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Dev Diary: Supply #2


Greetings all, and welcome to today’s dev diary on the huge supply system update coming with the barbarossa update. Before we begin, I’ll leave a heads up that this will be the last dev diary before we break for summer, so don’t expect anything new until some time in August at the earliest.

Since we last talked about supply, a few things have changed. We found that the way truck need could take off and spike was hard to deal with and that watching out so you didn't overload individual supply hubs was a bit too intensive. We also felt that the way the mapmode worked made it very difficult to project how well supply was flowing.

The iteration we have now aims at addressing these shortcomings. It's now possible for divisions to supply from multiple hubs. Trucks are now less of a strict necessity, rather something you can assign to hubs to make sure they can project supplies further away. Finally, the mapmode has changed to better show the spread of supply as well as current status for divisions.
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Supply flow
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From each hub connected back to the capital, potential supply is projected outwards - adding up when overlapping. This is represented by the brighter colors below. For each province in distance that supply needs to travel from a hub, there is a reduction in the amount as some is lost. The amount depends on various factors like terrain, crossing rivers etc. The dark purple areas below are reduced to local supply only, and the highlighted red-orange areas indicate locations where there are units suffering from significant supply issues.



In the picture above, the Ukraine/Caucasus front is mainly struggling because it is overextending before the captured rails have been converted, so a lot of the rail network there is not operating. When a railway is taken over there is a longer cooldown when it gets converted for use by you (representing a combination of repaired damage, gauge-alteration, and general maintenance), and without connected hubs supply won’t flow.

How much you can output from each hub depends on the level of railways leading back to the supply capital, and the total max there depends on your industrial base (so Luxemburg can not feed as many as soviet union, for example).



Here, the clock indicates rails that are not yet converted, and the hub icons with red crosses indicate that they do not connect back to your network.
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Motorization[/h2]

To increase the range of a hub (perhaps to help supply the front above better) you can choose to improve the motorization level. The horse icon on the right indicates no motorized supply from the node, but you can opt to toggle it to a higher state of motorization. Be careful, as this will cost you trucks which are taken from the stockpile.



It is also possible to set the motorization level on an army, in which case it will automatically toggle on motorization for hubs that it uses without requiring further interaction from the player.



There are also some other options on a hub. The star icon lets you move your supply capital to a new location, provided that you have sufficient surrender progress. This lets you get around issues where your capital ends up cut off or surrounded, but also comes with a period of bad supply as the new location is prepared.

The blue flag next to it lets you control allied access to the node. This can be a great way to flag to an AI that you do not want them on your front, or to stop them from joining a tight landing situation.

The rail icon lets you quickly switch to construction mode and extend rails from there while the green plus will automatically queue up construction for rails to combat any bottlenecks your node may suffer from back towards the capital. The chevron icon lets you prioritize train allocation if you are running low.

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Floating Harbors
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As part of No Step Back, we’re introducing a new dimension to naval invasions. Floating, or ‘Mulberry’ harbors can now be constructed once the appropriate research has been completed.



These weighty and expensive pieces of infrastructure (don’t look too close at the numbers above hehe) aren’t intended for every-day landings, but are instead intended to represent the equipment used in large-scale operations such as the Battle of Normandy.



Naval invasions utilizing a floating harbor will be represented by harbor apparatus placed parallel province targeted by the invasion, and will immediately create a stocked supply hub at their location:



Used carefully, one or more mulberry harbors can keep a sizable invading force supplied without requiring the immediate capture of an important enemy harbor. Of course, harbors should remain amongst the first targets of any successful invasion, and the supply hubs created by a floating harbor will be temporary; lasting a matter of weeks or months, depending on the strength of enemy air superiority and other factors.

Of course, there is yet more to cover regarding supply, and we'll have another diary on this subject in the future, but I hope you like what you've seen so far and we’ll be seeing you again after summer!

Oh, and one last thing - one of the new loading screens for NSB is this awesome polish cavalry, so we figured we should share it as a summer wallpaper for you (fear not, there will be a soviet one eventually!)


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Read in full here: https://pdxint.at/3x9gpGG[/h3]

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Hearts of Iron 4's new update will give you more control over your military

Hearts of Iron IV's latest dev diary talks more about the changes coming to warfare and military management, and I'm pretty excited. Last week you may remember how the development team (reinforced by Imperator: Rome devs) showed off the new 'Officer Corps' systems, which is going to give more control over how your military.


