Hearts of Iron 4 Dev Diaries
Hearts of Iron 4 Dev Diaries
Hearts of Iron 4 Dev Diaries
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http://www.heartsofiron4.com/
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Vision
Our goal for Hearts of Iron IV is to do something similar to what we did with Crusader King II and
Europa Universalis IV - keep the flavor and complexity of the game intact while making the game
much more streamlined and easier to learn, with much improved interfaces. We also aim for a fresh
playing experience so there will be changes from the previous game.
More focus on planning and high level decisions.
Hearts of Iron III could either be played with full manual control, where micromanagement would be
pretty heavy (often to the point where you would struggle to pay attention to all aspects of the
game) or with AI assistance, where your control over the systems you surrendered to the AI was very
limited. We are developing a planning system that gives you greater control while not being as taxing
as the detailed manual play from the last Hearts of Iron game. We want to give you time to look at
the bigger picture. In my opinion, this also adds a lot of immersion, since it feels more like I am
guiding a military campaign rather just shuffling units between provinces.
For the micro-managers out there - you can still do very detailed plans and update them in real-time,
which will basically work like the old manual control but the system will reward successful longer
term plans, so expect to have a few things to learn! There won't be any large "automate this"
buttons in the game. We want all parts to be fun and playable. If they are not, they get redesigned or
replaced.
Less railroading more historical feel
A big problem with historical games is that people know what happened, especially in such a welldocumented period as World War II. The leaders of those days did not have crystal balls or an active
forum of amateur historians from the future telling them what would happen next. This is something
that we need to deal with without losing the sense of place and realism that people have come to
appreciate about our games. A lot of things will require gradual changes and actually living through
events, which should give a much better historical feel as well as creating a game where it is easier to
try out alternate paths of history and not feel that the only road to success is following whatever plan
Eisenhower had.
Everything at your fingertips
To play Hearts of Iron you need a lot of information so you can make the right choices, be it long
term (where is the best area for my armored spearhead?) or short term (what time does the sun
set?). Previously this required you to look around in a lot of places - in Hearts of Iron IV information is
much more context sensitive, and most important stuff will be shown directly on the map. You will
see more of this in future developer diaries.
To sum it up:
Our hopes for this game is that you as a player will feel in control of a real global conflict and want to
learn the tools of warfare in an open sandbox environment during this intense period of history. Our
goal with Hearts of Iron IV is to create a WWII game completely focused on Global Strategic Warfare.
We are aiming to make Hearts of Iron IV the best WWII strategy game yet with a smoother learning
curve and deeper gameplay. Its pretty ambitious, but I think we have the experience and passion to
pull it off. And the recent experience of Paradox developed games shows that were on the right
path, I think.
http://www.heartsofiron4.com/
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Of course, actual development for Hearts of Iron IV hasn't been going on for that long yet (we are
currently in pre-alpha), even if we have been thinking about it and discussing it for years. As we
designed each expansion for Hearts of Iron III, there were always things too large to implement, or
that wouldn't quite fit into the world, and we had to put those things in our "future" pile. So when
starting development we had a few years of notes and discussions to go through. I expect old beta
testers and forum regulars to go, "Ohh, I remember this!", as we start to reveal new things in diaries.
We will start slow and release development diaries about once every month and later speed up their
release as we march towards early 2015 so sit back and enjoy the ride!
Oh, I almost forgot! Here is a screenshot of the map (click for larger version). This shows just the
terrain currently. It is early and political borders are not yet polished to be accurate enough to show
them off. Enjoy!
http://www.heartsofiron4.com/
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http://www.heartsofiron4.com/
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Armored technology is based around chassis that you unlock. Each of the chassis has 4 subtechs,
each of which unlocks a variant. So, for example, once you have unlocked the Panzer III tank you can
research the tank destroyer variant, StuG III. The StuG III was a Panzer III chassis with the turret
removed and a larger fixed gun placed in its stead. Variants like this can be switched to production
lines from the original chassis without much of penalty, so once the Panzer IV becomes your main
tank and the Panzer III no longer measures up, it's a perfect time to convert to producing StuGs on
those Panzer III lines. Most nations developed their vehicles like this during the war, and we wanted
to include this flavor. Historically, the StuG III ended up being the most produced armored vehicle in
Germany during the war.
