI evaluates costs with a bucketed per-type approach, rather than simply bidding on the best cost*desire entries. This goes some of the way towards reducing bordergore, and effectively takes a sample of the desire of bids of the same type and target - France for example, would consider all Puppet Switzerland bids to be of the same value to try and avoid leaving holes. [h3]Debugging Tools[/h3] Weve expanded the options in our imgui during By Blood Alone, and now this handy air region tool will be in your hands: You can access this with the console command imgui show air, followed by selecting an air region. This will give you up-to-date information on the details of the wings present in the area and their efficacy. And thats all for this week! Next week there will be a break in dev diaries, but tune in in two weeks for a round up on the technical situation and changes coming in the Avalanche update. /Arheo |
Today we take a dive into the various alternative futures that can unfold in the coming expansion! Explore the focus trees for Italy, Switzerland and Ethiopia with Game Director Peter Nicolson & our Hearts of Iron IV development team. |
Greetings all,
The three components described above are now the main sources of reduced war support while at war, and give you a strategic reason to pace offensives and conduct campaigns in an intelligent manner. Infinite war propaganda decisions have now been removed. This was a trivial way to increase war support in the mid-late game, and combined with the availability of political power, resulted in very little meaningful way to reduce a target nations war support. Instead of war propaganda against countries, war support decisions now target one of the three main maluses: These decisions will offset the maximum negative trend of each of the three negative components, and gradually increase it to a maximum of zero. In short, war support can no longer be arbitrarily increased outside of focuses, events, and unique decisions - it must instead be managed. As you will note, the base, generic war propaganda decision currently remains, but may only be used to increase war support if below 50%. This is a significant change we will continue to monitor, but we are happy with the results weve seen so far. [h3]Armored Trains and Logistics Strike[/h3] Since the release of NSB, we (and many of you) felt that the Logistics Strike air mission was too strong. This is, in part, due to an oversight which did not apply state-level AA disruption effects to it - this has been fixed. Correspondingly, a further issue with armored trains has been fixed, meaning that they will once again be vulnerable to damage from Logistics Strike, albeit at a much reduced rate compared to other varieties of train. However, to further balance this out versus the current live version, armored trains have now learned to use their AA guns: We previously decided against this approach due to the relatively minor impact that armored train AA had on the grander aviation situation in the war, however thanks to the ministrations of one of our excellent coders, we have arrived at a solution whereby armored trains will only inflict damage to planes actively attacking them on a logistics strike mission. You will be able to track this explicitly in the air region details menu: [h3]AI Tank Strategy[/h3] You should now notice a somewhat more sensible use of armored divisions by the AI. The AI can now be encouraged to use tank divisions on any particular frontline, and we have added some generic situation triggers to make this happen more regularly. Note this does not yet translate to using tanks in the same sort of pincer-encirclement that players tend to use. This is a notably non-trivial problem to solve, but is on our wishlist for future investigation. [h3]Allied Logistics[/h3] You will now be able to open the logistics menu for subjects and faction members through the diplomacy menu. This gives you a better real-time view of your allies equipment situation, and helps plan a better lend-lease strategy: It goes without saying that any actions usually available through this menu (destroy equipment et al) will be locked for observing countries. While we toyed with the idea of making this available based on intel, this proved to be far too powerful a tool in the wrong hands. |
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Hello all! |
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Hey, AveeBee here. This is my first time writing a development diary for you all, having only joined the Hearts of Iron team earlier this year. However, Id just like to say that its a great honor to get to do this having been a fan of the series for literally decades at this point, (yeah, look it up, Hearts of Iron I came out in 2002, crazy right?) Im really excited to be contributing to this awesome game. With that out of the way, let's once again dive into Ethiopia! |
Join Game Director Peter Nicholson, UX Designer Peter Johannesson and Game Developers Robert Dotson & Bradley Faithfull-Wright as they detail the coming developments with the avalanche update that accompanies the By Blood Alone expansion. |
The year is 1944, the future (If you live in 1936), you may find yourself in the middle of a war against France, as the Alpine Confederation, with a beautiful flag, the sound of gunfire off in the distance Those were the reasons we decided not to have government changes through civil war. Oh, and one more thing, I felt like Brandy the St Bernard wouldnt stay for the fascist path, after all Brandy is a good doggo, so we managed to find an evil timeline version, doubt it will make the cut, seeing as my photoshop skills are not up to par. Ok Ill end this Dev Diary now before I stop making sense. Come back next time for the Ethiopian Alt-history Dev Diary! I think youre in for a treat. [h2]Join the discussion![/h2] |
Buongiorno! And welcome to not only my first post here on the forums, but also to Italys Alternative History Dev Diary! I know that a lot of you folks out there have been looking forward to Italys re-work, and I bet that a bunch of you have already read Mano de Zombis absolutely gigantic Dev Diary for Italys Historical path. (If you havent, it might be worthwhile to do so before continuing here, since he explains new features that will pop up here too.) Well, today its time to look at what could have been if only history had turned out slightly (or sometimes wildly) different. |
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[h3]Patch 1.11.12 "Barbarossa"[/h3] |
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[h3]Goals[/h3]
[h3]Rebalance Overview[/h3]
[h2] Tech tree[/h2] The most obvious change is our first port of call today, this is the tech tree. There are a number of changes here that will be explained in further detail further to the aft of the dev corner. So firstly the naval tech tree has been split into 2, the naval tab contains hulls and tech directly linked to hulls. Let's take a look at what that looks like. As you can see it's much more concise than before, armor techs have been combined so each level will unlock both heavy and cruiser armours and are not linked to any specific hulls. SH armor still remains part of the super heavy battleship. Moving on to the new Naval Support tab. Here you will see quite a difference from the old tech tree. Gone are the secondary battery techs as they are now research via the medium gun techs Additionally the naval shell upgrades are now part of the gun lines acting as an intermediary tech between new modules. But don't worry about having to research more techs, XP reductions are gone but base research times are down. Dual Purpose Guns And let's finally address that big elephant in the room Dual purpose guns now branch off the light gun line. They are a 1939 onward tech, with the UK,USA,Japan & France starting with the Basic dual purpose Battery Researched and historic ships starting equipped with dual purpose Batteries and dual purpose Secondaries. Dual purpose guns lack the piercing of regular guns but make up for it by also providing AA. The current values for the dual purpose batteries are not final and are currently aligned with their non AA equivalents. Finally we have the 1944 Advanced medium dual purpose battery which packs a punch both to ships and planes, which should you reach it could wreak havoc for enemy aircraft and destroyers alike. Hit profiles & damage ("well the front fell off") Quick primer on hit profile in case you don't know what they are. A Hit profile is the calculation used to determine how easy it is to hit a ship. This hit profile is then divided by the accuracy of the weapon type a ship is firing (10 * (Hitprofile/weaponaccuracy)^2). Any other effects that affect hit chances such as weather/time of day are applied to the final value. Currently the live game calculation for a hit profile is the ( (visibility * 100) / speed) . So a ship with a high hit profile will be easier to hit than one with a small hit profile. A change to the hit profile calculation is aimed to reduce the impact of speed on hit chance and should flatten the effect of speed for much slower ships. The current but not final working formula is: ( (visibility * 100) / ( (speed/2) + 15) ) In addition to this there have been some other changes for hit chance New hit chance modifiers that affect hit chance in the same way that weather affects hit chance. The new modifiers replace existing stat modifiers for modules/tech.
Spotting
Fleet Composition First joining an ongoing battle was very painful and making strike forces much less useful this should be much less of an issue with much lower and shorter lived penalties for positioning. Additionally SUPREMACY_PER_SHIP_BASE has been reduced from 100>75 so that IC and manpower have a greater impact on naval supremacy. [h2]Ship Designer[/h2] The ship designer has some of the most major changes to existing ships and modules. Let's go through them by groupings.. Firstly I want to say that you can no longer have both medium cruiser and light cruiser guns on the same design, fitting both will invalidate the design. This will eliminate one of the largest exploits in current ship design and should prevent ships being unintentionally protected by screening. Now we will get into some gritty details of the current value changes for the rebalance. (RED=changed values, BLUE=New values and BLACK=unchanged) Changes to speed,reliability and Production cost. Changes to speed for hulls On speed it should be much harder to get 40kt ships now - faster ships hover around ~35kt with slower ships being in the 30kt range. Some older ships and submarines remain well below 30kt and will need upgrading if you want their speed to match modern ships. Submarine Visibility Now these are the normal changes to modules and ships, but that's not all we have some new modifiers that are replacing or adding to existing modules too. Fire control/Radar Torpedoes Armor In addition to the new modifiers below for armor a review of armor values and piercing is planned, but I dont have a completed set of changes for that yet so you will have to wait for future announcements on how that looks. As always If you have any questions feel free to ask here. JOIN THE DISCUSSION |
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And with that, Ill hand over to @Yaboi_bobby to dive into the deeper details! Hey everyone, over the past months we have been working to overhaul the peace conference system. It is no secret that in HoI4 the peace conference system has a number of issues with how it functions. Combining that with the fact that it is a surprisingly hard interface to learn how to use, it is rightly one of our most disliked and complained about features. We have taken a large step away from how the system currently works and I am excited to show what the future holds for peace conferences. The first major departure we made from the old system was shifting from absolute claiming of territory to contestable claiming of territory. In the old PC system once somebody claimed a state, that was it. That claim would be locked in and no one would be able to interact with it further. Now, players may contest other players' interactions in the conference. This doesn't come without cost. Contesting claimed territory will come with a point tax, and every time a contest happens the price of interacting with that state climbs further. This effectively creates a bidding war between all parties invested in a given state. This change should have some interesting outcomes, allow mid and low level participants to have more agency, and give players the tools needed to go after the states that are most important to them for things like achievements and forming new tags. Here Brazil prepares to bid upon Chao Boreal which has already been claimed by Argentina Contestable bids help solve some problems, but without further changes many still persist. One of the most obvious issues was how the old system handled turn order. The old system would order countries by participation, and then go in order based upon the number of points held by participants. Where it gets weird is the fact that the order of the list would get updated after each nations turn. This meant that often the top two participants could have enough points when a turn ended that they would simply exchange turns between them and end up completely controlling the conference. This was in some ways a good method to allow two big faction leaders to have majority control after the end of a historical WW2, but is bad in virtually every other case. We did a lot of thinking about turn order and how to structure the turn in general. Slowly we came to the conclusion that any system with a visible turn order, no matter how it was structured, would put people at disadvantage or advantage depending on turn order. This led to the creation of what we have been calling the Blind Bid system. The main concept of the Blind Bid system is that everyone acts simultaneously. The way this functions is that, each turn, every conference participant uses their points to make bids. When every player has finished making their bids, all of the bids are evaluated at once. Bids have a fixed cost much like the current claims do, but now with more modifiers. In any instance where two participants made a bid on the same state, that state is marked as contested and the players involved have the majority of their points spent on the bid refunded. Each time a state is contested, it increases in cost for all subsequent rounds. This effect stacks on a state each turn in which a contested bid happens. The other side of this is uncontested bids. Each turn a bid goes uncontested, it increases in cost for everyone else except for the person who made the bid. This acts to, over the course of several turns, lock in bids as they become too expensive to realistically contest. Brazil and Argentina attempting to resolve a contested bid on Chaco Boreal At this point you may be thinking Yeah OK, but I get points each turn, how does the conference end? This leads us to the final major change: limited points. This is pretty self explanatory. Each participant will get a fixed amount of points over the course of the conference based upon war participation score. The way we do this is by distributing a percentage of those points every turn until all points are distributed. Most of the work here comes down to rebalancing war participation and finding what we consider a good point ceiling for a conference. Limited points will mean, in some cases, that loser nations survive more intact than they did previously, but this should not be a common case. In general, we think this creates a fun and somewhat tense conference experience. Beyond the big three changes listed so far we have a number of smaller tweaks, adjustments, and rebalance to overall cost of interactions and participation. However, that topic is not worth going into at this point as it is still very much WiP. So with that I will conclude the first overview of the peace conference rework. We look forward to your feedback, hot takes, and hopefully excitement. Until next time o7 [h2]Join the discussion![/h2] |
[h2]Generals![/h2] |
Patch 1.11.10 "Barbarossa" |
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[h3]Patch 1.11.9 "Barbarossa"[/h3] |
[h3]Patch 1.11.8 "Barbarossa"[/h3] |
Hello there, the time has come to do a fun dive into what you've been playing the game as a community. So over this diary we are going to look into some of the trends and statistics we seen from our telemetry and see how we use it to gain insights in current player trends when working on HOI4. The wonderful data team have been working to get us all the information we wanted and I hope you enjoy seeing some of their great work. As a forward point, as with any data collection we do not store any personal information or anything that can used to identify players in accordance with GDPR.
