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Dev Diary - Officer Corp


[h3]Greetings all, Arheo here![/h3]

For my first HoI dev diary, I’m here to introduce the Officer Corps: a collection of new features that will be included as part of No Step Back and the Barbarossa update.

For quite a while, we’ve wanted to allow for more direct specialization of military branches, as well as tying together various disparate systems such as the high command, generals, military-focused national spirits, and doctrines. To achieve step one of this process, we’re giving the Officer Corps and associated mechanics a unique national interface:

(WIP, as usual)

Here, the empty advisor portraits at the top of the window are where you can now find your High Command and Military Theorist, and the advisor portraits below this are related to each branch Chief - they have been moved out of the political sub-window accordingly.

As well as UI location, there are further changes coming to all military advisors. Where previously, the theorist was the only advisor type that granted daily experience gain, all high command and branch chief will now generate experience appropriate to the branch they represent.



The Advisor rank (e.g. Expert) indicates both the magnitude of their modifier bonus, and the daily experience you will receive.

We’re also experimenting with a split political/command power costs to gate the experience ramp-up somewhat, along with some other minor changes to command power.

Behind the scenes, we’ve made a host of changes to the advisor, spirits, and commander systems. Where previously, if we wanted to create a national spirit related to having a certain character in your government, it would be entirely unrelated to having an advisor with the same name, masquerading as the same person - likewise for commanders and advisors masquerading as the same person. This has changed. These are (for the most part) now controlled by ‘characters’. This has pretty sweeping connotations for our internal content designers, as well as modders, but importantly also allows us to bring the following new system to the No Step Back release:

Advisor Promotion


The introduction of a more connected Officer Corps felt like the perfect time to bring more of a connection to the Generals and Field Marshals that oversee your active forces, and the various military offices that advise your government.

In No Step Back, Generals, Admirals or Field Marshals can be assigned an advisory desk duty in addition to their status as a field commander. This will effectively add the character as a new advisor to your roster.

The type of advisor available to you is dependent on the skill level and traits of the commander you’re ‘promoting’ (not everyone likes desk duty ;) ), as you can see in the highly WIP interface below:



Here, Herr Hell can be converted to an Entrenchment specialist as he possesses the Engineer trait, and has skill level 5. Currently, both Military High Command and branch Chief roles are available.

Experience


Experience generation in general has been weighted and balanced in order to achieve a more gradual switch from peacetime generation (a strong cadre of advisors, and unit training), through to wartime. Experience generation from combat and battles has been reduced fairly significantly to account for this, as well as capped (separately from other sources). Overall, experience generation will be consistently higher than in previous versions - this was done both to mitigate the introduction of the tank designer (and thereby increased costs), and to account for the other new ways in which you are now able to spend experience, which we shall cover below.

The eagle-eyed amongst you noticed in a previous diary that the doctrine branches had been removed from the technology window - they can now be accessed from the officer corps interface, and will function somewhat differently to before. Doctrines will be unlocked directly by spending branch experience, which can still be affected by instanced cost modifiers often found in focus trees and events.

(There have been no major structural changes to doctrine layouts)

There are, in addition to the above, several new and exciting things that branch experience will be used for in NSB, some of which are handily teased in the first screenshot of this diary. Alas, we will be covering what those are and how they might affect your gameplay in a future DD.

[h3]/Arheo[/h3]

[h2]Read the full article here: https://pdxint.at/3vpJ48J[/h2]

Hearts of Iron 4 celebrates fifth anniversary with new DLC and old dev builds

Hearts of Iron IV was released on June 6, 2016, making this year the fifth anniversary of the WW2 grand strategy game - a milestone it shares with Stellaris. It's only relatively recently that the idea of a strategy game being supported this long after launch has been accepted as normal, and Crusader Kings II received nearly a decade's worth of expansions before CK3 came along.


The developers at Paradox Development Studios are celebrating the occasion in a couple of ways. Firstly, two new cosmetic add-ons have been released, one called the Eastern Front Planes pack, and the other the Eastern Front Music pack. The former adds 50 new plane models across six nations, while the latter offers new radio tracks for Germany, the Soviet Union, Romania, and Poland.


There are also some developer streams running on Twitch. There will be two anniversary-themed multiplayer sessions today and tomorrow, each starting at 5pm CEST / 11am EST / 8am PDT and running for five hours until 10pm CEST / 4pm EST / 1pm PDT.


Read the rest of the story...


RELATED LINKS:

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

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

Dev Diary | Bag of Tricks - Part One

Another Wednesday means time for another update! Today its time for a "bag of tricks" diary which means its an assortment of smaller features and improvements. Todays selection has several things you guys have asked for for a long time so I hope you will like it!

[h2]Decommissioned templates[/h2]
Its now possible to mark templates as old. Much like with equipment they will no longer show in the list.



Divisions can still use them but get a little warning, and you cant switch to one until it is recommissioned.



It is also possible to reorganize the list of templates using drag and drop, so you can make sure you keep your horsie boys on top where they belong.



[h2]Army List Controls[/h2]
We have also added various controls to the army list. Its now possible to sort and much easier to select



[h2]Colorized infra bonuses[/h2]
Infrastructure help you build more effectively. To make it easier to parse where the best states are we went ahead and colorized the bonus indicator



[h2]Lend Lease QoL[/h2]
To make it possible to more easily send ALL of your stockpile of something we have now added a button to the lend lease interface to set it to the content of your stockpile. A lot nicer than typing out a number you have to look up ːsteamhappyː


[h2]
War join spam[/h2]
This one has been on my top 5 annoying things since back in 2014 :D When your war causes a lot of nations to get pulled in you get a ton of separate messages. This can be super annoying because just as you fire off your attack you need to deal with popups. No longer. Check out the comparison when declaring on Poland as Germany. in New vs Old:



[h3]That's it for today, see you all next week![/h3]
Read the full article here: https://pdxint.at/3wcRXUs

Turn Hearts of Iron 4 into the best Star Wars game with this (very alpha) mod

Continuing our never-ending debate (or, more accurately, gag) on what the best Star Wars game is, we now have a new contender from the Hearts of Iron 4 mods scene. Star Wars: Palpatine's Gamble is a new user creation that fully converts the WW2 grand strategy game and throws you into the height of the Clone Wars.


The vision of this project is ambitious, and we hope that it gets fleshed out more as it's very much in an alpha state right now. The main map has been completely redone - replaced with a new 'galaxy map' of sorts where sea territory has been repurposed into dedicated space lanes that connect planets together. Land territory now only exists within planetary boundaries, and land armies fight on planets in much the same way they do in vanilla HOI4, with frontlines and everything.


New bespoke mechanics have been created in place of vanilla systems. There will be a galactic senate and marketplace, corporations, bounty hunters, even something to represent the Banking Clans, which in Star Wars lore were the main source of funding for both sides of the Clone War. The mod even changes the division designer to allow you create forces with Clone Wars-era units, and you can have iconic figures such as Anakin Skywalker or Obi-Wan Kenobi leading your armies as generals.


Read the rest of the story...


RELATED LINKS:

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

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

Patch 1.10.7 "Collie" - Hotfix

Just a very small hotfix to fix an issue with the 1.10.6 patch released earlier today,

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######## Hotfix 1.10.7 "Collie" ########
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# Bugfix
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- Bonuses to specific batallion types will apply correctly again