There will also be ways to create more custom equipment variants with abilities unlocked by
experience over the course of the war. This is also something we will go into more detail on in the
future.
By switching to equipment from HoI3's more abstracted model, we gain a lot of cool flavor as well as
introducing many of the actual interesting choices that leaders of the time had to deal with. We also
believe it will make it easier to understand for new players, as well as being more immersive for
players. You will now see results like "10 heavy tanks destroyed" rather than some abstracted
strength percentage. Because the production models changes over to lines it also doesn't introduce
any more unnecessary micro management, so it is really a win-win.
+ Bonus read: Hearts of Iron IV: How we changed the world
Time to flex your strategic muscles and test your might as your ability to lead your nation will be the
ultimate weapon in your arsenal in Hearts of Iron IV.
On the battlefields, in the factories, and at the negotiating table. Victory at all costs.
Here are a few of the women from the World War II era and how they changed the world:
http://forum.paradoxplaza.com/forum/showthread.php?760924-Hearts-of-Iron-IV-How-wechanged-the-world
http://www.heartsofiron4.com/
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The National Dog(ND) system should be familiar to anyone who has played CK2 or EUIII/IV, as it is
used in a similar manner to a Councillor, National Focus, or Agent from those games. You can
monitor and control your ND from the Dog Management screen by selecting a Canine Power and
then clicking on the appropriate area of the map or UI. You ND can be used for many missions,
including:
Puppy Socialisation: By allowing the political elite of your national to play with your National Dog
you win their hearts and unite them behind your cause, improving your National Unity.
Not one step bark: Your ND can be placed in a province where a defensive battle is taking place and
will prevent units from retreating by growling threateningly at any unit attempting it.
Fetch Claim: If you are simply throwing sticks for your National Dog to fetch by the border to another
country it is hardly your fault if one accidentally crosses the border and your ND follows it. However,
any territory where your ND stands is sovereign land of your nation, resulting in a valid cause for war
to retake it.
Ruff and ready research: Assigning your ND to a particular tech screen results in a increased research
speed in that field by barking at any scientists who appear to be slacking off.
http://www.heartsofiron4.com/
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Every nation has a unique National Dog, which grant a special bonus when not employed on the
above missions, some examples include:
Germany - German Shepard Dog. Passive bonus: Schutzhund. Coups are less likely to succeed.
Britain - English Bulldog. Passive bonus: Nodding. The constant nodding of this Dog's head makes
visiting ambassadors feel they are being agreed with. Their good mood results in a relations bonus.
France - French Poodle. Passive bonus: Fluffy. Has a fine, white coat.
USSR - Siberian Husky. Passive bonus: Anti-tank dogs. All units gain bonus Hard Attack.
Japan - Shiba Inu. Passive bonus: Coins. Greatly increases your income as cash appears from
seemingly nowhere.
In order to ensure players feel a genuine connection to their National Dog we are taking extensive
motion-capture footage of all dogs to be modelled so that they move and react in a realistic fashion
ingame.
Next week we'll talk about our DLC policy, but as a sneakpeak I can reveal that we noted the outcry
after the previous diary revealed that Horses will not be tracked in HoI IV. While this initially
surprised us, and we don't think it's for everyone, we are committed to listening to our fans, and so
we are proud to announce that the HoI IV Horse Armour DLC will be available on release day:
http://www.heartsofiron4.com/
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Mobile Warfare: This path focuses on mobile mechanized units and is the default German path.
