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 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 |
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. |