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Hearts of Iron 4 is the Garry's Mod of strategy games: an interview with Dan Lind

WWII grand strategy game Hearts of Iron IV's fifth year is proving an eventful one so far. On the one hand, it's working towards one of the most significant expansions in its history, one that will finally give the Soviet Union the overhaul it needs. On the other, it's losing the game director that took it from its nascence through half a decade of being one of the most consistently popular of Paradox's releases to date.


"[One] reason HOI4 has such a strong community and consistently high number of players is likely due to the modding scene," outgoing director Dan Lind reflects. "It's very easy to craft different experiences with mods, it gives people a lot of cool stuff to play with between expansions, and stops you from becoming bored or burned out. The other day I heard Hearts of Iron referred to as the Garry's Mod of strategy games!"


Lind tells us that one of the first concrete thoughts he had during the early days of the game's development was that of executable battle plans. "I always enjoyed playing HOI3 with a fair amount of front automation, but wanted some more control, plus being able to inject overrides."


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This Hearts of Iron 4 speedrunner re-forms the Roman Empire in just nine months

Speedrunning as a videogame phenomenon is not something we talk about often in strategy games, although, by design, grand strategy games do lend themselves to the craft. We've previously reported on one fan's speedrun in Crusader Kings III, and now a new one has cropped up in Hearts of Iron IV.


User CrossMountain has posted a run on the HOI4 subreddit in which they managed to re-form the Roman Empire by October 20, 1936, which is just shy of ten months after the game starts. In this timeframe they fight two wars, and take over enough of Europe to be able to trigger the event that lets you bring back the Imperium Romanum.


Like most Paradox Development Studios titles, Hearts of Iron IV provides goals in the guise of formable nations. Some are authentic or at least historically plausible, but others are just for fun. The Roman Empire formable nation is a bit of a meme at this point, as it gets put into nearly every PDS game regardless of whether it'd make sense or not (like during WWII).


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While it's all well and good talking about how Hearts of Iron IV's upcoming expansion No Step Back will overhaul the Soviet Union, or how the free patch will completely redo the supply system (again), being a war game I'm here for one thing: shooty bangs.


Paradox's WWII grand strategy game isn't the deepest conflict simulation around, but it offers a perspective not often covered in these kinds of titles and offers enough depth to make it engaging. The No Step Back expansion is going to be adding more subtle tricks to make warfare that much more strategic, as this week's dev diary reveals.


First up, there's now a formal scorched earth mechanic. A bit grim, for sure, but one reason the Soviet Union was able to hold out against the Nazi invasion was its policy of not leaving anything behind that could aid the invaders (that, and just up and moving their entire industrial base like it was a set of legos). This has now been introduced into the game as a general mechanic. Another new tweak will let you add more character to your generals by letting them have a preferred tactic.


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Dev Diary - Bag of Tricks #3 (The Sequel?)


Greetings all!

Today’s dev diary contains the details of a few smaller features coming to the table in No Step Back. In addition, I’ll get ahead of the curve here and point out that there will be no diary next week - we’ll be back the week after with more to see.

[h2]Scorched Earth[/h2]

One of the enduring tactical practices of the Soviet defense during the German invasion, was the use of scorched earth. In No Step Back, you’ll be able to spend Command Power on ordering the strategic disabling of railways in the event of a tactical retreat.

(All visuals WIP!)

Enacted on a state level, every railway present receives full damage, and is immediately flagged, making sure that your eager workers do not attempt repairs.



The pending repairs will show up differently in your construction queue, and won’t be worked on. Rather than re-enable these all manually, you can toggle the state of Scorched Earth off on a state, in the same way it was enabled. All affected railways will begin repairing at once.

Scorched Earth is a pretty simple mechanic here, but has potentially devastating effects on invaders. In addition to the rail conversion time that exists on captured railway, damaged rail must now be repaired in order to continue supply flow onwards. While we considered extending some effects to factories, we determined that this was likely to affect balance far more than we wanted.

[h2]Preferred Tactics[/h2]

We touched on this feature briefly during a previous diary, however, due to some good feedback from the community and from inside the team, we’ve made some alterations to how it works.

Where previously, you set a preferred tactic on a national level, giving a positive chance modifier for that tactic to be chosen in combat, your generals and field marshals will now also possess the ability to earn a favored combat tactic.




At level 5, you’ll be prompted to choose a preferred tactic for your generals. This represents their doctrinal school of war - a choice that affects all units under their command.

Note here, that we are not removing the national preferred tactic, and that the additive weight will compound from national -> field marshal -> general. To pre-empt the question, you can of course stack all 3 as the same tactic, although this drastically reduces your flexibility, and potentially makes it very easy to be countered. The overall additions granted by preferred tactics, have of course been reduced somewhat to account for this.

We wanted to avoid a rock-paper-scissors choice here, and in order to further emulate the core, doctrinal nature of a general’s fighting style, we have chosen to make this choice permanent for characters.

[h2]Strategic Redeployment[/h2]

As we hinted at, strategic redeployment will now make use of railways in order to simulate more realistic army relocation. This applies a different weighting to the regular pathfinder, resulting in choices that largely look sensible where routes of a similar weight are encountered.

Here, we take a train followed by a scenic bus-tour in order to avoid the long connection.



Sometimes it becomes difficult to predict what will be considered 'sensible' in every scenario - there will be edge cases where pretty looking behaviour and logical behaviour do not overlap.

That’s all we have for today’s diary - just a final reminder that next week there will not be a dev diary - tune back in on the 29th!

As usual, I’ll be around to answer questions in the thread below!

/Arheo

[h3]Read in full here[/h3]

Hearts of Iron 4's new trains have guns now

Last week we got rather excited about the fact that Hearts of Iron IV is giving trains some love. They're integral to the new supply rework that the 1.11 patch is going to introduce, but this being a WW2 game trains can also serve a much higher purpose - turning into train guns. Gun trains? Trains. With guns.


A slightly niche area of military hardware - probably up there with V2 rockets - sticking giant guns on trains was nevertheless something that one did during the 20th century, with railway guns appearing in WW1. Apart from perhaps being featured in a few Medal of Honor games, though, you don't really see them crop up that often, even among other war games set during this period.


As part of the new tech tree branch dedicated to trains, you can now unlock railway guns in Hearts of Iron IV after you've researched armoured trains. This week's dev diary explains how railway guns can then be produced in your production lines like other equipment, but you can only dedicate a maximum of five factories, and completed guns don't go into your stockpile.


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RELATED LINKS:

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Hearts of Iron 4 is the Garry's Mod of strategy games: an interview with Dan Lind