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Hearts of Iron IV - The Ultimate WWII Strategy Game

Declinator

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A new dev diary:
http://forum.paradoxplaza.com/forum...earts-of-Iron-IV-Developer-Diary-7-Air-Combat

Hearts of Iron IV - Developer Diary 7 - Air Combat

Once again it is time for a Hearts of Iron Dev Diary! This time I'm going to talk about how Air Combat has changed, and boy, it sure has changed! In earlier HoI games, air units were all "wings", a grouping of a non-specific amount (but notionally around 100) planes which you could order to carry out missions in an area or targeting a specific province. In HoI4 we no longer use only wings; each plane is an individual piece of equipment, and rather than give each one orders, you give orders to your air bases to send a certain number of planes on missions to a given Strategic Region.

I'll go into more detail in a moment, but in previous diaries there have been questions about how our design and development process works, so I thought I'd share a little info about that first. Before working on HoI4, both Podcat and myself worked on the For The MothlandMotherland and Their Finest Hour expansions for HoI3, so we already had a lot of ideas about what we wanted to be different in the next game. One of our main ambitions was reducing the micromanagement needed for Air units and making the Air game more about your overall campaign goals. You shouldn't have to manage every sortie. So after seeking inspiration and doing some research, we held a brain-storming session which resulted in these concrete details being nailed down:

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Now, to those of you without years of game development experience, that may look like a jumbled mess of nonsense scribbles, but rest assured that Podcat, as he says, "doesn't even see the code" at this point and can make perfect sense of it (perhaps one day I will develop this skill too!). After that we write up a proper design based on our notes from the meeting and start turning that design into code and actual bits of a game. For example, here is an early debug screenshot showing a stream of German fighters and bombers attacking Britain:

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We often do visual aids like the above when developing new graphical systems. The red lines show possible generated attack paths for planes as they attack, while the blue lines show their return paths. Which attack/return path they take varies so not all missions follow the same path and things look nice. Of course, we do not show every dogfight in real time on the map. The planes on-screen represent the average goings-on in an area, so if there are fighter battles going on in a region you will see a dogfight happening, with whoever is getting the worst of the battle being shot down.

And here is how air combat currently looks, although it is still in development:

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We've made various other changes to how planes work in HoI4:
  • Rather than artificial stacking limits, Air Combat is limited to 1v1 or 2v1 fights within larger battles. Overall numbers still matter, but only so many planes can effectively engage another at one time. We felt this reflected real historical battles much more closely.
  • No more Interceptors or Multirole Aircraft. Instead, we have Fighters and Heavy Fighters, the latter being twin engine planes which are faster and more heavily armed but less agile. Historically, not many planes perfectly fit a specific role, so it will be up to the player to decide in what direction to steer plane development. In general, Heavy Fighters are good at shooting down Bombers, but have trouble against more agile Fighters. Fighters can shoot down Bombers too, of course, but being less heavily armed they take longer to do so.
  • Speed now affects targeting order in combat. Faster planes get to pick their targets first. Because of this, speed and firepower will be the most important attributes for planes you intend to intercept bombers.
  • Agility is a new stat. When two planes meet in combat, the more agile plane will be able to use a greater percentage of its Air Attack value.
  • Coverage is more a concept than a stat, and is based on a plane's Range stat compared to the distance to the center of the Strategic Region it is operating in. Planes which can just barely reach the target have a poor Coverage value compared to a plane that can fly laps around the area.
  • While individual planes do not gain experience, combat/missions have the possibility of generating Aces. Aces can be assigned to Air wings and improve the efficiency the planes. We'll talk more about them in a later dev diary.
Now, getting back to how air missions work: HoI4's map is divided into large areas which we call Strategic Regions. These are the targets for Air Missions. To give you an idea of the size, mainland France is divided into just two Strategic Regions. You can give orders to any air base within range of the region to send however many planes you want, set mission priorities, and can then largely leave the planes alone to fight it out until you want to change orders or just monitor their progress. The balance of forces in a given Strategic Region affects the Air Superiority value within it, and when Air Superiority is lopsided it will affect how often the weaker side can carry out missions. This will also, of course, negatively affect the operation of ground forces in the Region.