Top 10 Target provinces:
Top 5 countries nuking:
As we can see players are really not very imaginative with their nuke targets or they share a strange wish to nuke all the same places. Please also let me know why you really like nuking Paris in the comment below. We can now take a trip over to something newer, its that new shiny toy the tank designer. I must say if there was a meta with tank design someone forgot to tell players because the only consistent design trend has been making cheap flame tanks. So here we have your favourite modules for each category over the last month How about your favorite Tank role designs, featuring some monster MBT design that players love. You guys also have some erm "interesting" collective opinions when it comes to amphibious tanks. We have also see that about 10% of you and only about 4% of total designs are made with auto design, this is something that reinforces our desire to improve this element of the designers. Alright lets get into some more gritty details. first off we have been seeing how player designs have been changing since release in response to changes in patches and the design meta developing. Next up lets see how you've been using those handy preferred tactics, it neck and neck over what players think is the best one for the army. But you have a clear favourite for generals. But what about all those new focus trees, well lets take a look at how you traverse focus trees. here we look at what exclusive choices you are making when playing with the new focus trees. As a community players will always trend toward the path that lets them expand and be independent so most of the breakdowns are as expected. however its also very useful to know what specific choices players make within these paths. Construction now, when to switch to MIL's from CIV's is always an topic for debate. as we can see though the change happens on average quite early with the first year averaging at 13.17 CIV's built. This is consistent over most majors outside SOV, with many being much more extreme than the average. Additionally you always need more railways and infrastructure. Finally I'll bring us to Division meta. this might be surprising but meta divisions while definitely popular, are not as ubiquitous as online discussion would have you believe. As you can see we have the usual suspects of the 10-0's, 7-2's and 14-4's but they are nowhere near dominant in the average game. The situation becomes even less unified once we take support companies into account That wraps it up for this Dev Diary, If you have anything specific you're interested in from this brief overview let me know and maybe we can do a deep dive in future. [h2]For the full diary and discussion click here[/h2] |
[h3] Patch 1.11.7 "Barbarossa" [/h3] |
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In addition to these items, I will of course add some of my own personal intentions: [h3]Great Power Diplomacy[/h3] This is one area that I feel doesnt need much explanation. More diplomatic tools are a clear area for expansion, and a careful look at how this module can be developed without interfering with the overarching global war, is likely to happen. [h3] Economic Decision Making[/h3] The economic system is very abstracted in HoI, and I do not foresee ever making it a major part of the game loop. This said, there are elements of an industrial economy that I feel could do with being part of decision making in HoI. [h3]Immersive/Roleplay Elements[/h3] Optional tools for making your mark on a game, and/or development of further building blocks to enhance attachment to a HoI campaign. Bring the simulation to life. And of course, many more that I feel do not need as much of an explanation:
I like to remain as open as possible to the needs of the community, and the inclusion or omission of any particular item above should not be considered set in stone. As we look at how we plan on structuring future communications, there may be some space for a few more dev diaries on what youve all been getting up to in NSB in the near(ish) future! /Arheo |
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Fixed - Armor 3D units from previous addons showing in the Tank Designer |
[h3]Greeting Generals! No Step Back is here! With it the Barbarossa patch and a new checksum. 1.11.1 and bf90. |
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Next you have a nice graph representation of where (in which system) that time was spent. We use it to quickly eyeball a performance report, especially when external programmer tools are not available (for example when it happens on a non-dev machine). Final tip: if the profiler doesn't show up with the magic console command, try turning it off and on again using imgui off then imgui on. [h2]A personal pet peeve[/h2] Programmers at PDS are rarely just that. Most of us get involved in the game development by offering insights on design, balance or content, and I am no exception. So now is the time to talk about French Communism. If you remember the French focus tree from La Rsistance, if you go communist you get this guy: Maurice Thorez was historically the leader of the Parti Communiste Franais (PCF). If you walk through some cities in France you can even find streets bearing his name still today. But he had one characteristic trait: he was a die-hard Stalinist who followed the Moscow line until his death in 1964. He had a city and an institute named after him in the USSR. On the day the Molotov-Ribbentrop Pact was signed, he is in vacation in the Alps and the PCF changes its stance on Germany and Poland overnight following Moscow's instructions without asking him. When he comes back, he just shrugs and goes along with it. With that in mind, I felt that it was weird you would keep him as a leader if you do not go for the "Loyalty To Moscow" sub-tree. I did some research in French sources and found a better candidate to replace him. Behold: Ren Nicod was a member of the PCF in 1939, but when the party decided to realign itself following the Pact, he and a couple other MPs quit the party and founded the Union Populaire Franaise (UPF) or French Popular Union in English. They denounced the Pact and supported the government's decision to stand with Poland. In Barbarossa if you own La Rsistance and go either Anti-Fascist Coalition or Loyalty to the cause you will get a new party and leader: Each branch will give a different flavour of Nicod inspired by his published opinions pieces during the Great War (he both supported in the French Army and lost his hand in the trenches but also denounced the war on ideological grounds and hoped the French and German workers would unite in a common cause). Finally, it turned out to be a bit difficult to find a good portrait for our artists. My initial research in the French National Assembly online database only yielded a low-res blurry picture. But luckily a small French shop decided to sell its stock of old photos on eBay and his mayor portrait was one of the articles. We could have stopped there and used the ad's preview picture as a source, but of course we had to buy and ship to Sweden. So here he is, looking over the HOI corner in our Stockholm office! [h3] Read the full article here [/h3] |
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From the womb of Mother Russia, Machines are born - But it is in the blood of the People the Union survives! |
Thats all for today, I hope you enjoyed these little insights and we are all excited about what crazy things you will do with the new tools at your disposal. [h3]Read the full article here[/h3] |
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Hello there, C0RAX again. |
Greetings, and welcome back for our last look at the supply system that ships with the Barbarossa update. As you all know, Im British, and in Britain the trains never run on time - I couldnt possibly break with this tradition, hence a completely intentional 10 minute delay on todays diary. |
[h3]New Weather Effects: (WIP)[/h3] [h3]New Ground Conditions: (WIP)[/h3] Visually the weather effects have been updated to be easier to spot on the map, with updated particle effects weather will look better than ever. This also makes it clearer when a region is experiencing a weather event so you can react to it faster. [h3]Equipment Management[/h3] In NSB, were introducing the ability to manage specific equipment usage by division template. This means you can ensure that your elite breakthrough divisions have everything they need, while line divisions have equipment of a lower priority. Please bear in mind that the interface is still a work in progress! You can access this new feature in the division designer, where youll have a comprehensive breakdown of all equipment types currently stockpiled. Weve provided several broad methods of manipulating equipment usage, in the form of a togglable setting on whether this division template should automatically have newly researched equipment enabled, and a quick method of toggling the usage of foreign equipment. Beyond that, youll be able to toggle categories (such as Infantry Equipment II), all the way down to individual variants. Changing these settings will not incur any explicit cost, though youll need to maintain awareness of your production lines when using these settings prodigiously. The update division tooltip, as before, will give you a summary of the scope of your changes, as well as how many divisions are likely to be impacted by this change. Lastly, it is important to note that these settings will affect reinforcement and training only - your existing divisions will not have their weapons immediately confiscated. [h2]Allied Construction [/h2] Indeed, as hinted at yesterday, were introducing allied construction to the game. This oft-requested feature will allow you to build certain buildings in the territory of members of your faction. Unlike subject construction, this will utilize only your own factories, leaving your favored ally to continue with their own constructions as before. We have limited the building types permitted for allied construction to Infrastructure, Railways, Airbases, and Radar, however this setting is easily moddable for those interested in expanding their options. We initially allowed the allied construction of forts, but, well, the office MP proved why that was a terrible idea. For balance reasons, constructions with levels dependent on technology (ie Radar) will be limited by the tech of the recipient country, not the builder. [h2] Graphical Encircled Unit Icons[/h2] We've taken the opportunity with NSB to add some feedback to one of the more serious situations an army can find itself in - encirclement. Whenever an encircled division is destroyed, a short animation will be played to draw some attention towards it. Of course, this animation also plays if you are the one doing the destroying. [h2] Changing of the Guard [/h2] Here, Ill hand over to @podcat to cover an upcoming change in the HoI development team. Hi everyone Dan here, I want to let you know that youll be seeing Peter more and more as he is now taking over as game director on Hearts of Iron IV. Looking back I have been working on HOI4 for about 7 years now and before this I worked a few years on HOI3. So it's fair to say that Hearts of Iron will always be close to my heart, but I also feel like it's time for something new to sink my teeth into. Im going to be working with a Secret Project which I can't tell you very much about - except that I am super pumped about it, and that it isn't HOI5. While Im sure the time will come for that, right now we feel that HOI4 still has room to be developed with content and cool stuff. Timing wise it fits well for me. No Step Back was the last expansion step I had penned down back when the original game released in 2016 so it's time for another 5 year plan (heh). It takes the game full circle as with NSB we will have touched on all the major systems in free updates and expansions at least once. It's also a perfect time to get more fresh perspectives to help evolve the game when most of my original ideas and plans have now been done. Of course you will still see me around and I expect Ill be poking around here and there in HOI (one does not simply let go of their baby so easily!), but I am confident in Peter and the team to take the helm and keep steering the ship now, and I am sure No Step Back will be awesome and that you will all love it. Et tu, Peter?! Game development is serious business! Peter here - Im honored to have been asked to take the reigns on HoI. Ive been working closely with Dan and the team over the last months, and feel confident that we can keep on building HoI in the right direction. As some of you will be aware, Ive come to HoI by way of Imperator, having previously worked on several PDS projects as a content designer. Prior to that, I had a long and entirely unrelated career in classical music. Historical PDS titles are something Ive been an avid fan of from long before I worked here, and Im super excited to take my experiences forward from Macedonian nation-building to the 20th century. We have many plans for the future of HoI so after NSB is safely out of the door, youll get a chance to see my take on the future of the game. This said, Ill point out that Dan and I are very much aligned on the creative direction of HoI 4, so to pre-empt some questions, a switch in game director does not mean lootboxes, mana, or any radical shift in core design philosophy. What does it mean? Well, itll take time to see that properly. Weve made no secret of the intentions around future dlcs and content (see last PDXcon for more details!), so the best answer I can give you there is that well be doing our utmost to meet this potential roadmap while I begin to put my personal spin on the game. Im more than happy to try and answer broad questions about my thoughts on the future of this excellent game, my industry experiences thus far, or myriad other topics, but please be aware that (beyond what Ive already implied) we will not, as usual, be able to answer qualitative questions on future releases. In general, youll find me present and willing to engage in polite discussion on the forums and other media inasmuch as my time allows, so I expect to begin interacting more with this passionate community in the near future! /Arheo [h3]For the full Article: Read it here[/h3] |
Comrade Bratyn, you have been found guilty of counter-WW2 activity. You have been seen consorting with citizens and even figurehead ideologues of the Imperator team. Undeniable proof of work -by your hand- can be seen in publications by this group of dissidents made over the course of the past year. You do not fool us. We know Drikus is just another alias you use. |
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Added server visibility settings to Steam MP (Public, Private, Friends) |
! - Greetings comrades! And welcome to a new Hearts of Iron 4 Dev Diary! I hope that you are all having a great summer, and that you are prepared for a little reading, because today well be talking about the last country left to show for the upcoming expansion, a country that, in the direst of times, did take No Step Back. |
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Hello there C0RAX, here! |
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Another Wednesday means time for another update! Today its time for a "bag of tricks" diary which means its an assortment of smaller features and improvements. Todays selection has several things you guys have asked for for a long time so I hope you will like it! |
Just a very small hotfix to fix an issue with the 1.10.6 patch released earlier today, |
[previewyoutube=aosYJkNY21A;full][/previewyoutube]
Paradox has also updated the Mobilization Bundle to include all of the available Hearts of Iron IV expansions. [h2]These Hearts of Iron IV compilations are all available at the Paradox and Steam stores. [/h2] https://store.steampowered.com/bundle/20999/Hearts_of_Iron_IV_5th_Anniversary_Bundle/ |
Patch 1.10.6 "Collie" |
All of this should be released/in store tomorrow! Aiming for before lunch, but you never know when the winds blow across the internet. We also have some other cool stuff planned around the anniversary Stream next wednesday looking back at 5 years of HOI with some Q&A 5 year anniversary multiplayer next week - We will tell you more soon(tm) [h3]See you all next week![/h3] Read the full article here: https://pdxint.at/3fYe9L8 |
[h3]Hi everyone! We need some recovery time after PdxCon before we talk about more new stuff so today I figured we would recap stuff from PdxCon as well as talk about some team and studio topics. I am happy to say that we announced the name of the next big expansion - No Step Back![/h3]
Future Roadmap and thoughts We also talked about the future of Hearts of Iron after No Step Back and onwards, because we don't plan to stop any time soon on expanding the game.