Armour and motorized/mechanized units will have the largest gains in this path. It also reduces the
planning time needed before you can launch an attack. This path is somewhat frontloaded with early
bonuses. The first branching in this tree allows you to choose between Mobile Infantry or Armour as
your main focus. While Mobile Infantry isn't as effective in combat, it is cheaper and can be used in
greater numbers, so it could be an alternate strategy for Germany, or be used by a less industrially
powerful nation. The second split offers the choice between switching over to a defensive posture
(maximizing Manpower gains) as Germany historically did, or continuing to develop offensive mobile
doctrines. And yes, we know Blitzkrieg wasn't a formal doctrine, but the mishmash of innovations
and new techniques that the Germans used is popularly known as such, so we roll with it.
Superior Firepower: This is the American default path. This doctrine focuses on big, well-equipped,
but expensive divisions and gains a bonus when fighting in areas with friendly air superiority. The first
split offers the choice between adding more support units to each division, or focusing on
independently deployed support brigades. The second split will let you pick between Airland battle
(for increased cooperation with the air force for combat support) or Shock and Awe (which keeps the
majority of your focus on ground-based firepower).
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Grand Battleplan: This could be thought of as the traditional doctrine path, and is the default choice
for Britain, France, Italy, and Japan. This doctrine path gives you larger planning bonuses and boosts
Infantry and Artillery. It is a bit weak on the offence to begin with, but has some defensive bonuses.
The split offers the choice between increased offensive potential and steadily improving all unit types
with the Assault path, or focusing heavily on Infantry with the more frontloaded Infiltration path.
Mass Assault: The default doctrine for the USSR and China. It focuses on using large amounts of
Manpower and offers increased morale and reinforce-speed. The early techs give some defensive
bonuses and Infantry/Militia boosts. The first path decision here offers either continuing with the
same methods with Mass Mobilisation (the mass use of Infantry and Militia) or adopting the
innovative Soviet Deep Battle doctrine, which makes use of the modern tools of war and boosts the
capability of Armour, artillery, and mobile units. You may notice from the image that the Mass
Mobilisation path is shorter than the others. This is because it's more of a series of stopgap measures
for nations in dire straits than a real doctrine, and we want to encourage nations to swap out of it
when/if their situation improves.
"Swap out of it?" I hear you say. Yes, you can change your Doctrine path if you want. This will come
at a cost. There will be a period of disorganisation for your army based on how far into your previous
path you were and on the size of your army, so it's likely not something you want to do when things
are going very poorly in the middle of a war. However, you do not necessarily start from scratch in
your new Doctrine path: Several techs are shared between the paths, and if you switch to a path
which includes a shared tech you have already researched you will start at that point in the new tree.
http://www.heartsofiron4.com/
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http://www.heartsofiron4.com/
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Also, do note that simply building Equipment is not the same as training and equipping a unit, but
we'll cover that in a future dev diary.
Production Lines also have an Efficiency value which affects how much value you get out of your IC at
a factory. Your efficiency starts out fairly low but increases as items are produced - slowly at first to
represent the retooling of the factories, then it begins to increase at a linear rate until tapering off
after a certain value (an S curve). You can change what a Production line produces, of course, and
this normally means all your Efficiency is lost, however there are some exceptions. If you change to a
modified version of the same equipment (for example, the same tank but with a larger gun) you keep
most of your Efficiency. If you switch to another variant of the same chassis (e.g. you switch from Pz
IIIs to StuG IIIs) you keep half your Efficiency. And if you switch within the same family (e.g. Basic
Medium Tank to Improved Medium Tank) you keep a small part of your Efficiency.
Efficiency means that you will be able to produce more once your factories are humming along. So
long as you can keep your workers on task and supplied with what they need, you will be able to
have assembly line production that properly reflects the might of an economy dedicated to the war
effort.