Today's diary looks into a final aspect of this, which will add more choice to how your forces function in the field. For each branch, there are three 'spirits' you can define: one on how the it operates, one on its combat performance, and one that can give direction to the officers and tactics that emerge.


Coupled with this is a 'preferred tactics' option that will let you pick from all of the combat tactics that you currently have unlocked, to increase the chances of that choice being used in battle. Some spirits also favour certain tactics, and if you choose that tactic as your preference as well, it doubles its performance. This last point is the bit I find the most exciting.


Read the rest of the story...


RELATED LINKS:

Hearts of Iron 4 multiplayer is under siege from hackers as Paradox investigates

Hearts of Iron IV is one dollar

Hearts of Iron 4's final dev diary before the summer break looks at supply (again)

Imperator: Rome lead joins Hearts of Iron 4 team, shows off new military features

You may remember that active development of Imperator: Rome was halted earlier this year, at the same time an internal reshuffle formalised the team structure within grand strategy game developer Paradox Development Studio. While the door was left open for work to resume at a future date, in the meantime those working on the ancient-era strategy game needed to be put to work elsewhere, including game director Peter 'Arheo' Nicholson.


It was announced at the end of May that the Imperator devs would be joining forces with the main Hearts of Iron team, and now Nicholson makes his Hearts of Iron 4 dev diary debut today with an update on some new features coming to military management.


The 'Officer Corps' is a new UI interface that will attempt to unify various disparate systems into one easy-to-manage location, as well as allowing for more direct specialisation across the core military branches. High command and advisors are now unified in one area, and experience has been overhauled - both in terms of how it's generated and what you can spend it on.


Read the rest of the story...


RELATED LINKS:

Hearts of Iron IV is one dollar

Hearts of Iron 4's final dev diary before the summer break looks at supply (again)

Hearts of Iron 4's new update will give you more control over your military

Hearts of Iron IV Dev Diary: Officer Corps 2

Hello there C0RAX, here!

For my first HoI dev diary, I’m here to show you the second part of the Officer Corps, a new way of personalising your military that will be included as part of No Step Back and the Barbarossa update.

In the last dev diary we explained how we want to allow you to specialise your military branches with the leadership and advisors. Today we bring to you some new features that allow you to customise how your military operates, and act as a further use for the new sources of branch experience that were hinted at last week.

You may have been wondering what all those shiny boxes with emblems were for. I'm here to tell you they are the new Officer Corps Spirits.

Spirits are a new way to specialise your military, generals and even help your division designs. Each branch has multiple categories for its spirits that affect different aspects of the way they operate. Here I have shown you the spirits of the army which provide bonuses to designing divisions or operating armies. Of course this category has analogs for both the air and navy branches.

Now we have the more direct combat effect level spirits that let you improve specific parts of your units to best match your strategy. These also let you conduct some historical moves that previously were quite hard such as using your capital ships as surface raiders without screens. And for those keen eyed readers, yes the division spirits provide tactics weight increases if you also have them selected as your preferred tactic which we will get to shortly.

Finally we have the final category for the army and navy branches, the academy spirits. Previously generating commanders was a purely random chance. Now with the academy spirits you can tailor this toward specific personality traits along with helping you generals progress in a particular direction. For the above image you can also see the new engineer officer personality trait that provides bonuses to xp generation for the engineer trait. This works in tandem with the advisor promotion mentioned last week, and adds another dimension towards tailoring your officer corps from the very beginning.

With the new spirits some are limited by either your political ideology or doctrines and so you will have to take this into account when deciding the strategy of your officers corps.

The final part of this week's dev diary brings us to preferred tactics. This new feature provides you with a tool to influence the likelihood of a specific tactic being used in combat allowing you to increase the chance of getting that favorable matchup in battle or possibly the perfect counter.

This simulates a doctrinal emphasis on doing battle in a specific way; but can also provide a tool that can be used to counter a strongly themed force.

The new window will help show you all the tactics you have unlocked from doctrines and see what effect they have on the battle. If you combine this preferred tactic with your division spirit bonus you will double the effectiveness of the tactic preference so unifying your strategic direction will help you get the most out of the officer corps.

Well that's all for this week comrades, see you at the front. C0RAX