To be clear, none of this is promises because plans change, and I cant say exactly when these things happen - my goal is to keep you in the loop with how we think about things :) If you want to watch the pdxcon panel here are some bookmarks to the twitch stream (I am told there will be youtube clips available in the future too): Reinforcements! We have some cool team stuff happening, I will hand over the mic to @Arheo Greetings all! Fresh from the Elysian fields, several of us previously from the Imperator: Rome team have swapped our gladii for KV-1s and have integrated with team HOI to create the ultimate combined arms, bear mounted (..thanks, Dan) division. On a personal note, Im thrilled to be joining HOI - it remains one of my all-time PDS favorites. The opportunity to give so much attention to such a short yet critical period of history is rarely afforded elsewhere. I have a great interest in the simulation of socio-political/economic causality behind the global narrative HOI provides, but find myself most at home micromanaging an ever-diminishing frontline in Russia now with trains. The ex-Imperator folks bring with them a wealth of knowledge which Im certain can be put to good use here - we have spent a long time reacting, consulting, and working with our community to build a better game - something which I look forward to doing with the passionate fans of the HoI community as well. Join the Army? Hi, I'm @Birken . I'm the technical director of Studio Gold and have been with Paradox since the release of Hearts of Iron III. We're expanding the programming department in Studio Gold to better support the development of Hearts of Iron and future projects. Right now I'm looking for a Manager to help me develop our department as well as programmers that want to work with us to keep on building on Hearts of Iron and other GsG titles. Please checkout the following job ads if you think it could be something for you. Programmer Manager Game Programmer Senior Game Programmer [h2]Thats it for today, see you all next week![/h2] Read the full article here: https://pdxint.at/2QTrvjn |
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[h2]Join the Hearts of Iron team, The Grand Campaign cast and our Discord senate for the third leg of our story![/h2] |
Desert
Forest
Jungle
Hills
Marsh
Urban
Mountain
One of the major things that make larger divisions like 40 width armor hit disproportionally harder than smaller ones is also how targeting and damage works inside combat in relation to the enemies defense. Essentially the larger divisions make more efficient use of concentrated damage as it punches through defense. To solve this we are doing a few things. First of all we are weighting the targeting towards wider divisions being more likely targets and also when picking targets to try and match it to have wider divisions spread damage over smaller rather than always concentrating it. They will probably still hit harder, but combined with width changes and other downsides of larger divisions it should make it less clear cut. However, this part isnt quite done yet though so Ill cover it again in more detail in one of the bag of tricks diaries in the future when i see how it pans out, but I figured it needed to be mentioned now ;) That said though, to wet your appetites here is a little tease from a debug mapmode in development... [h2]Armor and Piercing[/h2] Currently the effects of having stronger armor than the enemy can pierce, or being able to pierce an enemies armor are binary and give fixed bonuses. This meant that there wasn't really any benefit to have more armor than you needed to stop the enemies piercing, and also that being a single point of piercing under enemy armor was just as bad as having no piercing. So things were quite binary. With the tank designer coming we wanted to make it feel like your investments in upgrades were always worth it, so we are changing armor and piercing to have more gradual effects. Armor > Piercing
Armor < Piercing and Amor > 0.75 * Piercing
Armor < 0.75 * Piercing
Lets break this down with an example:
[h2]Reliability[/h2] For the tank designer it was important that reliability was more impactful if it was to be a good tradeoff with other aspects of design, so we needed to change it up (lest @CraniumMuppets 0% reliability tank monsters would take over the world). Now it will not just affect rate of loss in attrition but various other aspects:
Our goal is that this creates interesting tradeoffs when designing equipment and will make you have to consider if its worth switching a strategy focused on speed and firepower towards reliability when operating in bad weather and tough areas like the Russian winter or in northern africa or jungles. Oh, and I figured now might be a good time to point out that there will be a future diary on weather changes and other cool related stuff, so these changes aren't completely in isolation. But one step at a time :) But before we go, a few words about the studio... Studio Gold Hello everyone, my name is Thomas, but perhaps better known as @Besuchov here on the forums. As you saw here we have recently reorganized ourselves a little, moving from a big centralized Stockholm studio to splitting ourselves into Red, Green and Gold. This is mainly an internal org shift to make sure we keep our growing organization firmly focused around making good games. You shouldn't notice too many differences in the short term, we are still PDS making GSG on the Clausewitz engine, but it does mean that we can align each studio to the particular games. Since you will hear the studio names every once in a while, I just wanted to say who I am and what the studio is responsible for. My role is Studio Manager, which means I'm accountable for the long term success of Studio Gold and working with things like management, staffing, and long term plans. Studio Gold has as its main focus Hearts of Iron (but we may or may not have some secret other stuff as well). Directly making the games though, that's still the job of Podcat and the team, but I intend to do my best to create an environment where we have the best chances to make great games together. For me this is coming full circle at Paradox. I started as a programmer in 2004 and one of my first tasks was to work on Hearts of Iron 2. Since then I've done various things including being lead programmer for Hearts of Iron 3 (and Victoria 2), Project Lead for EU4 and more recently Studio Manager for PDS. Next to EU, HOI is my favorite game and I'm delighted to be back in a place where I can focus on fewer games and where that game is Hearts of Iron. You will see more of me in the future even though I will mostly take a backseat to the team working on the game. [h3]Thats all, see you all again next week for more dev diary goodness![/h3] Read the full article here: https://pdxint.at/3vJu32o |
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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 Hitlers 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 doesnt 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, Ill give you guys a bit of an overview on the supply aspect, but fair warning: its early days and stuff may still change here before were done. Ill 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. 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. 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. 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. 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! You can find the forum post here: https://pdxint.at/3dQGUZk |
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You can get all this content from both games at 50% discount- so if you've been looking for new WW2-themed games to play, look no further! https://store.steampowered.com/bundle/18244/World_of_Warships__Hearts_of_Iron_IV/ Stream To mark this collaboration between ourselves and World of Warships, we'll be having a stream together tomorrow Friday 18th December at 1400 CET! We'll be playing both World of Warships and Hearts of Iron back-to-back, so it will be a great opportunity to see both games in action alongside one another. Make sure to tune in over on our twitch tomorrow at 14:00 CET! : https://www.twitch.tv/paradoxinteractive |
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Hello all, and welcome back to another DevDiary! Last week, we released Battle for the Bosporus (some of you may remember it). Given that we took the number 1 top-seller spot on steam within an hour of launch, and without pre-orders, I daresay that the idea of a country pack has been a success. |
[h2]Steer Your Path Through Dangerous Waters in Battle for the Bosporus[/h2]
Hearts of Iron IV: Battle for the Bosporus is available now for a suggested retail price of $9.99/7.19/9.99 https://store.steampowered.com/app/1348660/Hearts_of_Iron_IV_Battle_for_the_Bosporus/ |
Hello everyone! |
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STOCKHOLM - 23 September 2020 - For centuries, the Bosporus and Dardanelles have been key to strategy in the Mediterranean. A gate that joins the Black Sea and the Mediterranean, a short crossing that divides Europe from Asia. In the middle of a world crisis, this strait is an attractive target for any great power that seeks to dominate the region. Is neutrality even possible when war arrives on your doorstep?
Hearts of Iron IV: Battle for the Bosporus will be available on 15 October 2020 for a suggested retail price of $9.99/7.19/9.99 https://store.steampowered.com/app/1348660 |
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Today's Development Diary by ManoDeZombi
Different industrial Designers will be unlocked based on your approach, national vs foreign. National designers are slightly weaker at first, but will be improved once you complete Utmost Optimization focus: The small sub-branch to the right is more focused on getting some extra resources, a matter in which Bulgaria was really lacking at the time I see you thinking Uranium Prospecting Bulgaria? What a waste! Well, you may be right, but do not worry, if you feel that Bulgaria will not be able to get the most out of this focus, you can always sign a treaty with an allied major country granting them the associated National Spirit in exchange for a bonus in consumer goods, thats what I call teamwork! Then we have the military sub branches, within them youll find not only military factories and research bonuses, but powerful national spirits, valious XP and very appealing designers: But before you can enjoy all that, you must get rid of the army restrictions imposed by the Treaty of Neuilly sur Seine, and how will you do that? Here is the answer: Historically, despite the fact that Bulgaria acquired some military equipment during the 30s, the country (unlike others) generally complied with the military limitations imposed by the Treaty of Neuilly-sur-Seine. However, the Bulgarian government (or more accurately, governments) protested on several occasions and called for these restrictions to be lifted, arguing that the League of Nations could not protect Bulgaria against the rising powers and their threatening territorial ambitions in the Balkans But it was not until Bulgaria strengthened diplomatic relations with its neighbors, and fearing that the Germans might exert too much influence over the country, that the United Kingdom eventually pressured France and the Balkan Entente to allow the Bulgarian rearmament. In-game, this focus will unlock some decisions allowing you to pressure the British to lift your army restrictions. If you behave politely in your neighborhood, they may be more inclined to accept, but in case the British government does not listen to reason, you can always look for new friends elsewhere, friends who can back you up if you decide to flout the treaty. Once you have removed that disgusting National Spirit, you will be able to start working on your military industry for real. Similar to the industrial branch, here you will be presented with foreign vs national designers, and likewise, national designers will be weaker at first, but will be upgraded once you complete Prussia of the Balkans focus, which by the way will also grant you one of the most powerful National Spirits: It may seem too powerful I know, but keep in mind that Bulgaria will have to spend some precious time (and PP) in dealing with those army restrictions before progressing on this branch and even start producing any big toys for the army! Now lets take a look at the Naval sub-branch: If Bulgaria wants to participate in naval conflicts, it must first develop its shipbuilding industry, which it can do in two stages, the first one leading to the construction of infrastructures and facilities to start the production of small warships and defend the Bulgarian coast in the Black Sea, and the second one focused on the expansion to the Aegean and the building of more powerful, capital ships. This last part of the branch is kind of an experiment of mine. Once Bulgaria has developed its military industry and asserted its supremacy on the Bosporus (which is no small feat), the country will be in a position from which it could seek to consolidate its dominance in the various seas that, many centuries ago, bathed the coasts of the former Bulgarian Empires. And weve made it to the political tree! Lets start with the uppermost focuses, which will allow me to introduce you to the Bulgarian internal factions system: Once you complete either Power to the Tsar or Oppose the Royal Dictatorship you will be presented with a new decision category where you can interact with the different Bulgarian internal factions represented in-game. These organizations were not actual political parties by 1936, since they were either banned political parties (Broad Socialists and Agrarian Union), a far-right paramilitary movement (National Social Movement) or a soon-to-be-dissolved political and military organization (Zveno). You can interact with these factions in two ways: Cooperation or Oppression, each of them unlocking a decision chain that will lead to either the integration of the faction into your government or its utter destruction. If a faction has a low Loyalty value towards the government it will eventually cause some trouble by triggering a dissident event, ranging from industrial strikes and disturbing far-right demonstrations to the Zveno plotting against the government and leading (if not addressed in time) to a military coup. So if you are not planning on getting along with any of these factions, it could be worth rooting them out before they start making noise. The oppression chain is the shortest but, apart from getting rid of a potential nuisance it does not offer any other big rewards. The cooperation chain, while being more expensive and time-consuming to complete, will grant some benefits in the form of new advisors: Each faction has its own political advisor available only once you are about to integrate the organization into your government. Additionally, cooperating with the Zveno will unlock a handful of military advisors. You will be able to cooperate or oppress these factions based on the Focus path you take, but save for a few exceptions (communists were probably not very eager to cooperate with the national social movement) you will be able to choose how to interact with each faction. The upper half of the political tree has plenty of focuses that (besides other effects) will have an impact on these factions as well as provide you with precious PP so that you can keep taking more decisions. And before going through the different ideologies, lets talk about the IMRO, because regardless of your ideology, you will have to deal with them eventually: Publicly condemning the IMRO and investing resources in rooting out any remaining active cells in Bulgaria will help you in developing good diplomatic relations with the Allies and, of course, with your neighbors. Through a few decisions, you will be able to reduce the penalties of the IMRO National Spirit and eventually remove it completely. If, on the contrary, you choose to support Macedonian Revolutionary Organizations in Bulgaria, you will be able to remove some of the penalties from IMRO National Spirit, but not all. However by cooperating with the IMRO you will increase Bulgarian popularity in Macedonian states, adding useful state modifiers that will take effect once you control them, and even creating resistance in Macedonian states controlled by others. And we are finally ready to talk about the political branches now! Lets start with the communists! As I mentioned before, many of the focuses in the upper half of the branch will have a small impact on the internal factions and will provide you with some Political Power. Overthrow the Tsar (just like its counterparts in other branches) can be taken fairly early, but be warned, if your stability is not high enough when you complete this focus, you might find yourself in the middle of a civil war, which might not be the ideal situation for Bulgaria once the major powers begin to make their moves in the Balkans In case of a peaceful abolition of the monarchy, the incompetent Georgi Kyoseivanov will be put in charge, so you might want to complete The Peoples Republic of Bulgaria as soon as possible and form a communist government. After that, you can approach the Soviet Union or Yugoslavia (or both of them) and attempt to sign a treaty with them. You will see similar focuses to approach different countries in the other branches, and as long as you dont join a faction (or you join theirs) you will be able to approach both countries. Approaching major countries will also unlock decisions to purchase different types of military equipment from them. And back to the communist branch: As you can see, approaching each of those countries leads to different faction sub-branches. On the left we have the Stalinist branch, which is focused on cooperating with the Soviet Union, strengthening your army and your military industry and spreading the Stalinist doctrine within the Balkans. On the right we have a branch mostly focused on the Balkans, leading to the formation of the Balkan Federation of Socialist Republics (an old project revisited several times, but never realized). Throughout this branch you will be able to influence Balkan countries and entice them to join your faction. Balkan Trade Union Secretariat and United, We Shall Prevail! will grant economic and military boosts not only to Bulgaria, but to every other Balkan country in the faction too. The Unification of the Balkans is the last step in the Balkan Federation Dream, unifying the territories and peoples of the Balkans under a centralized government, giving your Balkan allies the option to choose between being annexed by you or not (players can also choose to become puppets). If you go through the Democratic Branch you will be able to choose to follow a more socialist approach, abolishing the Bulgarian monarchy and forming a popular Bloc, or you can seek the cooperation of the Tsar, following more liberal policies. As you can see, even if you cooperate with the Tsar, you will be able to remove him from charge eventually, via Plot Against Boris focus, which will unlock some decisions leading to the assassination of the Tsar. We will talk a little bit more about this later. Once you complete Legislative Elections and become Democratic, you can start working on developing good relations with Greece and the UK. Similar to the communsit branch, approaching the major nation leads to joining its major faction, granting access to focuses offering, among other things, important