Our larger hope is that Production Lines and efficiency will offer players some interesting choices
when it comes to deciding what to build. Should you go for a large number of weapons you can
already churn out, or take a short term hit on production in favor of making a smaller number of
higher quality ones? Sure, your new T-43 tank is better than the T-34, but is it really enough of an
improvement to lose much of your Production Line's Efficiency when you switch over? Your PzIII tank
may be obsolete, but perhaps instead of canceling their production entirely you could convert the
Line to make Tank Destroyers or Self-Propelled Artillery on the PzIII chassis. Preserving efficiency in
some of your factories could lead to a more diverse and interesting combination of units, and allow
you to discover some parts of the game you might have ignored if you just constantly upgraded.
http://www.heartsofiron4.com/
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http://www.heartsofiron4.com/
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You can, if you wish, have multiple Division Templates for a given type, for example perhaps you
want a Line Infantry Division to be you main frontline unit, and a Heavy Infantry Division type to
assault heavily defended areas. You can copy and split off Templates as much as you want, however
you must buy upgrades for each Template separately so having too many will limit the customization
possible for each type.
http://www.heartsofiron4.com/
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http://www.heartsofiron4.com/
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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:
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:
http://www.heartsofiron4.com/
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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.
http://www.heartsofiron4.com/
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In the example here we can see a Carrier, and that it's four possible upgrades are:
Armor - Increases protection, primarily from air attacks, but reduces Speed and Deckspace.
Deckspace - Increases number of Aircraft carried.
Engine - Increases speed.
Reliability - This stat is a little more complicated than the others. The other 3 upgrades all reduce
Reliability a little while this upgrade counters the effect. Could also be thought of as "systematology"
or "ship-shapedness", it's basically how well put together the ship is. A low Reliability makes the ship
more vulnerable to critical hits in combat.
You can choose to upgrade all four areas of the ship, of course, and get an all-round better ship at a
high cost, or you can only upgrade a few stats and have a more specialized ship. Oh, and an
interesting thing about ships is that you can change their variant during production, although this will
impose increased production time depending on how far along in the build process they were when
you changed them, so if you decide your battleship simply must have 18" guns or a better engine you
don't need to build it from scratch - although you cannot make large refits to ships once they are
built.
http://www.heartsofiron4.com/
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http://www.heartsofiron4.com/
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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.
oops, I almost forgot we promised to include a picture of one of Darkrenown's dogs. Here is Domino
testing out the new naval invasion code for HOI4:
http://www.heartsofiron4.com/
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http://www.heartsofiron4.com/
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The area in the middle is the active combat area with the ships distance to the center
showing their relative distance. To each side is an area showing part of the enemy navy on
the way. Depending on your intel you may or may not know what is coming (or just that
*something* is coming) there. As an example from history here take a German fast heavy
cruiser like the Admiral Graf Spee, hunting British shipping early on in the war. The British
will be hunting for it in turn, but are spread out (so they can actually find it) so it will actually
only face a smaller part of the royal navy at a time. Having strong armament and speed
means that it may be spotted by a British cruiser with a larger fleet trying to get to the
location of the battle to give support and the Graf Spee has a chance to take out that cruiser
and get away before the rest arrive, which if it happens means they need to locate it again.
This should hopefully mean that even small technically advanced navies have a place in the
game.
So what about more even combat, like shown in the picture above? When large fleets meet
the game will divides them up in groups of ships that will exchange fire because they may
enter the battle from different directions and at different times depending on spread etc.