Actual missions (and let's assume a Strategic Bombing mission for this example), barring bad weather or enemy air dominance, are flown twice a day - a daytime and nighttime flight - and will either follow priorities set by the player or be split up logically if the player has set no priorities. When a mission flies, it has a chance of being detected by the enemy based on weather, Day/Night, RADAR coverage, enemy Air Superiority, etc. If it is detected, the enemy's defending planes may intercept it. Enemy planes will prioritize attacking bombers, but the mission's escorts have a chance to catch intercepting aircraft. After the air battle is concluded, the mission continues with available aircraft. The damage done will be affected by not just the number of planes sent, but also a Disruption Penalty, calculated based on the proportion of bombers sent that were engaged or destroyed while on the way to their target.

Overall we hope the Air War in HoI4 will be more a matter of Planning and Production than micromanaging Air Wings. It is intended to be something that will require you to wear down an enemy's air force with campaigns of attrition before your own air force can really cause major damage to their country with strategic bombing. As you can guess, many of these changes also affect how Carriers work, but that's another subject of a future DD.
 

Vaarna_Aarne

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Finally I will no longer just build ~50+ stacks of Interceptors and leave them at permanent Intercept or Air Superiority duty!

The most important thing that I can think about this is that it makes it possible for minors to mount effective defensive air war.
 
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TL;DR "We couldn't figure out how to get the AI to not be retarded with province-level air wing management, so we're gonna abstract it all."

Not that I really disagree with the change though. It was far too easy to game if you were running at 1 speed but horribly unwieldy if you actually wanted to play the game. But still, just two areas for France? Couldn't we have it by region/state?
 

Erzherzog

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I'm trying to think how you can split France into only two regions.

Are they splitting the Italian and Germany borders? Eastern France and Western France? Obviously no region with an invasion from Spain in mind. This game sounds like it's going to be fairly deterministic?
 

Malakal

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Awesome change, being the casual single player guy I am I didnt even bother to use airforce in SP in HoI2 and 3. It was wayyy too micro intense and too powerful too.
 
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How did you not use air force at all? You have to at least build and deploy enough of one to stop your opponent from bombing the crap out of you.

The main question I have at this point is how battlefield air support will work. This system seems great for simulating large-scale strategic air wars, but what if I want my air force to support a specific offensive effort? Will my planes automatically be split between all ongoing battles in a given strategic region?
 

Malakal

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How did you not use air force at all? You have to at least build and deploy enough of one to stop your opponent from bombing the crap out of you.

The main question I have at this point is how battlefield air support will work. This system seems great for simulating large-scale strategic air wars, but what if I want my air force to support a specific offensive effort? Will my planes automatically be split between all ongoing battles in a given strategic region?

You dont have to do anything versus AI.
 

Erzherzog

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How did you not use air force at all? You have to at least build and deploy enough of one to stop your opponent from bombing the crap out of you.

The main question I have at this point is how battlefield air support will work. This system seems great for simulating large-scale strategic air wars, but what if I want my air force to support a specific offensive effort? Will my planes automatically be split between all ongoing battles in a given strategic region?

You dont have to do anything versus AI.

[Attack], [Support attack] [Support attack] -> win.

Then again I play as Japan normally so that's even more easy mode, small corps of light tanks to race across the odd terrain of North India for massive encirclement.
 
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The only thing I think is a little gamey is how one pool of naval experience is used for all naval units.

While true, it's still a big improvement over the previous system which let the country's leaders lucky enough to be human-controlled become instantly clairvoyant in 1936. It also imposes an opportunity cost; nations whose strength lies in their sub fleet can spend Naval XP on carriers, but it will mean that their subs may fall behind the opposition. Plus this allows nations much greater flexibility, which you may or may not like depending on where you fall on the Historical/Ahistorical Paradox Spectrum.
 

Vaarna_Aarne

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And combined with ideas, it seems that you are encouraged to focus on a specific kind of navy (ie, submarines for Germany, Carriers for USA and Japan).
 

mondblut

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And combined with ideas, it seems that you are encouraged to focus on a specific kind of navy (ie, submarines for Germany, Carriers for USA and Japan).

Fuck it. CGM dlc, lol, or I am not gonna bother. Zee Reich will pwn the seas with carrier task forces, not with loser dead end tactics.
 

