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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_




Developer Diary | International Market

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.

So previously we showed this feature off in the international market dev corner and some things since then have changed. Weve on top of this loaded the feature with brand new functionality to improve the flow and usability as well as refine the information we provide you throughout the feature. So remind ourselves let's go over what intents and goals we started with in that original dev corner.

Feature Intent & goals

Introducing a place for nations to buy and sell equipment benefiting both nations with a reward. Creating a new way for countries to contribute specialist equipment to other nations
Be able to source equipment from other nations as needed
For majors to set the global standard for common place equipment leveraging their superior economic might.

The international market acts as a one stop shop for all your equipment needs from other countries. It's an international store front, with multiple sellers being able to sell the same thing from the same store front. This means that provided you have the appropriate market access, you can go into the international market and buy tanks from the USA and planes from germany in one interface (but not 1 purchase).

The feature

So first of all, how do we get to the international market? Well, it's pretty easy. We have replaced the diplomacy button with the international market. This will take you to the home screen of the international market



You Can still access the diplomacy menu from this button at the bottom of the international market.


Now let's go buy something. The first thing we need to do is to get market access to another country. This will allow us to see what they are selling on the market. By default we have access to all of our subjects and they have access to our market.


The market access is by default automatically sent and accepted so any AI that will accept will be added to your market and you will get access to them as well meaning that you don't need to worry about missing out of a market you could have access too. You can also toggle auto accept purchase requests which will always accept other countries asking to buy your equipment on the market.


To manually get market access we simply go to the diplomacy screen for a given country and use the diplomatic action negotiate market access.


So now we have our market access set up and it's time to buy something. First we need to go into the buying mode of the international market. We do this by clicking the buy equipment button.



Now we can see the USA is selling some trains and convoys on the market right now so let's buy some. To start a purchase draft all we have to do is click on a piece of equipment we want to buy.


Here we can set up our contract to purchase some equipment. From here you choose how many pieces of equipment you wish to buy of each type. Each equipment entry will show how much the equipment of that type will cost in economic capacity(EC) (this is the output of civilian factories). There is also a handy purchase button if that is what you wish and you can use keybinds to change the steps of the plus and minus buttons just like in other parts of the game.



At the bottom of the draft we have the draft totals, here we can see the total EC cost, total convoys needed and then finally we have our payment settings. We can choose to assign up to 15 factories to pay for the equipment. These factories will work towards paying off the total EC cost of the equipment you selected. The more you pay every 30 days, the more equipment will be delivered per delivery. So here we can see that with 5 factories paying for our equipment we will receive all of our equipment in 4 deliveries:120 days.


Now we have sent off our draft to the USA and we just have to wait for them to respond and accept.


And here we have our accepted and now ongoing contract, we can see all of the important information on our contracts from here. Active contracts are shown in the default international market screen.

We can see our factories are assigned and paying off the contract and all 4 convoys are available. If anything is causing deliveries to fall behind the expected amount be that lack of factories, convoys or even if your convoys are being intercepted and the equipment lost to the depth of the ocean, the contract efficiency will reflect this.


As your contracts progress you can see the bars fill up and the deliveries tick down.

Now let's sell something on the market.


To sell we click the sell equipment button right now we can see we are not selling anything so now let's add something to our market. We do this by clicking on the add equipment to market button.


Here we will get all of the surplus equipment we have in the right hand window and everything we are adding to the market on the left. From here we have the same controls for equipment numbers as with buying. You can select all, or choose any number in-between.




Additionally from the screen we can set the price levels of equipment, this can be done for the whole set or individually for each equipment. You can set the price to be 25% higher or lower than the normal price, this is done in order to not overcomplicate the economic gameplay here. Fully Variable prices would be very complex to understand as a player and be at odds with the economic detail of the rest of the game. This inconsistency would make the pricing very troublesome to understand, keep stable and to keep free from exploits. Generally this would detract from the core gameplay of HoI in a negative way, taking time and concentration away from the warfighting for something less useful. The final total EC value is shown at the bottom of the window if you want to see the effects of your pricing choices.


Now we can see all of our equipment has been added to our market for sale.


We have now received our first purchase requests and you can see our equipment has been taken from our market listing as it is reserved while the requests are pending. Let take a look at one of these requests


Here we can see Sweden is looking to buy the 35 light tanks we put up on the market. In the request we can see all of the necessary contract details to make an informed decision. Of course if we had auto accepted purchase requests this would have already been automatically accepted and the contract would be ongoing already.


And now we can see our purchase of american equipment and our sales of equipment to portugal and sweden all in one menu allowing you to easily keep contract of you ongoing contracts and if there are any issues with deliveries. We can also filter this list to just buying or selling if you have lots of contracts all at the same time, and we cancel contracts from here if you need to do so.

Going back to the buy menu lets take a look at some of the sorting and filtering options that help in the later game when there is significantly more equipment on the market. First lets look at the sorting options.

First we can sort by the amount on the market.


And we can sort by the EC cost


Now onto filters; we can sort by country and by equipment type



Finally we get to subsidies. Subsidies are a way of getting a better deal with purchasing contracts, you can get them from national focus and decisions or any other bit of content. An example of this can be found in the danish focus tree where you can get subsidies for buying aircraft if you choose to seek external sources. As mentioned subsidies target specific equipment types such as fighters and can be limited to contracts with specific countries as well. They work by having an EC value and when applied to a contract they will match the EC generated by your factories until the EC value of the subsidy is drained. So if 1 civ produces 5 EC/day then the subsidy will also provide 5 EC per day for each civ allocated to the contract.




With the general flow we will look at the detailed mechanics of how payment works. We are paid for contracts in EC generated by factories assigned by the buyer. Instead of receiving those factories directly to use, you are given the EC output of those factories to boost your own civilian factories. We opted for this solution in order to improve the granularity of bilateral trade, as well as to give the seller a new kind of incentive to take part in trade.


Here we can see our EC income from all of our current contracts, any collected EC is stored in our EC surplus here in the market window.


Here we can see the EC surplus being applied to your construction queue to boost it above the normal maximum rate. The amount you can boost a construction is based on your trade law. Here we are on export focus which gives us a 10% boost on top of the base 25%. This can also be affected by other construction boosts. The important thing to understand is you do not receive temporary foreign factories, you receive their EC output which boosts your own civilian constructions.

As an addendum to the addition of the international market we have adjusted lend lease in order to better fit to the new world market. So let's talk about the changes there. Firstly, subjects can no longer always use lend lease and are subject to the same limits as other countries. Now subject levels have modifiers to the required world tension in order to use lend lease.


In addition to this ideology and laws impact the tension requirements for lend lease, fascists and communists will find it harder to give equipment for free to there allies compared to before as will countries who operate on tighter trade laws


Countries on closed economy and special cases such as the USA can also block access to certain markets or totally block all market access so be careful before taking foci like the neutrality act.


That's all for this week, as always please do ask if you have any questions about the feature and Ill do my best to answer you. Next week we will be looking at the final art DD, you will get to see more 3D models, 2D art (including the new loading screen art) and the coveted achievements coming with Arms against tyranny, I hope to see you there. C0RAX Out.


[ 2023-10-02 15:18:59 CET ] [ Original post ]