Each of these groups is optimally one or more capital ship with a decent ratio of screen ships
like cruisers and destroyers. Screens are very important because they defend the larger ships
from enemy small ships that can carry torpedoes. Torpedoes have lower hit chance but
when they hit they do a ton of damage on large ships. We have tried to make sure each ship
type has a role to play in the battle, so for example destroyers are cheap screens that can
evade large caliber fire, add anti-air capabilities and let you detect and neutralize
submarines. Cruisers are good at at taking out other screens and carry torpedoes making
them dangerous to capital ships if they get close enough. Heavy cruisers, Battlecrusiers and
Battleships can take a lot of hits and carry a lot of firepower and Super Heavy Battleships add
Cool and Flair to your fleet Carriers work like a mobile air field and can carry a variety of
carrier-capable planes to project damage across the battlefield. Finally Submarines are good
at destroying convoys, but can also fill a role in regular fleet combat should the enemy be
low on submarine detection. A submarine starts out hidden and is either spotted if it gets
too close to a destroyer or after firing a torpedo after which it will try to escape. It won't be
an effective weapon against an enemy with a proper fleet, but unescorted capital ships
won't have much defense. Again, another thing in favor of trying to develop a balanced fleet
rather than specializing.
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).
When we first started out working on HOI4 we knew that we wanted a realistic feel for the game
(realistic in a way that its okay having a 5km tall man standing in your province).
We felt that a realistic style would match the game and setting, World war 2 isn't childsplay(right?).
Therefore instead of going for example a more stylized handpainted look we have gone with a
realistic rendered style meant to mimic reality.
For this we have improved our lighting and shading substantially. Instead of just having texture
channel control the specular of the item, we now have both glossiness, reflectivity and metallness
(yes thats an actual word). We also use HDR, all adding up to giving a more physically correct look,
and adding to the feeling of realism.
We also knew that we wanted to do alot better than Hearts of Iron 3(HOI3).
Say what you want, sure it has its charm - but I hope I wont need to have this argument after this
dev diary.
http://www.heartsofiron4.com/
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With doing a world map that allows the player to be at a lot of different distances and anywhere in
the whole world comes a lot of challenges.
Main ones are: How do we make the game look and play fantastic everywhere and how do we make
the game look and feel different and interesting in various areas of the world meanwhile staying true
to the real worlds map and making sure gameplay works?
The map has been through a lot of iterations, changes, paintovers and hard work to get to this point
and we are now very happy to show it in more detail.
Gradient borders
In all our games we have tried to make the game look as pretty as possible, this is what is shown in
screenshot and trailers. Unfortunately, this is not how players choose to play, the info you need is
not clear enough in terrain map mode, so political map mode is the only choice.
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So in HoI4 we finally had the opportunity to try a solution we have had in mind for a while. Have a
terrain map mode, with large fading gradient borders. Along with having political map mode fade in
as you zoom out.
This way we can have the cake and eat it. You can clearly see countries territories when you zoom
out. And when you zoom in, you can still clearly see the country border, while at the same time
clearly seeing the terrain.
We have built a system that enables us to control the lighting and mood depending on where you are
in the world. Depending on what zoom distance you are at, and what season youre looking at, what
time of day it is and if you are far out on the sea.
In short the desert feels warm, Europe feels green and winter feels cold.
We think this will make the world more believable and varied and that its a really nice visual flavour.
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Terrain types
In HOI4 each terrain-type will have different penalties or advantages therefore its vital that it is
crystal clear to the player so that you can see what terrain type a area has.
Weather
Weather has a big impact on gameplay but was in HOI3 hidden away in a separate mapmode which
you quite often did not look at. HOI4 now displays weather directly on the map depending on zoom
distance, to make it instantly clear what is going on. We will have another diary later focused on all
the gameplay aspects of weather, but we simulate rain/storms, snow/blizzard, mud as well as sand
storms currently.
http://www.heartsofiron4.com/
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Fog of war
To show the player what's visible and not we have fog of war(FOW) so its visually clear for the player
what's visible and not.
We have chosen to go with a foggy-cloud FOW that shows mountaintops, hills and trees rather than
darkening like in EU4 so that it isnt confused with night/shade. This looks quite nice and fills its
purpose.
http://www.heartsofiron4.com/
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Thats all for this time! Hope you like what you see. We are proud of alot of things with the map and
alot cant really be told or shown in screenshots - you have to see it for yourself to really enjoy it.
