Hearts of Iron IV - PDXKatten
Greetings all!

Today we’ll be taking a dive into one of the fundamental building blocks of HOI4: division design, and some changes we’re making to it. This dev corner might be a little less grand than previous dev corners, but division design remains extremely important to the HOI experience, and is a part of the game that’s remained more or less untouched since release.

Those of you with exceedingly long memories may remember in my early roadmap for Hearts of Iron that I mentioned a desire to have doctrines better affect how the player is incentivized to design their divisions. The first step of making this possible is by adding another dimension of choice to support companies.

Support Company Changes


Here’s a look at one of Germany’s starting templates. Ordinarily, engineers would grant a bonus of 5 entrenchment at their most basic level: here, we’re getting 2 (Ed: 2.25 actually… we’ll fix that in post).


And here, in a little more detail - is the breakdown of why. Here, Engineers no longer begin by applying a flat bonus of 5 entrenchment - instead, their initial stats will grant a bonus of 0.25 entrenchment per Leg Infantry battalion in their division.


As you can see, this bonus is not applied to the cavalry battalions I have so wisely placed in my infantry division. We’ll go into the rationale behind this specific change later, but suffice it to say the following:

Support companies can now confer multiplicative or additive bonuses to line battalions of specific categories within their own division.

While it may seem like a small change, this allows us to better represent the effects of certain doctrinal advancements or technologies, and adds a completely new dimension to consider when choosing support companies.

Changes to Existing Support Companies [very subject to change]

Engineers
As you can see above, Engineers will be changing a bit. They’ll retain the flat entrenchment they gain from tech, but by moving entrenchment more towards a per-battalion balancing value, we’re able to flatten the efficacy of entrenchment and devalue it slightly for org-wall playstyles. Entrenchment itself is a multiplicative stat of course, so we take care to ensure that the upper end does not move too far ahead of what was previously achievable.

Recon
The neglected child of the support company family is finally getting some new tools. Recon has always been an underperforming support company, and these changes aim to augment the value of tactical reconnaissance on the battlefield. By default, mounted recon, motorized recon, and armored car recon companies will now confer a [10%] soft attack bonus to all battalions matching the Artillery category.

Note: we’re making the choice to stress the benefits of recon on artillery rather than general infantry here for game balance reasons.

Light Tank recon will confer a [10%] Hard Attack bonus to all Armored battalions.

Recon also gets some other new toys, some of which we’ll cover in doctrines, and others in a later diary on some New Cool Stuff (™).

Field Hospital
A slightly left-field modifier here, Field Hospitals now increase the strength (HP) of all infantry battalions within their division by [10%]. This results in proportionally less manpower (& equipment) loss per damage received.

Flame Tanks
These now increase the breakthrough of all infantry battalions by [5%].

Military Police
A support company with low usage outside of specific garrison templates, we wanted to give these slightly more utility within line divisions. These will now increase the base org recovery rate of all infantry battalions by 20%.

Doctrine Changes

We’re still working on exactly how these will look, but here’s a sample of what we have planned:


Dispersed Support: Signal companies grant 10% defense to all Artillery battalions in division


Airland Battle: Standard recon grants 10% air attack to anti-air battalions in division


Mechanized Wave: Armored Car recon grants 1 max organization to all Leg Infantry battalions in division.


Central Planning: Logistics Company adds 5% defense to all infantry battalions in division

As mentioned above we have more planned for these, but this should serve as an indicative sample of what is coming. These changes are intended to add an extra dimension to consider when building division templates, accentuating the value of interdisciplinary coordination. They also give us an opportunity to equalize the value of some underperforming support companies in a slightly more realistic way than flat stats.

Of course, the production value of your bonus-granting support companies will be weighted more favorably towards larger divisions - this is something we’re keeping an eye on, but broadly speaking we’re happy with this direction.

As well as being a significant balance change (and modding tool) these changes were necessary for a new small feature we’ll show off in a future diary. I’ll leave you guessing until then ;)

Speaking of dev diaries, we will call you to arms next week for something special… stay tuned, and save the date!

/Arheo
May 25, 2023
Hearts of Iron IV - PDX Chakerathe
Generals!

We've just gotten some fresh Intel on Turbo Larps' NEW event.... the Grandest Lan - HOI4!

This year will see HOI & EU at the awesome Czocha Castle in Poland, which boasts stunning views and is rich in history!

Sign ups begin on June 15th, so make sure not to miss it.

Check out the Trailer HERE

May 23, 2023
Hearts of Iron IV - PDX Chakerathe
Generals!