GarfunkeL

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I think there was ship capture in HoI 2, but it was hard to do as it involved amphibious assaulting ports. Maybe I'm mixing up games.
It was possible in HoI1 and 2 - when you captured a province, there was a small % chance of capturing some/all ships that were in port. Air units were automatically destroyed. HoI3 made ship capture impossible and air units rebase automatically - former a bad change, latter a good, IMHO.

EDIT:

I so want to hate this game and avoid it but the changes to production, division building and air combat alone are giving me a massive erection. God dammit!

For air war, it's clear that different planes/wings can be assigned different tasks. So while the regions are huge, you can have multiple missions going on in a single one. So, Germany can have Henkels doing logistical/strategic bombing (notice how He-111 are now heavy bombers? AWESUM change!), Stukas doing CAS at the front and Messerschmitts shooting down Morane-Saulniers and Hurricanes. So yes, it's far more abstract but it can be good. I'm going to predict that the doctrine list will have something you can research that affects the priorities of your bombers, as every other HoI game has had something similar.
 
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GarfunkeL

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Hearts of Iron IV - Developer Diary 9 - Vacation and Air tech

Hello guys and gals! Most of the HOI4 team is currently on a much needed summer vacation, but we figured we couldn't just leave you hanging without a diary this month, so let's get to it *puts down beer* *cracks knuckles*.

The Air Technology tree is similar to the Armor tech tree we showed back in diary 2 in that we are focusing around chassis and unlocking specific historical equipment/models that those versed in WWII will be familiar with.
Hearts of Iron III had a lot of different airplane classes but that still ended up not being able to match what nations historically did with their planes, which was use them for many different roles. In HOI4 we have gone the other way and dropped a few classes while instead letting you specialize them in the direction you want to go yourself using field experience (see Diary 8 for more details). This means that Interceptors, CAG (Carrier Air Group) and Multi-Role from HOI3 are gone and its up to you to decide what models to tailor for each role. Do you specialize to create the perfect plane for a role, or try to develop a fighter that can fulfil all your different fighter/interceptor/escort needs for ease of production?


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Air technology is split up around 3 airframe sizes: Light, Medium and Heavy. Light is single engine while mediums are generally twin engine and Heavy have 4 engines or more. After the invention of Jet engines it's also possible to research powerful jet models. Each of the light airframe techs also has a sub-tech that unlocks a carrier capable model. We felt that extra research investment was necessary for this because of the trouble many nations had with perfecting their carrier-based planes. This also highlights another important change from HOI3 - instead of the CAGs you are free to put any planes that are capable on your carriers and thereby configure their capabilities for different types of missions. There are also experimental rocket interceptors available, but they live among the Secret technology tree so we will talk about those later.




That's all for now folks, time to get back to the beer! Next diary is probably going to be about the naval aspects of the game.
 

GarfunkeL

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And podcat confirmed that transport planes are out. Reduces unnecessary complexity. Fucking fuck. Bombers will now perform their jobs. As Secret Master already pointed out, unless Paradox very carefully designs this through, we're going to have Heinkel-111's dropping supplies at Stalingrad on Day 1, bombing London on Day 2 and dropping Fallschirmjägers to Crete on Day 3.

Not to mention that it takes away the importance of the large industrial effort Allies put into having thousands of transport planes, and how the lack of Ju-52's from mid-war onwards caused Germans increased problems and so on.
 

Vaarna_Aarne

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If they actually wanted to reduce that level of complexity, they should have put the effort into making Transport Planes into something similar to Convoys in ingame applications.

Reducing the number of plane types is overall a smart move though. A lot of them were redundant in application, most notably the Interceptor/Multi-Role fighters (these two especially because one made the other useless; in HoI2 there was zero reason to build interceptors, and in HoI3 it was the other way around). But I really can't imagine why they slashed out Transports rather than Naval Bombers first (especially given how NAV is likely to be either overpowered as hell, or completely useless).
 
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Sounds like there are no more specific naval bombers either. A naval bomber would simply be a medium air frame with points invested in range and weapons/bombs.

As long as heavy air frames used as paratroop transports aren't immediately redeployable as bombers I don't really have a problem with this change.
 
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USA sent B-17s after ships a few times but never accomplished anything significant, predictably.
 

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