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Name

 Hearts of Iron IV 

 

Developer

 Paradox Development Studios 

 

Publisher

 Paradox Interactive 

 

Tags

 Strategy 

 

Simulation 

 

Singleplayer 

 

Multiplayer 

 

 Co-op 

Release

 2016-06-06 

 

Steam

 9,99€ 8,74£ 9,99$ / 75 % 

 

News

 437 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 37298 

 

Steam Rating

 Very Positive 

Steam store

 https://store.steampowered.com/app/394360 

 

How long to Beat

Main Story

 32 Hours 

 

Main Story + Extras

 100 Hours 

 

Completionist

 250 Hours 

 

SteamSpy

Peak CCU Yesterday

  

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 RĂ©sistance 


 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 




LINUX STREAMERS (11)
guyvernksittingduck01nofoxgiwnfee_modelbuilding
bananas369zergviph4ckd3veelix7
besserwisserersilentkenny093kuraihakurei_




Hearts of Iron IV - 2022 Content Battleplan



[h3]Greetings all![/h3]

As youll no doubt be aware, the launch of the No Step Back expansion last year was the climax of a busy year of development for the HoI team, and it continues to be one of our best received releases to date.

Of course, the last year also saw the departure of @podcat as Game Director who was reassigned to Siberia greater things at Paradox. Many of you will also have read the roadmap document that was produced towards the beginning of HoI4 development, and are asking questions as to the veracity of that plan under a new director, and whether I have any different ideas or plans to announce.

[h2]Looking Forwards[/h2]

I mentioned at the beginning of my tenure that both @podcat and I see HoI4 in broadly similar terms. This hasnt changed, and you can expect to see many of the parts of the previous roadmap make an appearance at some point in the future.

My approach to a Grand Plan, however, may be somewhat different. I have a preference for leaving plenty of space for reactive development (something that served us well on Imperator), and while there are many things that I feel are ripe for future development, I am also keen to leave a lot of space for changing course and acting on community sentiment.

There are two main points I want to raise before we get to details, however. Firstly, we intend to up the tempo of our releases a little. This is, of course, an ambition, and not a promise, however it informs some further decisions related to the development of HoI. Namely, that we are considering ways to change how and when we release information on development to you folks. Since faster development is the goal, this also means getting ideas into public view slightly faster, for feedback and conversation. Were not exactly sure how this will look yet, but it is likely that therell be a reorganization of the traditional dev-diary schedule into something that feels less like a milestone delivery. This comes in tandem with a need to shift the communitys expectations on what in development means: getting fans accustomed to seeing placeholders, WIP balance, and half-built systems in early phases, and seeing things develop as time goes on.

The last major point here is that we recognize a need to maintain the game as well as to develop it, especially if development pace is picking up. Were still considering how best to achieve this, and Im watching initiatives such as the Custodian team on Stellaris with curiosity. For the time being, what this is likely to manifest as, is the inclusion of older system maintenance into our patch planning - you may start to see patch bulletin features including things such as minor focus tree revamps, as well as attention paid to older systems and expansion content.

[h2]
Roadmap[/h2]

As mentioned above, the 2020 roadmap for HoI4 included many things which have now either been completed or rendered unnecessary. This leaves several from podcats list which I believe are still important for the future of the game:


  • Improvements to frontline stability (progress in NSB, more to come)
  • Long term goals and strategies to guide ai (progress in NSB)
  • Improving peace conferences
  • Update core national focus trees with alt-history paths and more options (Italy)
  • Wunderwaffen projects
  • More differences between sub-ideologies and government forms
  • More National Focus trees
  • Make defensive warfare more fun
  • Adding mechanics to limit the size of your standing army, particularly post-war etc
  • Have doctrines more strongly affect division designing
  • Strategic and tactical AI improvements


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:


  • Battleplanner improvements
  • Advisors/internal politics improvements
  • Ideological distinctions
  • Multiplayer & social layer improvements & suppor
t

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


[ 2022-02-09 14:19:01 CET ] [ Original post ]