Don't miss our new General LoFi video over on the HOI YouTube Channel! After all, even the most battle-hardened General needs to take it easy every now and then~

Plus these tracks are bound to help give you a tactical advantage on the battlefield 😉

How many references can you find?

Make sure to check out The Video
Hearts of Iron IV - PDX Chakerathe
Generals!

This is a minor hotfix patch regarding a bug we found with BBA's Medal system.

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# Bugfix
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- Available medal icon no longer shows up if BBA is not owned
Hearts of Iron IV - PDX Chakerathe
Generals!

Word on the front lines is there's something new on the Horizon....Allow us to introduce our new YouTube Channel for everything Hearts of Iron.

On this channel you can expect feature breakdowns, trailers, and extra content from the devs!

Make sure to check out the Trailer here

Make sure to subscribe to the channel Here to not miss out on content!
Hearts of Iron IV - PDX Chakerathe
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 MIO’s “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.

This is all super WIP, you are going to see WIP mock ups, and some details are still being finalized!
Feature Intent & goals


Feature Intent and 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 intended to be 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 buy order).

The Flow
So to start us on how to get to the market. Well we will be replacing the diplomacy menu with the market UI, the diplomacy window was one of the least used parts of the UI and so we want to replace it with something that will get more use. The diplomacy menu is now accessed from within the market menu at the bottom of the market window, you can also still right click on a country on the map to open diplomacy with them directly.


From here we can start buying equipment or selling equipment by clicking on the respective button. Beyond that any currently active contract with other countries will be displayed here so you can easily see their current status.

The buy and sell modes look like this;



As you can see we don't currently have access to anyone's market, so let's look at how we can fix that.

Market Access
For market access we need to go to the diplomacy menu for a country where we will find the negotiate market access diplo action, this is what we want in order to send a request. For nations with factions or puppets this market access is given implicitly. This is important since in many cases you don't want those pesky enemies seeing or trying to buy all the amazing equipment you are selling. This is especially important to stop them seeing your latest equipment stats and MIO modifiers. With this only the people you want to see and buy your wares are able to.

So now we’ve got market access and we can start buying and selling equipment. Since we have access to a market the buy screen will now show the equipment they have put up for sale.

Buying


Let's buy some rifles. To do this we click on the rifles equipment from here we choose how many rifles we want and how fast we want to pay for them and thus receive them. The price per rifle is decided by an IC to CiC conversion rate. This gives you all the information you need like total cost, convoys needed and how long it will take to pay/deliver all equipment



We send of our request and the seller has agreed to the contract



The contract will now appear in our market window as an ongoing contract, it will show all the information you need to know about each contract you have ongoing.


Selling
Now let's look at how we sell our equipment on the market. To start off we need to add equipment to the market. We do this by first clicking sell equipment and then clicking the add to market buttons. From here we can add our equipment from the stockpile to the market. We can choose here how many of every variant we have we wish to put up for sale.

So now we have put up some equipment on the market and it appears in the list. The list shows all of our equipment on the market but not currently sold on the market.

Right on time we got a request to buy some of our equipment, this menu will show you what they are buying, how fast they are paying and how many the resultant deliveries there will be. We will accept this request.


We have accepted the purchase request and now we can see the selling entry in our master list of contracts along with all the information around that contract.


So that brings us to the end of our quick journey through the international market and we brushed over a lot of details so that what the next part will focus on.


Technical Details

Market Access
Market access is a Diplo action to request access to a market and to offer access to your market thus it is a Bilateral relationship. Faction members share market access, as do puppets and overlords.

Market access blockers

- Market access and Contracts are canceled between enemies in war.
- Embargoing someone will cancel market access, and all selling/buying contracts with that country.
- Capitulation cancels all contracts and if the country is NOT going into exile, it will lose all market access too.
- Civil war will change nothing. The original country will have original market accesses and contracts after the start of the civil war.
- Making a country puppet will cancel all market access and contracts of that country.
- Losing market access to a country will not cancel an ongoing contract with that country.
- Puppets can have market access to other countries (and not just to the overlord's market) and trade with them. (this might be based on puppet level)
- There will be a scriptable limit on equipment trade for things like US neutrality act etc

Contracts
Purchasing equipment costs CiC. We use a conversion ratio to convert IC value to CiC value. A contract has 2 main variables, CiC cost from equipment and Civ factory allocation for payment.

So with this information we can talk about how a contract is structured.