military bonuses against Communist and Fascist nations. Assert our Claims will grant you cores on any historically claimed state under your control (those former Bulgarian territories lost during the wars in the 1910s) and allow you to claim any neighboring enemy states. And just like the communist branch, approaching the Balkan country (that being Greece) leads to the formation of a Balkan faction, this time the Balkan Confederation which, as you can see, shares its focuses with its communist counterpart. However, different decisions make for a slightly different way of influencing your neighbors. Organize a Balkan Summit will add a timed National Spirit to all Balkan countries, boosting democratic support and acceptance of democratic diplomacy. Industrial Investments and Capital Injection will boost democratic in the target country (and leave it more exposed to your ideology influence) while also providing them with some benefits. Last of all, Free Balkan States, accessible from both democratic faction branches, may be an interesting alternative to United Balkan Federation, guaranteeing every independent democratic and non-aligned Balkan countries, creating a war goal against the rest, and providing Bulgaria with a powerful National Spirit that escalates based on the number of countries guaranteed. Now let me to talk about both the Monarchist and Fascist branches together, since their paths are very intertwined: One of your short-term goals when going through either of these paths will probably be to complete Bulgarian Irredentism as soon as possible, since this focus will ignite an irredentist sentiment in Bulgaria, replacing Second National Catastrophe spirit and turning its former weekly stability penalty into a weekly war support bonus: Fascist Bulgaria can choose between deposing the Tsar or forming a pro-fascist (yet monarchist) youth organization. International relations will focus on Germany and Italy in both paths, while the monarchists will also be able to approach the UK and access the Allies branch. Strengthening relations with Germany will unlock a decision to negotiate Bulgarian territorial claims in the Balkans with the Germans (yes, before actually choosing a side). If Germany recognizes Bulgarian territorial claims, a state modifier will be applied to the appropriate states: And yes, you can combine this with the state modifier provided by the IMRO, so that when Macedonian territories are transferred to Bulgaria, you will benefit from some nice resistance & compliance bonuses right away! Back to Plot Against Boris, which is available through both the Democratic and Monarchist branches But it will also be automatically completed if Boris dies of natural causes throughout the game, replacing its name and description to fit the new context, and allowing you to go further in that branch (assuming you havent already abolished the monarchy). So once Boris is dead you can choose to form a Regency Council, and there can be several versions of it: First of all, depending on your ideology, you can form a pro-allies (democratic), pro-axis (fascist) or independent (non-aligned) regency council. Additionally, you will keep your former country leader as the head of the council, meaning that it will inherit his trait together with the Regency Councils specific trait. But maybe you think that the best person to rule Bulgaria is none other than Boris's father and former Tsar, Ferdinand I. Ferdinand developed a great interest in Byzantium (as did his son) and it is said that he dreamed of the formation of a New Byzantium... Anyways, he definitely was a belligerent ruler who seeked to expand Bulgarian borders and who led the country into multiple wars during the 1910s (most of which didnt end very well for his country), and was finally forced to abdicate in favor of his son after the defeat of Bulgaria in the Great War as part of the Central Powers. Regarding the factions available to both Monarchist and Fascist Bulgaria, lets start talking about the Axis branch: After Signing the Tripartite Pact you can choose the militaristic, aggressive Total War focus, by which you will join all wars against the enemies of your faction leader. On the contrary, Peaceful Development leads to a more subtle path that will allow you to ask for control over neighboring Balkan States occupied by an ally. In addition to this, Bulgarisation of the Balkans will grant you cores on certain historical claims if they are controlled by Bulgaria, and also unlock decisions to core other occupied Balkan states. As some of you would have surely guessed, this is the Bulgarian historical path. After having signed the Tripartite Pact early in 1941, Bulgaria did not participate in the German invasion of Yugoslavia and Greece, but instead played the role of peacekeepers, taking control over certain pre-arranged territories and relieving Axis troops to be sent to other fronts, only declaring a symbolic war on the allies several months later. Bulgaria then started a Bulgarisation campaign in the occupation zones under its control, attempting to strengthen Bulgarian territorial claims on these regions after an Axis victory in the war. As the final focuses on this branch, Restore the Bulgarian Patriarchate will grant powerful compliance, stability and political power bonuses while Third Bulgarian Empire will, among other things, set a new cosmetic tag for Bulgaria. Last but not least, we have the Fate of the Balkans branch, available through not only the Fascist and Monarchist paths, but also the Democratic one (again, assuming you have not abolished the monarchy). Completing The Fate of the Balkans focus will create a Bulgarian faction and unlock decisions to influence and coerce Balkan nations to join your alliance. Once a country has joined the faction, you can demand its submission and puppet them (the more you influence a country, the more likely it is to give in). Toppling Giants will give you wargoals and significant attack and defense bonuses against major European neighbors, while Guardians of the Balkans will grant very nice combat bonuses on core territory and construction speed for military buildings not only to you, but also to your Balkan puppets, as a slightly weaker version. As you can see, this is a fairly harsh and independent path focused on subjugating the Balkans and defending them from foreign invaders, which will not be easy, but Im sure youll be up for a challenge! Now allow to me give you one last piece of advice before saying goodbye: Choose your allies and your wars wisely when playing as Bulgaria, because if you or your faction mates arent doing very well in the wars, you can end up in a very delicate situation, just like the one faced by Bogdan Filov and his government in September 1944 (By the way, big kudos to our freelance artist Indyclone for his magnificent event pictures!) Aaaaand that was all from me! I hope you enjoyed the dev diary and make sure to stay tuned for the next one! |
Now, I know these debuffs seem rough - perhaps even discouraging - but every negative national spirit can be removed or mitigated through Greeces focus tree, which you can see here! We shall be going through the focus tree from right-to-left, like an old Japanese novel! Greece can often find itself wanting for manpower so most Greek games arent going to be about amassing large armies but rather about fielding a smaller, professional army. The same applies to Greeces navy and air force, but with the right sponsor whos to say Greece couldnt put one of its decommissioned battleships back into action? Each armed forces branch offers at least one permanent national modifier that helps ensure Greece can set up a successful defensive game even if it cant muster the manpower or equipment for a large army. The Hellenic Academy Battleplans should help quite a great deal in this! Greece can preemptively draw up defensive plans against the major powers of Europe as well as its smaller but no less threatening neighbours. These temporary boosts to defense, and even to attack in some cases, should ensure Greece can successfully hold any frontline so long as they arent being faced with an overwhelming force - very much like real life! Next, lets look at how you can get your industrial base to match the level of excellence of your armed forces. Greeces industrial path is your one-stop shop to access the means of eliminating those pesky national spirits that Greece starts with. The first focus, which is 35 days, unlocks the ability to chip away at that pesky Debt to the I.F.C. through decisions. Greece immediately unlocks the ability to make small debt repayments after finishing the first industrial focus, and other options can be unlocked along the way. The forced industrialisation path, for example, offers a faster route to getting rid of the Debt to the I.F.C. spirit by unlocking large debt repayments - and while they are more resource intensive than small debt repayments, they can clear a debt away very quickly. Of course, if Greece happens to fall under the influence of a regime that doesnt quite play by the established rules of the liberal democratic world then there will of course be other roads opened up to circumvent the nasty capitalist plot to ruin the Greek economy! Greeces two branching paths in the industrial path allow the player to choose how the Greek economy modernises: they can either double-down on their service economy and use Greeces large commodity export sector to enrich the nation using the means of the outside world, or they can force their farmers off their farms and into the cities so Greece can be brought fully into the twentieth century. As the path progresses, the effects of the Foreign Monopolies spirit will be lessened and lessened until finally they can be abolished or co-opted to the benefit of the Greek state. Greek national companies, which require the Foreign Monopolies to be banished, apply better modifiers but the foreign companies are cheaper and ultimately easier to attain. Next up are the investment focuses: the middle ground between the industrial branches and the political tree. Investment is a nifty way to spend any spare political power in the pursuit of free factories courtesy of your ally or sponsor. It would be wise to show restraint, however, for the sponsoring country will take on a pretty hefty penalty while they prepare to fulfill any pledges theyve made to Greece. Ah, and now we get to the real meat of the tree: the politics. The first big choice of the game comes in the very first month via either a focus or decision, where the player will have to decide whether to place the king under arrest to prevent him from meddling in the election or allow him to forcibly establish a governmental mandate for the monarchists. Lets start with the historical path, where the monarchists win their election and the king appoints former officer and arch-enemy of the republicans Ioannis Metaxas as prime minister and soon-to-be-dictator. The Metaxist path is all about trying to maintain your neutrality for as long as possible so you can take all the Metaxist focuses which provide some tremendous national buffs that all go away the moment Greece enters a faction. The exception is if the player reaches the end of the Metaxist branch by finishing Reviving the Spartan Warrior Spirit before they join a faction. Of course, the player doesnt have to wait that long - they can go straight to the Allied path on the left or transform Greece from a quasi-fascist dictatorship into a full-blown fascist regime. The aim of the fascists is not only to bring themselves closer to the Axis, but to pressure Turkey into joining the war as an equal ally and partner. To achieve this aim, the player can choose to either appoint George Mercouris or Ioannis Metaxas as their fascist dictator. Of course, theres always the chance negotiations could be sabotaged, giving the Greek player the opportunity to act counter to Germanys wishes by forcing the Axis into a conflict with the Turkish regional power. Perhaps that might not be so bad, because while Metaxas is fixated on crafting his Third Hellenic Civilization Mercouris has a decidedly fixated obsession with the First Hellenic Civilization But lets return to Metaxas, because even though he was a Germanophile it must be said that not every member of the Axis has Greeces best interests at heart. Strange times call for strange bedfellows, and despite Metaxas fascist leanings he is free to align Greece up with its historical allies in the Mediterranean: the British Empire. Once the overtures have been made, Greece will be free to get down to the business of Cyprus and the facilitation of a change in administration of the island. But Metaxas isnt the only possible would-be Allies member in the Kings administration ...so lets talk about the Anglophilic King George II himself! Perhaps Metaxas just isnt going to cut it for Greece, perhaps what Greece really needs is a strong monarch who can serve as a beacon of stability and hope for the Greek people! Of course, the people arent going to see it like that - in fact many of them are going to really hate the governments guts. Years of instability and infighting shall culminate in a triumphant civil war between the monarchists and the republicans! Its perhaps not the most delicate solution, but a good civil war really does have the habit of ironing out a nation in contempt of itself. Take on King George II as your absolute monarch and assist the British in scourging fascism from Europe, or alternatively perhaps a good bit of that fascism has already been purged away and the Central Powers have been reborn. Well, in that case link up with your royalist brethren and fight together to protect the divine right of kings! Political Instability keeps coming up as a concept, so lets look at the spirit. Greece is divided into four factions: the Monarchists, the Republicans, the Communists, and the Fascists. Theyre all pretty hateful of each other, but there was also a common consensus that Greece needed to be strong and united in the face of a global catastrophe (like a World War). Not every leader saw it that way, *cough* Metaxas *cough*, so there will be three primary ways of dealing with political instability. First, to progress the spirit and lower its debuffs it's necessary for progress to be made down the political tree - every ideology has its own unique Political Instability spirit but although the modifiers change the universal principle remains the same. The player can choose between smashing a faction and negating the negative debuffs applied to the nation by having a hostile faction, or they can go the longer and more expensive route of co-opting a faction and making them an ally. Generally, the more allied factions the better because more allies means more manpower and more ministers, but sometimes the resources required to commit to such an act would be better spent elsewhere preparing for external threats rather than internal ones. Speaking of factions, how about some insight into the most incongruous of factions - the communists! Communism, being allied with the concept of republicanism, requires the Venezelists to seize the election. Once that is done, they can choose to ally together with the communists so that a Third Hellenic Republic can be reborn. However, as you can imagine the communists arent really content with anything short of well full-blown communism. Of all the branches, the communist one perhaps adds the most in terms of industrial potential for Greece: while all those other sucker ideologies focus on culture and heritage, the communists focus on more material achievements. Although, would it really be a communist branch without a doctrinal split near the end? Take the nation under the wing of the uncompromising revolutionary Markos Vafeiadis, and assist Josip Broz Tito in his ascent to power in Yugoslavia as you prepare to tackle the fascist menace in Europe. Or perhaps youre a little more loose with your Marxist morals; perhaps Stalinism doesnt seem so bad after all! Chairman Nikos Zachariadis is your man! Why waste precious resources fighting fascism when you can leave that to the capitalists! Your objective, like your theory, is based on practicalism and not idealism. Orders from Moscow dictate that the Bosporus must be taken at any cost. To fulfill Stalins whims, a crisis must be started - one border conflict shall escalate into another, and before the world knows it Southern Europe will be red from Corfu to Kars! ...well, that might be all fine and dandy for everybody whose favourite colour is red, but weve got one last path to discuss! Yes, yes, the so often spurned democratic path - but even though this path comes last it is certainly not least! Few parties were as influential in Greeces history between 1910 and 1936 as Eleftherios Venizelos Liberal Party, and it was important to me that the player felt some weight playing as these titans of Greek politics. Although, if the Venezelists were titans then Venizelos himself was a colossus. This is reflected in his Ethnarch trait, which provides some much needed manpower and stability - but utilise him while you have him, for he is not long for this world! Something that sets Greeces liberal democratic party apart from many others is that warmongering is a core part of their doctrine. The Venezelists were staunch believers in the Megali Idea - the irredentist dream of a Greater Greece incorporating many parts of modern day Turkey. The Venezelists made a grand attempt to fulfill the Megali Idea after the Great War it led to the Greco-Turkish War which, to put it mildly, did not end well for the Greeks. They were decisively defeated by the Turkish Kemalists, and the Hellenic Republic fell apart shortly afterwards. When you restore the Venezelists, you inherit their shattered legacy - the only way to restore the reputation of Venezelism is to couple yourself with the monarchists, fulfill the Megali Idea, and avenge the terrible loss the Greek nation endured. But not everybody in Greece believes the Venezelists deserve a second chance Enter, stage left: a new breed of fascist, Ethniki Enosis Ellados. The EEE collapsed in 1935 due to infighting, but with the reemergence of the Venezelists they have found new purpose: to unite the millions of Greeks who were exiled from their homes in Anatolia after the Greco-Turkish War, and to oust the government that led them into defeat last time. The EEE is a no half measures movement, to them the Megali Idea is not worthy of the paper it was written on - when it comes to reclaiming territory from Turkey, it must be all or nothing. Playing as the Venezelists, the EEE are going to be a serious thorn in the side of any government trying to effectively unite the country, and before the Megali Idea can be addressed the EEE must be dealt with. Theres a particularly famous and talented young man who was also an exile from Anatolia, and it might be expedient to encourage him to form a counter-movement to thwart the nascent EEE. Or perhaps the player wants to see the EEE in government, well, the option to take them into a coalition is certainly available - although the consequences of this course of action will be on your head Once the EEE are out of the way, it will be time to call on the original Treaty of Svres signatories so that a frank discussion on the future of the Turkish state can be had. The end result of a particularly fruitful Heraklion Convention is truly a sight to behold. But should the Venezelists fail should their legacy be trashed once again, and their leaders thrown out of office well, that could be a truly dark day for Europe indeed Thats all for this week, so thank you for reading! Make sure to stay tuned for another Dev Diary next week! |