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There were groups convinced that he would bring ruin to Germany and were about to stage a coup
vs Hitler as he went from breaking treaties by putting German military presence in the Rhineland and
onwards to annexations of Austria and Czechoslovakia. Hitler gambled right that none of the League
of Nations members felt strong enough to flex their muscles and stop him. I have a feeling there was
a generous serving of good luck there, but nevertheless the effect was that his political power grew he had been right when everyone else argued caution. Well at least short term, and this let him
dictate policy without being questioned.
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Companies
Tech teams from HOI2 was something a lot of people missed in HOI3, so we wanted to bring them
back somehow in IV.
In HOI4 we call them companies, and, just like other things in this diary require political power to be
selected, or to remove/change. They generally always come with a research bonus to a particular
field and for most categories you can only select one company to be responsible for development of
new models. Lets take tank research as an example, both Porsche and Henschel give you the same
research speed bonuses, but tanks developed when you have picked one of them will have different
starting stats. Porsche tanks will get an edge in armor, but suffer lower reliability and speed vs
Henschel's designs that have better reliability and a small edge in firepower. With this we hope to
add even more cool flavor to companies and make equipment from various countries a bit different,
even if its tech of comparative years.
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Laws
A subset of ideas, Laws are basically a group of ideas which are linked. You always have one, and only
one, Law set for each group. You can freely change between Laws as long as you meet the trigger
conductions for the Law you want to use, but the Political Point cost is higher the further away from
your current Law it is. For example, there are 7 Conscription Laws, the first is Disarmed Nation, the
6th is All Adults Serve and the last is Scraping the Barrel - It costs a lot more PP to move from
Disarmed Nation to Scraping the Barrel than it would to move from All Adults Serve to Scraping the
Barrel. Extreme Laws are not always entirely better, Scraping the Barrel does grant the most
Manpower, but it fairly significantly lowers your industrial output and the maximum Training Level of
your divisions.
http://www.heartsofiron4.com/
Hearts of Iron IV
1-11
Additionally, democracies are not immune to the effects of communist and fascist movements that
defined much of the politics of the era. If the popularity of either grows strong enough, the ruling
democratic party may find it necessary to form coalition governments with these parties. Such
arrangements come with their own strengths and weaknesses, as these partners may use
international ties among the communist or fascist empires abroad to open up new opportunities and
risks for the nation.
If the public support for the democratic parties themselves wanes, the elections can effectively
abolish themselves in favor of a military junta or vanguard party. Although the old government may
choose to contest this, sparking a civil war, public support for the institution of democracy itself will
ultimately be necessary to maintain it.
However, public support is not the only way another ideology can take over. Shifting the political
allegiance of the nation can also be a national goal, with communists seeking broad support for a
violent revolution and fascists looking for ways to topple the government via military coup. Even a
dictatorship where no elections are held can work to increasing liberties and holding referendums to
eventually move towards democracy. These tumultuous changes can temporarily weaken the nation,
but allows for radical changes to foreign policy.
Release Schedule
On to other important matters. As some of you on the forum have already guessed, we have decided
to move the original Q1 2015 release target to late Q2 2015. Hearts of Iron IV is a very ambitious
undertaking and we might have been a tad optimistic with the original date that was communicated.
Hearts of Iron IV is our most complex game with massive scale as well as a lot of systems and details
you need to get right. It covers a modern period which puts a lot more requirement into the
simulation accuracy and with our new focus of making sure all games we make are solid, playable,
and a lot easier to get into with polished interfaces... well, its a lot of work to make it as good as we
want it to be.
With the new schedule, I'm happy and confident with where we are now with the game and with it
being one of our core titles there is not really any risk of any other delays. After the last spurt of work
we did before Christmas for example we have really seen all the pieces fall into place.
I really hope that you, just like us devs, prefer the idea of the game to be the best it can be on
release. We care just as much of this game as you do.