A contract is broken down into payments every 30 days. So every 30 days you will make a payment and receive equipment. The amount of equipment to be delivered is based on the payment rate of the buyer. So the more Civ’s you assign to a contract the more equipment you can receive per delivery.


Selling
We have a new stockpile called the market stockpile, equipment can be moved from the normal stockpile to the market stockpile. Equipment in the market stockpile can be requested for purchase by any nation we share market access with.

Payment
So payment is handled via a new construction entry for contracts. When you start a contract a new entry will be created in the construction menu for the number of factories you agreed to pay with and for the total CiC of the contract. This construction task has priority over normal construction.

Contract Storage
CiC payment and equipment before being delivered is stored in a “Contract storage”. At the end of the month the minimum payment/delivery is transferred to each country from the Contract storage. CiC is delivered to the bank while equipment is delivered to the equipment stockpile

The Bank
The bank is a special container for CiC you receive from other countries as payment for a contract it is used in construction by providing bonus CiC to your construction entries.

Here is a flow chart to show you how a contract payment works and then how the bank CiC is used in construction.



Cancelation
Either side can request to cancel the contract at any time no more deliveries are made and all payment to the Contract storage is returned to their originator.

Things that are not part of this feature:
-Trading Ships
- Money
- Supply/demand pricing

Things that we are looking into:
- Limited cost of equipment changes (some active choices, some passive)

MIO Addendum
Last dev corner I spoke about MIO’s, I did my best to explain and answer questions but I want to add an addendum to the previous dev corner to show some things that should hopefully make some things much clearer.

It seems there was some confusion that MIO’s were a totally free form “design your own company” system, this isn’t what was intended to be conveyed. MIO’s have pre predetermined choices which are designed to offer compromise and strategic choice. So Let's talk about what an MIO looks like in terms of a real MIO I get access to for a country.

I’m going to show some numbers here but these are just starting values for initial implementation and so don't read into the modifiers or values too much yet.

So here we have a Generic Infantry MIO


So the definition for this MIO is

Design teams (red arrows show mutually exclusive)

INFANTRY OFFENSE DEPARTMENT


INFANTRY QUALITY DEPARTMENT


SUPPORT EQUIPMENT DEPARTMENT


Industrial Manufacturers


As you can see this focuses almost exclusively on improving infantry equipment with small bonuses for support equipment. Generic MIO’s are generally focused on one specific equipment providing departments that are generally focused around offensive, defensive and quality/reliability.

Here's some more example of generics



Generics can sometimes also have specializations for specific stats that are not normally in the equipment specific ones also such as the aircraft range focuses MIO.


Or pacific fleet MIO


Of course these are generics and that is why they are very simple. They are there to replace the current generic designer set already present so every nation can enjoy some level of customisation for their mio’s. More major countries might have specific MIO’s that are unique to your country and thus offer very different choices to make. These are just some simple ones but they can be much more branched choices with lots of content tie-ins, but we will show those in a later dev diary.



I hope this makes what an MIO looks like as a structure you play with clearer and again I hope to see you in future dev corners.

That's all I have for this week, as always please ask questions and comment. I hope to see you in 2 weeks for the next Dev corner where Arheo will introduce you to another feature coming to you in the future
Hearts of Iron IV - PDX Chakerathe
Generals!

Its time for the final patch of this War Effort Initiative cycle! This patch contains a host of balance changes and fixes as well as language localization for Simplified Chinese! We're going to be winding down the Initiative for the time being as we move onto other lines of development!

Furthermore, stay tuned for another message from us later, pertaining to some feature content that we are working on.

Now, onto the patch notes!

Localization

-Added Simplified Chinese language support.

Balance
-Lord Halifax now has two leader traits and reduces the requirements with the British Raj when forming the Imperial Federation/Commonwealth of Nations.
-If Lord Halifax is used to annex the British Raj as part of the Imperial Federation, India will suffer increased resistance.
-Fixed non-MTG ships having incorrect base speeds.
-Increased biggest speed and agility factor diff by 1.0, increasing the maximum effect of these stats on air combat.


UI
-Available medals are now present on army screens for Divisional Commanders.
-Added a new Hearts of Iron IV YouTube channel link to menus.

Modding
-Added effect remove_civil_war_target.

Bugfix
-Fixed an issue in the Pressure Government event chain for Italy and the Soviets in which the feedback event communicating the target's choice was sent to the target instead of the sender.
-Playing as a released country is now persistent over saves in ironman.
-Observers now retain the observed country on hotjoin and resynch.
-Fixed License Production Access not being restored when reloading a save file.
-Democratic Italy can now send volunteers to Spain after completing the Aid for Spanish Republic focus.
-Fix for Belgium Congo sometimes flipping to Germany after Belgium capitulates.