[h2]The results of the achievement contest are in! [/h2] |
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Today's Development Diary by Podcat
(bold ones were added this update. Striked out ones are done) You'll notice that some of these are small and some of them are huge. I can't really talk too much details about this stuff though. That is stuff we will do once/if it makes it to dev diaries with feature highlights and has been implemented. Now is also a good time to get your friends into HOI4 as Daniel is doing a learn to play stream (part 2) at 14:00 CEST here. See you all next week! |
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Today's Development Diary by Podcat |
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Today's Development Diary by Podcat |
Today's Development Diary by Bratyn
The POUM-Stalinist shared branch has been fleshed out with some more mil industry, as well as a focus that reduces the Recovering From the Civil War spirit and opens up the resource prospecting decisions. In addition, taking the Communists in the Government focus in the Democratic path will now also bypass this Increase Arms Production focus, allowing for a Democratic-turned-Communist Spain to properly continue down the Stalinist finisher branch. The Democratic branch for Spain has received the biggest re-work. A new focus after Engineering Advances adds 4 more civ factories, giving a bit of a better industrial base from which to grow. New focuses have been added after Prepare for the Next War add further mil factories, as well as opening up resource prospecting decisions. Finally, a focus in the War of Independence branch, which requires either the Allies or the Axis (depending on who you reached out to) having accepted your requests in the previous focuses, which reduces the Recovering From the Civil War spirit and adds further civ and mil factories. It is still intended that the Democrats have the hardest time getting rid of the Recovering From the Civil War spirit, but these additions should greatly improve their post-SCW industrial situation. Concerns were also mentioned regarding the low stability the Democratic path results in - additional stability boosts throughout the tree should now help with this. Further criticism focused on the Expand Soviet Aid branch and how these focuses were not good enough to off-set the penalty of being puppeted after the SCW. To this end, these have all been greatly buffed. The focuses are now universally 35 days, and provide very strong bonuses for focuses of that duration. Several now provide instant industry, while others give other bonuses such as army experience, war support, and tech bonuses. They all do increase communist support, now, however. Either as drift added into their spirits (unchanged from before), or as an instant boost (new). Some criticism that I disagreed with was that the Democrats should be rewarded if they manage to win the SCW without expanding Soviet aid, and it was insinuated that there should be other focuses that buff the nation that would be available in this eventuality. In my view, the simple fact that you are not puppeted after conclusion of the SCW, and do not have to wage a war of Independence against one of the worlds leading superpowers, is reward enough. The design was always meant to emphasize choice of an easier time during the SCW or more freedom after it. Additional adjustments have been made to the Spanish Civil War as a whole, as well. Some of you may have seen FeedBackGamings video in which he meets my challenge and finishes the SCW within two months (in one week, to be exact). I do not feel any changes are warranted to the Garrison Control system, as FeedBackGaming simply made extraordinarily intelligent use of the system, and I feel that a player should be rewarded for making smart choices in where to contest and where not to. In addition, finishing the SCW so quickly is not always a benefit, as you miss out on tremendous amounts of Army XP and many focuses that you could have taken otherwise. However, the video did illustrate many issues inherent in finishing the SCW so quickly, and these were not intended. Ill list a couple of things I changed and adjusted, both for balance, and just as bugfixes. I felt that Republican Spain too easily surrendered in the SCW, and after some investigation it appeared that there was an underlying issue resulting in their minimum surrender limit being much higher than intended (40% instead of 15%). I fixed this issue, and also reduced the minimum surrender limit (for the Republican side only), which is set in the Death Before Surrender spirit, to 5%. This means that they will continue to fight much longer now (you have to take almost all of their VPs to make them surrender). To better time the end of the SCW, the Death Before Surrender spirit has now been made timed rather than permanent, and it expires at the earliest in early 1939. This simulates a collapse in morale due to the protracted fighting, and at the same time makes it much more likely that the SCW will end in 1939 if it is still raging at that point. Furthermore, if the player (or AI) is not going down the Anarchist path (in which case they simply receive a portion of the already-existing Spanish divisions rather than spawning new ones), the Anarchist divisions that are spawned when they rise up are only given 25% equipment initially, rather than 100%. This should make the Anarchist rebellion much weaker in these situations. The biggest change is a complete overhaul in how the SCW end is handled. The change essentially boils down to this: the timer missions counting down to the Carlist/Anarchist uprisings no longer stop if the other side in the Civil War is defeated. The reason for this is two-fold: fluff-wise it makes no sense for a fragmented alliance to suddenly set aside their differences when their shared enemy is defeated (rather: in-fighting would get much worse), and doing it this way solves a lot of issues that cropped up as a result of finishing the SCW much faster than expected. The change itself sounds relatively minor, but it affects a lot of different things. First off, if you defeat the other faction before the Anarchists/Carlists rise up, you are greeted by the above news event, instead of the SCW ends news event. This event does not end the SCW, and so focuses that rely on the SCW being in progress can still be taken. The actual SCW ends news event can then be triggered by either one of two ways: either defeat the opposing faction when the civil war resumes, or, as the Francoists, reach the Fuse the Parties focus before the Carlists rise up (shown above). Much of the localization for these events has been rewritten to make sense with the new situations that can arise, and some outright new events have been added as well. Other than a series of other bugfixes, the final thing worth mentioning is that a total of 10% additional non-aligned support has been added to Francoist focuses, making it slightly easier to remain non-aligned after the SCW has ended, and therefore making it easier to join the Allies if you so choose. Careful selection of your advisors is still warranted, though, as many of them come with fascism drift! All the changes mentioned above are in the Beta Patch as of right now. That brings me to the end of today's Dev Diary. Its been a great pleasure to work on a game I like as much as HoI4 for the past 3 years, and I have no doubt you all will enjoy whats in store for the game in the future ;) Thanks for the past few years, everyone, and youll find me on the Imperator forums! :) |
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Make sure to let us know how you like it! As promised we are also working on some art. We only just started so its not in the beta yet, but here is a sneak peak of a Portugese general: See you all next week with another update, and if you or a friend is wondering about how stuff works in the new expansion I recommend checking out some of the tutorial videos we made here. Later today at 16:00CET we will also have a stream where Daniel and Bjrn will show some patch stuff. I'm home sick but will try to hang out on the chat a bit! |
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STOCKHOLM - 25 February 2020 - Conquest is never easy, but the 20th Century brings new challenges. More infrastructure means more opportunities for disruption. Radio links saboteurs and freedom fighters across occupied territory. It is never hard to find willing collaborators, but it takes a lot of work to put them in place. Direct resisters, special agents, and quislings can all be found in Hearts of Iron IV: La Rsistance.
As usual, the expansion is accompanied by the release of a significant update available to all Hearts of Iron IV players. https://store.steampowered.com/app/1158100/Expansion__Hearts_of_Iron_IV_La_Rsistance/ |
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Today's Development Diary by Podcat
A particularly neat feature is that operations can define entire modifiers by themselves, which makes this system very flexible. In other areas, you need to have a modifier be defined in code, while here, you can just define a modifier by giving it a name in the operation. You can then refer to that modifier by name when you add it to a minister, a technology, or a national spirit. This is where the magic happens. Outcome_execute is essentially just a field to run an effect (not much different from, say, a decision or a focus in that sense). Outcome_extra_execute is another effect field. Outcome_chance is what decides whether the operation runs outcome_execute or outcome_extra_execute when it finishes (outcome_chance is the chance that it runs outcome_execute instead of outcome_extra_execute). In this example, a simple random_list takes over if the game rolls a bonus, to determine how big the bonus is. You can do a lot of cool stuff here - an operation that can lower stability in an enemy nation could, for example, have a small chance to start a civil war under some circumstances. If you want to have the operation always have the same outcome, put the effect it should run into outcome_extra_execute and set outcome_chance to 0. Outcome_potential is essentially just there to generate a tooltip for the expected outcome of the operation before it is run. As you can see, it is the same as outcome_execute, to show the player the minimum they can expect to gain from running the operation. This is the part that sets up how the phases are selected. Every phase has a base probability, and as you can see, that probability can be modified. As a special treat the operation pictured above contains a bug that I only noticed while I was writing this. See if you can find it! |
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Today's Development Diary by Podcat |
Today's Development Diary by YaBoy_Bobby |
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Today's Development Diary by Podcat |
Don't forget to tune in to our Twitch for part 2 of the showcase of Anarchist Spain! |
Today's Development Diary by Podact |
https://store.steampowered.com/app/1158100/Expansion__Hearts_of_Iron_IV_La_Rsistance/ |
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Today's Development Diary by Meka66 |
Today's Dev Diary by Podcat |
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Now lets look at the Portugese Focus Tree and talk about the different paths a player can choose from: See an enlarged version of this image on the forums As you can see, the general structure varies a little bit from the standards of other trees, where you have clear separate branches for industry, military forces and politics. Lets start with the colonial branch, shall we? Through the first focuses, Portugal will receive big bonuses to non-core manpower that will prove really useful in the early stages, since Portugals initial manpower is really low. The player can then choose between integrating the African colonies (which will also provide some extra manpower), or allowing them to form their own governments and puppeting them (something that will be appreciated by other democracies in the world). There is also a sub-branch that joins the industrial one, developing industry and infrastructure in the African colonies. Regarding Industry, by continuing the public works initiated by Salazars regime around the early 30s, Portugal will gain access to the first focus that will provide her first extra research slot (take into consideration that Portugal starts with only two research slots, so it seems just fair for her to get an early focus to fix that). The player can also choose between a fast development of the civilian industry receiving more factories or, with a slower approach, invest in future development getting some nice bonuses to industry research and construction speed. Portugal can also improve infrastructure and resource extraction industries on the mainland and, of course, there is a focus representing the construction of dams, something Iberian dictators liked very much to do. And then we have the military industry sub-branch, where the player can get (much needed) military factories and some useful bonuses to production and research for aircraft, vehicles and artillery. Make sure you dont miss the extra research slot hidden between all these industrial focuses! The first focus on the Naval Branch will unlock decisions to buy ships from either The United Kingdom or Italy. If they accept to build your ships (make sure you have good relations with them before activating the decision!), you will then be presented with three different options to choose from. The central and left sub-branches focus on Convoy protection and submarine warfare, providing a number of research bonuses for destroyers and submarine warfare, as well as adding a couple of dockyards to boost your naval production. These sub-branches then merge, eventually leading to a focus that unlocks Portugals third and last research slot (for a total of five). The right side of the naval branch is focused on the production of the big ships, as well as fortifying the vulnerable Portuguese possessions in the Atlantic Ocean and Asia. The Army Branch, although fairly small (dont worry, you will find more military focuses under the Political Branch), will help Portugal to get its army in shape for the conflicts to come. The first focus removes that nasty Unreliable Army National Spirit and leads to some research and production bonuses in the next focuses. Finally, you will have to choose between building heavy fortifications in Lisbon, or creating a light fortification line along the coast. Now, lets take a general look at the whole Political Branch before getting deeper into each of the sub-branches: In the right, we have the cautious approach to the Spanish Civil War. Here you wont be able to join the SCW until you have swapped to a communist government. Its a much slower approach, but after the war, you can pick different focuses to interact with foreign countries, including one that will grant you a war goal against Spain, in case their ideology is no longer desirable for you. If you go with Strict Neutrality you wont be able to interact in the SCW, but you will gain some nice boosts to your industry, production and Democracy support via the British, as well as some recurrent decisions to purchase equipment from them. In case you go with Estado Novo, you will have to choose between Strict Neutrality (mentioned above), Support the Nationalists and the Monarchist branch. Support the Nationalists, as its Republican counterpart, will allow you to support Nationalist Spain and send volunteers in the Spanish Civil War. You can join the SCW against the Republic in further focuses, and also intervene in Spain after the civil war if the Spanish government does not match your ideology. National Syndicalism will pave the way to become Fascist, leading to some interesting focuses: You can either join the Axis, or claim that Portugal will be the nation that finally unites the entire world under the same rule, ideology and faith (this will provide a powerful National Spirit, but it will also annoy some people around the globe). Refuse the Naval Blockade unlocks a decision for countries at war with the United Kingdom, by which they will use some of your convoys to carry supplies where they cannot reach, increasing their War Support and, of course, diverting the production of one of their factories to meet your needs. In the case of a Carlist Uprising happening during the Spanish Civil War, you can support your Monarchist friends in Spain and join the war against all those disgusting Communists, Socialists, Anarchists and Fascists (a lot of people to deal with in the Iberian Peninsula). And thats all from me, I hope you enjoyed the dev diary and make sure to stay tuned for the next one. Anyways, we wish you all a merry Christmas and very happy New Year. See you all in 2020! |
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At long last we're back with streams! Every Wednesday at 16:00CET we'll showcase our upcoming expansion: La Rsistance for you. |
Today's Development Diary By Podcat |
Today's Development Diary by Podcat |
Hotfix has arrived. 1.8.1 "Fork" is now live and downloadable through Steam. Checksum is aa59. |
.8.0 "Fork" is now live and downloadable through Steam. The last four digits of the checksum are 3241 (the new launcher displays a much longer full checksum; the in-game version will still show just the four digits). |
Today's Development Diary by Podcat The tl;dr for players though is that you need to start the game, run it to the main menu and then quit and restart. Without this your mods wont show up. This will clean up old mod configuration and prep everything. Mods will still show out of date until modders have updated the supported version, but we haven't made any changes that will break them so 1.7.1 mods should still be ok, despite them saying they arent - so no panic ;) If you do have issues please post about them in the above linked thread about the launcher rather in here (its still cool to discuss the launcher here though). The patch itself releases later today (late afternoon). That is all about the patch, lets move on to highlight some neat stuff coming in 1.9 'Husky'... Focus Tree Navigation As our focus trees have gotten larger finding things in them or simply exploring them has gotten harder. To solve this we are adding several things to the national focus screen (btw UI here is still a bit WIP and may change)
This is me searching for industry related stuff in the Chinese tree. It also shows some of our default filters on the right. Several nations have special filters to help highlight specific mechanics. So China has "Inflation" as a filter, the commonwealth nations have a filter to help spot affecting independence etc. We hope this is going to make getting into new focus trees a lot easier! Here is an example of zooming out about half way on China: If I place my mouse pointer somewhere I can still see tooltips and zooming will zoom to the cursor. See you all next week for another diary! |
We are presenting you with a new startup menu (or launcher some call it) for Hearts of Iron IV. The reason for doing this is to create a base on which we can continue to develop features and enrich your experience in many ways. |
Hi everyone! Today we will start going through the Espionage features announced at PDXCON in greater detail. First off is the hub of everything - Your Intelligence Agency.