Introducing the latest edition of the War Effort Map, where a thrilling challenge awaits! Take a look and observe: only one stop remains. Are you up for the task of unraveling its mystery? Keep in mind, appearances can be deceiving.


That's it from us today, as always we appreciate all your feedback! If you encounter any bugs, make sure to create a bug report over on the Forum, and don't forget to join our Discord!
Hearts of Iron IV - PDX Chakerathe
Generals!

The Publisher's Weekend sale is now here, bringing deals across the board for the content you're missing, but also introducing an even better deal with the Players' Choice Barbarossa Bundle, as voted by you all :)

This bundle adds an extra 10 percent off on top of the other savings!

Players' Choice Barbarossa Bundle
  • Hearts of Iron IV: No Step Back Additional 10% off
  • Hearts of Iron IV: Sabaton Soundtrack Additional 10% off
  • Hearts of Iron IV: Axis Armor Pack Additional 10% off
Base Game
  • Hearts of Iron IV: Cadet Edition 70% off
  • Hearts of Iron IV: Starter Edition 70% off
Expansions
  • Hearts of Iron IV: No Step Back 30% off
  • Hearts of Iron IV: Battle for the Bosporus 50% off
  • Hearts of Iron IV: Death or Dishonor 60% off
  • Hearts of Iron IV: Together For Victory 60% off
  • Hearts of Iron IV: Waking the Tiger 60% off
  • Hearts of Iron IV: La Résistance 50% off
  • Hearts of Iron IV: Man the Guns 50% off
Music & Model Packs
  • Hearts of Iron IV: Eastern Front Music Pack 50% off
  • Hearts of Iron IV: Eastern Front Planes Pack 50% off
  • Hearts of Iron IV: Allied Speeches Music Pack 50% off
  • Hearts of Iron IV: Radio Pack 50% off
  • Hearts of Iron IV: Sabaton Soundtrack 50% off
  • Hearts of Iron IV: Sabaton Soundtrack Vol. 2 50% off
  • Hearts of Iron IV: Allied Armor Pack 50% off
  • Hearts of Iron IV: Axis Armor Pack 50% off

Hearts of Iron IV - PDX Chakerathe
Hello there, generals! May has arrived, and with it comes a new open beta, this time for Operation Alpha!

This patch, as usual, contains balance changes, bug fixes, and something for you awesome modders out there. However, something we have also been working on for a while is language support for Simplified Chinese. This means that all our new Developer Diaries will be translated for Chinese, Japanese, and Russian. And this is just the beginning of what we have planned for our non-English speaking generals!


###########
Localization
###########

Added Simplified Chinese language support.

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Balance
########

Lord Halifax now has two leader traits and reduces the requirements with the British Raj when forming the Imperial Federation/Commonwealth of Nations.
If Lord Halifax is used to annex the British Raj as part of the Imperial Federation, India will suffer increased resistance.
Fixed non-MTG ships having incorrect base speeds.
Increased biggest speed and agility factor diff by 1.0, increasing the maximum effect of these stats on air combat.

######
UI
######
Available medals are now present on army screens for Divisional Commanders.
Added a new Hearts of Iron IV YouTube channel link to menus.

##########
Modding
##########

Added effect remove_civil_war_target.

#########
Bugfix
#########

Fixed an issue in the Pressure Government event chain for Italy and the Soviets in which the feedback event communicating the target's choice was sent to the target instead of the sender.
Playing as a released country is now persistent over saves in ironman.
Observers now retain the observed country on hotjoin and resynch.
Fixed License Production Access not being restored when reloading a save file.
Democratic Italy can now send volunteers to Spain after completing the Aid for Spanish Republic focus.
Fix for Belgium Congo sometimes flipping to Germany after Belgium capitulates.


And yes, there is no War Effort map update because that will come with the release of this patch! Now, have a lovely weekend, everyone, and we will see you again next week with something even more fun to talk about!
Hearts of Iron IV - PDX Chakerathe
Generals!

The people have spoken and the results are IN!

Your votes have been cast and counted, and the top picks of the community are;
  • No Step Back
  • Axis Armor Pack
  • Sabaton Soundtrack

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 weren’t chosen don’t worry - there’s still a chance to get them bundled next time!

Keep your eyes peeled for when this one goes live, it'll be coming soon™
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