The Spy Master If you have enough upgrades and are in a faction you can become the factions Spy Master. This is the logical path for people who want to lean heavily into espionage to get the most of it. There can only be one spy master per faction and the main advantage of being a spy master is that it will let you run a lot more Operatives (depending on the size of your faction). We felt it was mostly historical that only the really big nations truly invested in this, but the most important reason was balance. A lot of spy systems in games fall down on the fact that people can spam you with agents so you either end up super annoyed or the system needs to be toned down to where its no longer impactful and fun. In a historical HOI game given this rule, we have then set us up with 3 potentially powerful agencies: Allies, Axis and Comintern. See you all next week when we take a look at further espionage topics :) |
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Tune in to The Paradox Twitch Channel at 17:00CEST tonight to watch some prominent streamers clash in a World War in a 4+ Hour Streaming Session - LIVE from PDXCON 2019 in Berlin! |
BERLIN - 19 October 2019 - The quickest way to kill an enemy is to do it from within. Learn its secrets. Sabotage its industry. break its codes. Strike at vulnerable points behind the front lines. Send agents to build a network of informants and a secret army that will rise against the occupiers. Resistance is never futile.
As usual, La Rsistance will be accompanied by a significant free update to Hearts of Iron IV, available to all players. This update will include a reworking of the resistance system, interface improvements to battleplans and air operations, and many other quality of life improvements. |
Today's Dev Diary by Podcat
A lot of this will be streamed as well if you cant make it to Berlin :) Probably last day I get to say hi to the old office sign! We are also moving offices. The company is always growing and me being an old hand feel like we move about every year ;D but I guess it has been a few years now since the last move ;) This means we will have proper space to work (its super cramped at the moment), and more importantly.. more space to play boardgames ;) This is currently what most peoples desks look like: Next week I will do a diary to talk a bit about PdxCon and summarize all the new announcements and stuff for those that couldn't be there and after that we will dig into the details of the announced features. We wont have a stream next week because the studio wont be ready, but we plan to start those up soon so we can show you guys what we have been working on. Look forward to it! |
Today's Dev Diary by Podcat
Main battalion Combat Role Fighting on the frontlines as the main battle force is not a typical role for an armored car. In HoI4 it will be no different. In most situations, the armored car will be outclassed or simply not appropriate for the terrain. However, in a few cases, armored cars should work fairly well as main battle units. In WW2 armored cars saw a good deal of combat in the deserts of Northern Africa and the Middle East. Their decreased supply needs, ability to move quickly in desert environments, and excellent capability in fighting poorly equipped enemies made them perform rather well in those theaters. In HoI4, armored cars will work similarly. They will provide increased protection and breakthrough over say motorized or infantry while coming cheaper than light tanks. They will also be the fastest land unit in the game in the right terrain. These factors should make them dangerous opponents in secondary and tertiary theaters of combat. Combat and Intel We have split the recon support company into several now so that it can be tailored to the division type you have, and the speed it needs to move at because now the speed on the recon company will be limiting the whole division. Meaning that if you scout your trucks with cavalry they will need to move at cavalry speed. We have:
Recon companies give you an edge when picking tactics in combat, and that remains the same. We have on the other hand been rebalancing tactics to make recon more worthwhile. Tactics are now rerolled twice as often and we have lowered the frequency of certain phases like close combat quite a bit (unless fighting in urban terrain). Recon companies now also do one more thing, they let you generate more intel in combat. More intel you say? What is this? As part of this update we will be redoing how intel works, but we will be going into that in detail in the future. For now all I can say is that there will be several ways to acquire intel (where fighting is one) and that relative intel will be replacing the straight up combat bonus from having crypto techs. Armored cars looks really cool, so here are some renders for the new models for you to enjoy: Ingame tech wise armored cars depend on motorized, so to use the recon companies you need both that and to have unlocked the recon support companies. Armored cars will be coming with the DLC while basic intel changes and the other recon companies are available for all with the Husky update. Next week is PdxCon and we are also moving offices, so Ive set my alarm clock on Maximum chaos! but I think we should be able to give you a bit of an update diary anyways :) Seeya then! |
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Today's Dev Diary takes a look at the Policing and Garrison Rework - no more 'shuffling around horseybois' as YaBoy_Bobby puts it - more strategy less micro! |
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.7.1 "Hydra" now live! |
In the first Dev Diary after the launch of 1.7, Podcat lets us know about some nasty bugs the team is working on fixing for a 1.7.1 Hotfix. |
In today's HOI4 Dev Diary Podcat takes a stroll back through the history of HOI4 and looks forward to the future! |
In addition the free 1.7 'Hydra' update improves music for everyone: Hearts of Iron IV Axis Armor Pack Push through the plains of the Low Countries or the jungles of Burma in style with new 3D unit models of Axis armor units. A total of 53 new armor models are in this pack which, added to the eight tanks available in the German Tank Pack, gives the forces of fascist militarism 61 different armor designs you can see in-game. As a free bonus - the Axis Armor Pack also includes eight German tank models, previously only available in the Hearts of Iron IV: Colonel edition, such as the King Tiger and the Maus super heavy tank. After all, you cant have Axis Armor without German tanks. https://store.steampowered.com/app/1086480/Hearts_of_Iron_IV_Axis_Armor_Pack/ The Axis Armor Pack includes:
https://www.youtube.com/watch?v=gfgWdcFwnYk Buy the Bundle Here! |
The 1.7 patch is here! |
The Paradox Grand Strategy sale is underway! |
In todays Dev Diary Podcat takes us through some more updates to the upcoming 1.7 patch, and introduces us to the upcoming new Axis Armor and Radio packs! |
Don't miss your chance to secure your spot at PDXCON this year at 20% OFF! The discount will end on the 31st of May so if you already know that you're joining us the time to act is now! |
In todays Dev Diary, Podcat takes us through what moving to 64-bit will mean for HOI4, and details some changes to naval balance coming in 1.7! |
Dev Diaries have returned! |
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In today's Dev Diary, Podcat shows off the full patch notes for 1.6.2 and talks about future plans for Hearts of Iron IV |
.6.2 "Ironclad" is now live and downloadable through Steam. Checksum is 6f7d.
The patchnotes are too long to fit in here, so please read the original post for a complete list. You can find it here! |
For some updates on the upcoming 1.6.2 patch, including the addition of new field marshals, check out todays dev diary! |
We just release patch 1.6.1 which adds UI improvements, bugfixes, balance adjustments and more.
Go to original post here! |
Man the Guns is released as well as the 1.6 Ironclad update, but no rest for the wicked! We are already working on the 1.6.1 patch, so let's have a look at that |
As usual, the Man the Guns expansion is accompanied by a major free update (1.6 Ironclad) that improves the game for all Hearts of Iron IV owners. This update includes fuel as a major resource and a new Rules screen that allows you to customize your World War experience. https://steamcommunity.com/games/394360/announcements/detail/1814293102938163272 https://store.steampowered.com/app/815460/Expansion__Hearts_of_Iron_IV_Man_the_Guns/ |
As usual, the changelog is too long to fit in one announcement. So to see the full changelog, please go to our official forum! |
It's less than 24 hours to go to the release of Man the Guns. Let's take a moment and listen to the silky voice of Game Director Dan Lind as he talks about Naval and Fuel Mechanics in this second feature highlight video |
It's just a little over 24 hours before we release the free 1.6 Ironclad update alongside our new expansion: Man the Guns. Let's have a closer look at what this update brings to the game |
We're almost there! Less than a week to go before the release of Man the Guns on February 28th. In this video, Game Director Dan Lind takes you through some of the key features of the expansion. |
The date to man the guns, February 28, is drawing ever closer. And as such, let's spend this week looking back at what we've talked about so far to ensure you are up to speed with what's going to happen |
With the free 1.6 'Ironclad' update releasing together with Man the Guns, we've added Custom Game Rules which allows you to pick a certain path for AI nations to go down |
https://store.steampowered.com/app/815460/Expansion__Hearts_of_Iron_IV_Man_the_Guns/ As is standard with all Paradox grand strategy expansions, Man the Guns will launch with a major free update, with this one including new naval aspects, training of pilots and sailors and the much requested Fuel resource to better simulate the constraints of extended supply lines. FAQ |
Man the Guns is drawing ever closer (you will get the exact date very soon, we promise) and of course a new expansion means a number of new achievements! |
Archangel has been engaged in naval warfare playing a game against Niall. This week he will share his tale to give you a feel of the new Naval Warfare features of Man the Guns |
This week we'll have a look at the new tech tree changes and how we tweaked the research time mechanics to make sure you are able to utilize all these new things |
Welcome into 2019, let's kick things off with a look at the highly anticipated new fuel system and how that enables the possibility of motorized artillery |
The year is nearing an end, and the team will take a short holiday with their families. But first, let's have a small recap of this year |
Let me introduce you to our new Game Designer YaBoy_Bobby. And let YaBoy_Bobby introduce you to our improved submarine warfare and convoy raiding! |
One day late, we give you this week's development diary. Today podcat will take us through changes to Naval Combat coming in the free 1.6 Ironclad update accompanying our next expansion: Man the Guns |
Let's have an update on some of the things the HoI4 Content Design team has fixed or adjusted since showing off the new focus trees |
Here is the first development diary in a series that will showcase the changes to the naval system. Today we will look at new mission types and changes to the naval interface! |
Welcome to another development diary for Man the Guns! Today we will look at Naval Treaties and Ship Refits! |
This week's Development Diary will have a look at one of podcats absolute favorite features from Man the Guns - Click here to read the development diary by podcat |
New development diary! Today we will discuss Mexico! In Man the Guns, you will get the chance to reform this nation and turn it into a power strong enough to enter World War II. |
Here is today's development diary! The first of a series covering changes to naval combat and naval gameplay. |
New development diary! The sea in HOI4 has previously generally been either ocean or ocean in range of enemy land based aircraft, and otherwise mattered little. Thats about to change! |
It is time for a new development diary! Today we will take a look at Amphibious Vehicles and Research Changes! |
Another meaty development diary for Man the Guns! Today we will take a look at the first nation that will receive an all-new focus tree in this expansion! Netherlands! |
Previously you were able to revert back to earlier versions of Paradox Development Studios (PDS) games at will on Steam. These specific versions predate the enactment of the General Data Protection Regulation (GDPR) - hence they are not compliant with the new policy.
How to switch to old branch versions:
For FAQs and further discussion on this subject, please visit the main thread for these changes on our forum at this link: https://forum.paradoxplaza.com/forum/index.php?threads/1120883/ |
Ahoy! New development diary! Today we will have a closer look at big changes brought to naval production and repair as well as the new critical hits system for ships! |
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After two weeks of hiatus development diaries are back! Today we will talk about something we have been thinking about adding for a really long time: Custom Gameplay Rules. |
Brand new development diary! This week we will delve into map and tag changes brought forth by the new decolonization path for the United Kingdom, which was introduced in last week’s development diary! Useful links |
Here comes the first development diary of July for Hearts of Iron IV! Today, Content Designer Drikus Kuiper (a.k.a. Bratyn) delves into the reworks brought to the British Focus Tree! Useful links |
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1.5 Cornflakes Update As usual, the expansion will be released alongside a major game update, 1.5 Cornflakes, freely available to all Hearts of Iron IV players. Read more about Cornflakes here. Hearts of Iron IV: Waking the Tiger is available now for a suggested retail price of $19.99. |
Since tomorrow is both release day and International Women’s Day we felt today could be a cool day to highlight some of the ways we are featuring women in Waking the Tiger. |
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As usual, Waking the Tiger will also be accompanied by a free patch - 1.5 Cornflakes. |
In today’s dev diary we will finally be taking a look at that mysterious new icon we’ve been mercilessly teasing you with. |
Today’s diary is sort of a logical continuation on the 1.4 'Oak' updated where we did a full revamp on the air interfaces and much of the underlying combat mechanics. So lets dive into some more air stuff! |
First of all, apologies for posting this to Steam one day late. |
On public request, we will revisit some major powers in the upcoming expansion and free update. Let's take a look at what changes will be coming to Germany |
We have been covering several big features in the diaries leading up to here, so now it's time to also look at some smaller features from our "bag of tricks" |
A very subtle detail that I'm sure most of our fans have missed is that some of the division names in the game are occasionally not entirely historical |
Save up to 75% on Grand Strategy titles from Paradox Interactive including Stellaris, Steel Division, Hearts of Iron IV, and more*! |
Let's mix things up by getting rid of the rather limiting currency of National Unity and instead replace it with something we feel will bring a whole lot of interesting possibilties to the game |
We are back with more traditional Development Diaries, and here is something that has been requested for a while. |
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Hi, please see the below thread for a statement from Paradox Interactive's CEO, Fredrik Wester: |
Please Note: Hearts of Iron IV: Death or Dishonor is included in the Expansion Pass #1 http://store.steampowered.com/app/584140/Hearts_of_Iron_IV_Death_or_Dishonor/ As with every paid release we also offer a substantial free update! Read more here: https://forum.paradoxplaza.com/forum/index.php?threads/patch-1-4-oak-live-checksum-9b1f-not-for-problem-reports.1029011/ |
Hi everyone! but wait?! this isn't Wednesday? Indeed its not, its the one year anniversary of the release of HOI4! |
Hi everyone, this week we will be looking at the last nation for Death or Dishonor and get an AI update from SteelVolt. Lets dive in! |
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Hi everyone, time for this weeks Death or Dishonor and Oak Update dev diary. Today will be all about the improvements to the air warfare coming in the update. Some of you who were at PDXCON this weekend might have had a sneakpeek, but here are the details :) Speaking of PDXCON, I had a lot of fun meeting fans (but yikes my feet after 3 days), and look forward to next years! |
There are also some new techs that help improve conversions to be even more efficient. 2 of them in the machine tools tree and Dispersed Industry also gives a base bump. For modders its fairly easy to mess around with this, check out the spoiler for scripting examples: medium_tank_equipment = { medium_tank_artillery_equipment_3 = { We have also been updating the war overview interface to make it nicer and more informative. its now possible to see total losses, fielded manpower, industry and also to be able to sort by each column. Another thing is that we now showcase capitulation a bit clearer (see Free France) and its now also possible to get out of capitulation. Previously this only happened at the end of the war which led to some weird cases where a France who had reclaimed all their territory still wouldn't be able to stop their side from giving up if the other majors had fallen. Now the capitulated state is reset if you reclaim your original capital and get back 90% of their surrender level. This weekend is // podcat Read the original post [quote]Useful links |
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Hopefully that makes things a little clearer. When we are quiet it's not because we don't love you, it's because we are working extra hard on stuff. Lessons Learned When we released Together for Victory, the feedback we got for the focus trees was somewhat mixed. On the one hand, a lot of people liked them because of their size and the ability to take a country down entirely new story lines. On the other hand, a lot of people felt that that the new trees wasn't adding much to the way they played. That was somewhat disappointing for us, because we had spent so much time on the hundreds of events and focuses that went into TfV, and we were wondering why exactly that was. We started digging into telemetry data on what countries people actually played after TFV, and things got a lot clearer: About 40% of players play Germany, with other major nations following behind at quite a distance. The expansion gave the commonwealth minors a healthy bump, but still - the only content we really added for 40% of our players only happened extremely rarely in singleplayer games. Only when historical focuses were switched off, and the AI decided to go down the fascist path, did the German player get to see any new content (news events aside). And even then, the content was usually little more than an alliance request. So that was the first big lesson: new content needs to tie back to major countries, particularly Germany. Thankfully, we had already decided that our next DLC should focus more on the Axis, so we wouldn’t have to try too hard to come up with reasons why Germany should be involved. The other issue we noted ourselves was that the Commonwealth nations had very little interaction with each other. They each sat in their own little part of the world, mostly doing their own thing with their AI neighbours. That meant that even if you were playing one of the countries that got a new focus tree, you were surrounded by countries that still used the generic trees. All the interesting developments in your region were caused by you. We wanted to change that as well, and force you to pay attention to the world around you. Which brings us to our first new DLC focus tree: The Kingdom of Romania Romania is a very curious country in the context of WWII, since they were - technically - on all three sides of the war at some point (and had the war gone on long enough, I have little doubt that they would have somehow ended up in the Chinese United Front). During the interwar years, Romania had made an alliance with Poland, and had historically been closely aligned to France. In the event, the Poles decided not to activate their alliance with Romania, in order to use the neutral state on their borders to ship in Allied troops and supplies. This strategy did not fully work to Poland’s advantage. Afterwards, Romania had to come to terms with German supremacy on the continent. This grew even more pronounced when France, a nation the Romanians had always considered as a model for their own country, fell to the Wehrmacht in just 6 weeks (claims that the French AI was broken have not been confirmed by historians). King Carol II approached the Germans for an alliance, bringing Romania into the Axis - but not after the Soviet Union, Hungary and Bulgaria had forced their territorial demands on Romania. The Romanians supplied a large portion of the Axis’ oil supplies, nominally in return for German aid in modernizing their military. They also participated in the invasion of the Soviet Union, famously failing to hold the flanks of the German 6th Army during the battle of Stalingrad (in their defense, they had told the Germans it was a bad idea). When the war threatened to move onto Romanian soil, the country switched sides again and joined the war on the side of the Soviet Union, expelling the Germans and carrying the war into Hungary. In the game, Romania starts out in a fairly strong position, surrounded on three sides by countries that are either weaker or allied, and with the Soviet Union about to be concerned with itself for a while. However, her Army is fairly outdated, her industry is weak and those surrounding countries all have designs on her territory. Romania’s tree is therefore centered around trying to maintain that territory. Historically, Romania followed a very flexible policy, negotiating with the Germans and the Allies in parallel, trying to get the best deal. This is represented in game by not locking you into an alliance branch too early. As long as you aren’t part of a faction, you can negotiate freely to get new technologies and equipment from the major powers (how you get that equipment will be revealed in the next dev diary). Alternatively, you can be proactive and try to become the strongest power in the Balkans, surrounding yourself with a string of buffer states. That will require you to break with old alliances, but they were never going to help you anyway, right? Romania also has several directions for how to develop its army, air force and navy: Internally, Romania also had a number of issues, first and foremost King Carol’s attempts at steering the country. A devoted hedonist and a less-than-devoted husband, Carol was a constant source of scandals, while also considering himself the only person fit to run the state. You will have to learn how to handle him, which requires time and resources, both of which are in short supply. On the other hand, Carol has a unique new ability allowing him to recruit ministers at a lower cost. Whether or not you want to keep him around is up to you. For people who like big pictures here is Increasing Immersion Immersion from playing a nation is not just from events and focus trees, art and sound also play a role to create the right feeling and thus Romania gets new general and leader portraits as well as unique voice overs for Romanian soldiers and 3d models of famous planes and tanks See you all next week for another diary! That one will not reveal another country, but showcase some other things.... Read the original post [quote]Useful links |
Save 40% on Hearts of Iron IV as part of this week's Weekend Deal*! |
Hi, 1.3.3 patch is now live and should be downloading on steam as we speak (you might need to restart steam). You need to have a Paradox account and sync that with your Steam account to gain access tp the bug report forum. You can find information on how to do that Patchlog:
Enjoy! Note: Players with Windows Vista will probably no longer be able to start the game starting with this update. HOI4 has never supported Vista, but it has somewhat worked before. Now it no longer does so I thought we should give a heads-up on that. Please post any bug reports in the official This is not the complete patch log, please go here to read full patch log! |
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[b]AI Update![/B] Several people on the forums have asked for more in-depth details on AI improvements like the ones we did for the Together For Victory release, and you have been heard. Here is an update from @SteelVolt: Greetings everyone! Taking a short break from otherwise working super hard on improving the Hearts of Iron 4 AI (not counting last week when a flu virus knocked me out), I am once again here to bring you some news about what is going on in my field. As last time I did these, I thought I would start out with a story from the trenches. This one happened during the current development cycle. After having done some work in several areas of the AI, we noticed in our hands off runs that Germany was fairly consistently defeating England. Getting past the Royal Navy is no small feat, but we initially thought that a Germany that had beat Soviet (which they had started doing at that time) would have industry enough to counter this with airplanes. Turns out that was a bit optimistic. What was really happening was that the naval AI had an issue that made it extremely difficult for it to change regions for assigned fleets, and England had already sent most of their fleet away. These are the related entries in the changelog:
The second one being an improvement to how the AI uses its strike fleet (which is the fleets it used not to guard or hunt, but to destroy the enemies main fleet) :) While the coming patch does not cover all AI improvements in the works, there are several reasons to feel excited about the AI for the next update, and I thought that I would highlight some of the more interesting ones here. First of all there is the infamous unit spam:
There were a couple of minor bugs, but also some room for improvements, in the code where the AI estimates how many divisions it thinks it can afford to support. This seems way better now. We also made the AI more careful about its stockpile of equipment as well as making it aim for bigger ones for nations who already had a lot of divisions.
Partially connected to the previous point; the AI was way too eager to put a major number of lines working on units but then under certain circumstances just deleting them and starting over. All of this has been given an overhaul, and the AI now acts more moderately both when planning and when reacting to changes.
Really what it says. Before, the AI would keep producing the units it had started working on, which was very inflexible for changing situations. Moving on, I am surprised this one was not caught earlier:
While there had been mentions that the AI could probably do better when it came to countering resistance, it really turned out that it never did this at all. This was due to a code mistake in a single if-statement that made the AI exclusively considered OWNED territory, as opposed to CONTROLLED. To weather the tightening up and changes we have done to industry has also meant changes for the AI in those areas:
The first couple are pretty straight forward: you should be seeing more effective lend leasing now. The last one was an issue affecting many nations (but USA most of all) where having a lot of civilian industry made it think it needed much less military industry in favor of naval construction. And lastly, the AI is now a lot better at handling safe fronts. It used to sometimes assign significant numbers of units to fronts that posed no threat. Some of these were to countries fighting a common enemy, even when they were winning against said enemy, and others were just...not a threat in any way. Bottom line: more of the AIs units should be making an actual difference now ;) Lets close with a screenshot that makes me feel pretty happy: Japan not declaring war on the Soviet Union until it has secured the chinese front properly. :) [b]Performance and Optimizations[/B] This part is for those interested in code details and technical stuff. Just a warning! We figured fans might be interested in more technical details as well as getting some insight in what the job is like for coders. So let us know if this was interesting or made your brains melt! Now I'm gonna hand the word over to our project tech lead @TomaszKowalczyk: Hi everyone, I'm going to be talking about all the optimization work I did for the patch. We are of course planning to improve it further more in the next patches, however in 1.3.3 the overall speed up is about 14-18%. This may look like not too much, however the main focus was to solve performance "spikes". Those moments when the game literally freezes at a certain moments (usually every 24th hour, when the next day begins). At the very late game date, they were even more annoying than ever. Those I've improved a lot. I was comparing a certain very late save-game, with 1.3.2 and 1.3.3. The first daily tick after hit unpause, in 1.3.2 it took about 4 seconds to advance. In 1.3.3 it was less than ~0.4 sec. Usually we don't share the nitty-gritty technical details, but this time I'm going to write what and why was slowing down the game:
As I previously said, we are still working on late-game performance. I've spent only 1,5 week on it so far, and we already get quite much of it so you can expect us to keep doing improvements like this in future patches. Don't forget to tune in at 16:00CET on Read the original post [quote]Useful links |
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The rest of the team are squashing bugs, working on late game performance and as always improving the AI. Also don't forget to tune in to Read the original post [quote]Useful links |
Get it right here: http://store.steampowered.com/app/584141/ |
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You need to have a Paradox account and sync that with your Steam account to gain access there. You can find information on how to do that here! |
It will appear today (give it an hour or two) as an opt-in open beta for some community testing before rolling out for real. Hopefully this week if no problems are encountered! Hopefully the above fixes the big issues encountered during Christmas break. More stuff will get done as we now start working on a bit bigger patch. Unfortunately I can’t really give a more detailed roadmap for you today as I had planned, because apparently there is a lot of stuff to do when everyone gets back from holidays planning wise ;) But next week I will know more and can share it with you. For everyone who has requested it though, we will be putting a much heavier emphasis on bug fixing and improvement this year. More details in next diary! Today we don’t have a World War Wednesday stream. That will start up again next week. If you want to sate your HOI4 video craving I’m going to recommend checking out Read the original post [quote]Useful links |
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Save 33% on Hearts of Iron IV as part of this week's Weekend Deal*! |
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Together for Victory is just ten days away! Mobilize your inner army and prepare for an even wider perspective on the world’s darkest hour. |
- AI no longer ends up in strange state where they are assigned to a root order but not a following attack order.
- Fixed strange bug in AI order assignment that left units assigned to a group but not an order.
- Made sure AI is capable of calling subjects into wars even if they are not in a faction.
That's it for round one, and I have to tell you I am really stoked about getting the update into your hands. If your pet peeve was not covered in this text, just relax and wait for the other ones. The next will be more about bug fixes, and after that I will go into improvements. Next diary (that isnt about AI) will go over achievements, some UI improvements and the full patch log with changes! And don't forget today's World War Wednesday stream starting at 16:00CET on Read the original post [quote]Useful links |
Of course since our office is in Scandinavia we wanted also let some of the our Dev's from the Hearts of Iron 4 team record their own voices for our Nordic languages. I’ll let you guys try to figure out who has provided with voices once you have the expansion. ;) I have attached a small youtube video which will give you a sense on how the German, Russian and Japanese VO sounds and triggers in the game: https://www.youtube.com/watch?v=-Dq1hjuGATs There will be 4 different “states” that the Voice Over will be triggered in;
VO lines tied to the “Idle” state will be triggered when the unit is not engaged in combat, “Combat” VO lines when your units are in combat while the “Combat Winning” will be triggered when your units are winning. “Retreat” is triggered when your units are retreating from combat if they are defeated. I want to talk about another topic and that is mods! With the new Voice Over system and script it is easy to mod your own Voice Over for the current languages and for other countries.. The easiest way to mod in your own audio files is simply just changing the .wav files to your own .wav files with the same name or just change the path in the .asset file. Below I’ll go more in depth in how you can script in your own Voice Over for those who might be interested: Modding: First thing you need to find is which “landcodes” we’re using in the game and you can locate these “landcodes” in this folder: Hearts of Iron IVhistorycountries These landcodes are important if you would like to mod in Voice Over for other countries than those we support at release of the expansion. Then later on you will need to open up the audio asset file which you will find in the dlc folder and it will be called “vo.asset”. After that you will mod the audio script like below: Here is how the German “soundeffect” may look like:
Just script in the right landcodes and script in audio assets and I think you will be able to create really cool audio mods. Music: (handing over to Andreas Waldetoft here...) I have already done some British music for vanilla Hearts of Iron 4 score, but I wanted to expand on that and have an even more appropriate mood when playing as commonwealth countries. From fire ridden London, to tanks helping the British to victory in El Alamein. Together for Victory will come with 3 brand new themed tracks. https://www.youtube.com/watch?v=aRxK66AzfwQ To make managing and playing your music easier we are also adding a music player as part of the free 1.3 (Torch) patch. it lets you play/pause/skip songs and lets you pick of you want to use the regular in-game weighted song picking (certain songs for axis/allies/commintern etc) or plain random. Playlist changes are remembered also in your settings. Next week we will be looking at a bunch of new game stuff as well as taking a look at new art & models! Podcat: Don't miss the World War Wednesday stream today at 16:00CET over at [URL]https://www.twitch.tv/paradoxinteractive[/URL]! Me and Daniel will be trying out the Great War mod for the first time :) Read the original post [quote]Useful links |
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Diplo annexed
To move up or down a level master or puppet need to pay Political Power, but that can only be done once you fill the autonomy bar to max for your side. To actually fill it up there are several things you can do depending on which side of the power you are sitting in the tug-of-war relationship:
To put things simply, helping subjects lowers their autonomy and taking things, or getting help from subjects increases their autonomy. Being a subject, or having subjects isnt always bad. Technology sharing for Canada & Friends is quite potent, although of course it restricts their diplomatic powers. On the flip side being able to recruit forces, gain industry and manage subjects further down the scale can often be a better choice than annexing outright. Building things in subjects is done as normal through the construction interface, and indicated with a flag: As a master its a trade-off, building will lower their autonomy, but long term it likely means that they can field more forces and gain their freedom through fighting and helping out. See you next week when we will be presenting another nation as well as go over how subject troops work. Oh, remember to tune in for today’s World War Wednesday Livestream and find out if the over-stretched axis players will be able to beat back the allies. Watch it live @16:00CET over at [URL]https://www.twitch.tv/paradoxinteractive[/URL]! Read the original post [quote]Useful links |
Speaking of construction and repairs, we have changed costs of forts so that they now ramp up in cost with higher levels, and made base level cheaper so its now a major investment to try and build something like the maginot line which should make things less exploitable and more strategically interesting. The base free repair effect has also been reduced to make the Construction Repairs focus more interesting. Next week we will be talking about the new Autonomy system hinted at through the so-far revealed focus trees. See you then! In the meantime, check out this trailer to set the mood for our upcoming Commonwealth focused expansion: Together for Victory. https://www.youtube.com/watch?v=QCbK6ZmJ0MM And speaking of the Commonwealth. How will they and their allies handle the warmongering Axis aggression towards Moscow in today’s World War Wednesday Livestream? Watch it live @16:00CET over at [URL]https://www.twitch.tv/paradoxinteractive[/URL]! Read the original post [quote]Useful links |
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Hello everyone and welcome to another Europa Universalis IV development diary. This time we’ll go into the main flavor of the 1.19 patch, which we call Denmark.
Stay tuned.. Next week we’ll talk more about forts, peace options and tradegoods, amongst other things. Read the original post [quote]Useful links |
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So, yeah! This is us. :) It's a small team. (If you compare it to a AAA-title game.) But these people can do great things. I used to watch them from afar. And know that Paradox games only get better with time. Being apart of that process now, is equal parts having a sense of responsibility to carry on that tradition and being chuffed to bits about being in a situation to make things happen. That's it for this DD. Keep calm and carry on developing HOI4!, I like to say. Read the original post [quote]Useful links |
Older save games should be compatible, but as usual we strongly recommend finishing off old ironman saves using 1.1 to avoid unpleasant surprises. |
Among mods the most popular ones are cosmetic. Here are the top 3:
When it comes to daily active players I can't quote exact numbers, but compared to other games and how its historically looked the numbers for HOI4 are strong which looks great for the future :) I know everybody was hoping for a patch this week (including us!), but we also want to make sure things are as good as they can be when we release, and especially since we are still dealing with a lot of illness among team members we need to push it a little longer. You will know it when I do when the patch is ready :) See you all next week, in another life where we are all cats (cats playing 1.2 Sunflower) Read the original post [quote]Useful links |
At the moment there are some AI issues left to deal with, but if all goes well I hope we can get the Sunflower patch wrapped up during next week, at least as an open beta for public testing. Thanks for being patient! &utm_source=steam_community&utm_medium=community&utm_content=devdiary&utm_campaign=hoi4_devdiary_20160902.jpg">Read the original post [quote]Useful links Official Website Hearts of Iron IV Wiki Hearts of Iron IV Development Diary Archive |
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If you don't spend all day looking at code, the above basically translates into more interesting AI opponents ;) Other AI improvements we have been working on this week is improving its avoidance of small encirclements and making sure it can handle building of nuclear reactors for late game, so beware nukes flying :). Next week for ai we plan to focus on many minor issues to improve AI performance, like making sure it doesn't tie up too much equipment in training when it needs it in the field to help with casualties. The plan for the patch is to be able to release it (as a open beta first) in 2-3 weeks barring any outbreaks of plague. Next Friday we'll have some more updates for you as well as talk about some new additions that will be in the patch: Read the original post [quote]Useful links |
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AI Read original post Known issues: - Using "observer" mode from console in single player will break AI behavior. It should be fine for its intended purpose in multiplayer after having lost still as long as you observe players. Enjoy! |
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Here are some cool portraits [USER=635267]@Sideburnout[/USER] has been adding to the patch to flesh out minors: Right now we are working on the first proper patch that we plan to release just before vacation in july. You will get more detailed info in coming weeks but the main focus will be: - AI - Air warfare balancing - Making sure invasions are harder to pull off, easier to defend against and more cleverly done by AI - Improving peace conference scoring - Quality of life interface improvements - Bug fixing Enjoy the game and we'll try to keep up with the amazing activity here on the forum! Read original post Useful links |
Hearts of Iron IV is Now Available on Steam! |
Hearts of Iron IV is being released alongside the first minor power National Focus DLC, Poland: United and Ready which is available to all customers for free! And we are also joined by our fellow Swedes, the heavy metal band Sabaton, who have licensed a number of their World War II themed songs for a special Hearts of Ironmusic pack. Take up arms in defense of your country, or sign up to impose your ideology on a hostile world. Hearts of Iron IV is here.
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Polish Focuses We had two rules when we designed these, first that the Polish focus tree could not be worse than the neutral one and secondly we felt it could not depend on other people's focus trees. We made sure that all the benefits you get from neutral tree are still there, but made sure that they carried a lot more Polish flavour. In the end we were able to do some really cool things with Poland. The industrialization efforts of Poland are mainly based a short term national investment called the Four Year Plan. Parts of this plan included heavy investment in infrastructure, activation of the Old Polish Industrial Region and developing the Central Industrial Region. We have taken inspiration from the plan and implemented its different parts as branches of the Polish focus tree. We also focused on the fact that Poland was way ahead of other countries when it came to the decryption of the German Enigma machine. To reflect this, Poland gets special focuses that give them them bonuses in computing and decryption. When it came to diplomacy we wanted to add additional options for a Polish player who is surrounded by threats. Although we cannot stop Germany and the USSR from trying to carve up Poland (those focuses are elsewhere), we did feel we could have Poland seek accommodation with either power. If you play your cards right this could also lead to an alliance with them (which blocks the “carve up” focuses for that side). That isn't the most interesting path, however, as digging around in history we stumbled across a rather ambitious Polish plan, called the Between the Seas Concept. This was a proposed alliance of countries between the Baltic, the Black Sea and the Mediterranean (one suggestion including Italy, no less). The idea ultimately failed due to a whole number of reasons which are too many to mention. Still, it’s an intriguing idea, and one we felt we could something really cool with. If Poland chooses to go for the Between the Seas Concept they can set up an entire faction of their own. Although the Balkans are rocky ground for Poland, the Baltic States was an option. Especially if Poland could make up with Lithuania after the rather unfortunate disagreement over the status of Wilno (or Vilnius, depending on which side you were on). So Poland has the option to carve out its own little mini-faction in the center of Europe. From there it is up to a skillful Polish player to grow their alliance and stand strong against both East and West. Equipment and names For the Polish DLC we wanted Poland to feel like a fully fleshed out country. This included the names of equipment, which is a challenge for a country that wasn't too active in the research department after 1939. We therefore had to resolve to our least favorite tool when it comes to historical research: making things up. If we look at ships, the Polish Navy during World War II was just a few destroyers and submarines. However, it gave us something to work with, and so for the names of more advanced classes we tried to followed the same naming convention as the ones we did have information for. That leaves only a slightly small gap, namely every other ship class. Time to get creative! For light cruisers we went for Polish cities. As an added bonuses the naming order is by population size in the 1930s, a fun little detail for Polish fans. When it came to Heavy Cruisers we chose rivers in Poland, those mighty arteries binding the country together. The first class is named after the Polish Victory against the USSR in 1920 at the Battle of the Niemen (or course Poland would want to name a ship class after that). The follow up classes then get names after other rivers in Poland. That's it for the easy ones, it’s time to dig a little deeper. We needed two names for Battlecruisers, and ultimately settled on territories that Poland felt were rightfully hers. For the mighty Battleships we went big and named them after Polish Royal dynasties. We saved the biggest man of Polish interwar politics for the biggest ship, the first Polish Super Heavy Battleship Class is the Pilsudski class. We needed two, though, so we also went for another famous Polish Marshall, Poniatowski (the man I am sure unbiased Polish historians agree would have won the Battle of Borodino, if only Napoleon would have released the Imperial Guard to support his flank attack). This left just the carriers and for ´those we went for Polish Kings, starting with the savior of Vienna, Jan Sobieski. Next week we will be talking about tutorials, wiki and stuff like that. On wednesday we got another episode of World War Wednesday where Daniel & SteelVolt take the helm of communist France, and also more modding stream so make sure to tune in! Also, remember to preorder so I can beg Fredrik for a real office T-34! Read original post Useful links |
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