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Dev Diary - Baltic States | Part One



[h3]Hello and welcome to another dev diary for the Barbarossa patch! Today I’m back with you to talk about not one, not two, but three new focus trees coming with the upcoming expansion: Latvia, Lithuania, and Estonia![/h3]


The Baltic States were in a difficult position in the build-up to world war 2; only recently liberated from Russian and German rule and less than 20 years on from a bloody struggle against both imperialist powers. In the 30s, each of the states had established authoritarian rule in fear of German and Soviet invasions, and a player hoping to survive as a Baltic state must take some extreme measures to overcome these overwhelming odds...

The Baltic States, like the Chinese, will share some branches of their focus tree while other branches will be unique to each country. This week I am going to talk about the shared branches; the industrial branch and the communist political branch.



Starting up with the industrial branch, each Baltic state was in something of a similar situation economically; relying heavily on foreign investment and equipment for their industry and armed forces. As such, each Baltic state may decide if they wish to put their faith in the democratic nations to supply their economy, or the Axis powers to fuel the war machine.



The other common issue facing the Baltics was that they had previously been occupied by the Soviets and Germany, and their industry was sorely lacking. So, the Balts can attract workers to their capital and begin their rearmament and develop their research sector.



Lastly, by modernising their industry, the Baltic states may become much more self-sufficient and end their reliance on foreign powers to fuel their war machine. They may expand raw resource production in their nation, which for Estonia and Latvia means the development of their on-map resources.

Lithuania however was uniquely very reliant on its agriculture, and thus starts the game with a variant of the “Agrarian Society” national spirit which can be slowly turned into a great benefit via their industrial tree.



Next up, each of the Baltic States had recently endured bloody struggles against the USSR, so popular support for communism was vanishingly low. A Baltic state hoping to overthrow the government and establish an independent communist state must do so through war.



The Balts can either choose to rely on the Soviet intervention or attempt to reconcile relations with the Baltic lower classes and try to maintain their independence while establishing communism on their own.



Once the revolution is done and your nation is communist, the player will have the option to re-establish the Lithuania-Belarus SSR. In the case you sided with the Soviets, the USSR will grant you their half of Belarus with the rest coming either through war or the Molotov-Ribbentrop Pact.



If you are independent however, Belarus must be acquired through adversarial means. The Baltic state must propagandise support for unification in Belarus similar to the Spanish Civil War garrison control system. When time runs out, Belarus will be released and fight a civil war; the victor will be annexed into either the victorious Baltic nation or the USSR.



The Baltic nation will also be able to try to convert their neighbours to communism through a propaganda war. No matter which path the Baltic player takes to establish socialism across the Baltics; they will be able to form the United Baltic SSR.



From there, they may use their newfound strength against Scandinavia and Poland and achieve communism across the entire Baltic Sea.



That’s all for the Baltic States this week, next week I will be talking about the entirely unique political trees for each Baltic state.

******************************************************************

Something worth bringing up here is we did make some changes to the Polish tree since we last talked about it. Firstly, I do just want to show off some of the new focus icons we got since I wrote those dev diaries and I feel like our artists have done a really great job. There are more, but I don't want to spoil all of them just yet!

img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/9948323/813b8df0afcb3a3f28ee7bfa2d99be3dd753c2df.png

We originally planned to have Poland get an off-map reactor to essentially get them control of 1 nuke during play as an exile nation. This to reflect their role in the nuclear project, but we were already a bit on the fence on if this was too immersion breaking for the gameplay purpose, and it seemed many of you thought so too so we removed the off-map reactor and moved the focus to the industry branch.



Next, I managed to find time to implement Karl Albrecht von Habsburg as an option for monarchist Poland. He has his own branch which involves pressing the Habsburg claim on Czechoslovakia.





Claiming Czechoslovakia uses the same decision system as claiming Lithuania for the Commonwealth branch, and once the two nations are united, the ambition of West-Slavic unification is realised and the new nation may declare itself protector of the western Slavic peoples living in Germany.



Karl Albrecht I was known for the service he provided to the Polish army, and it’s unlikely that willingness to serve would vanish upon becoming King. So, as Soldier-King, he will gain a plethora of unique personality traits as well as becoming a field marshal.



With Hungary aligning itself with Poland’s enemies, Karl Albrecht can demand that Horthy step down in favour of Otto von Habsburg and force Hungary down their Habsburg path, diplomatically aligning them with Habsburg Poland.




Galicia-Lodomeria represented Habsburg rule over Poland and as such, Karl Albrecht may restore the Diet of Galicia which as well as giving the Royal Sejm national spirit, moves the nation’s capital to Krakow. While this centralises the capital between Poland and Czechoslovakia and surrounds the capital in defensible hills, the old Polish capital is also very close to the German border and may prove an easy target…



I feel I should also clarify the mechanics behind electing a monarch. When the Fulfil the 5th of November Act focus is complete, candidates come forward and present themselves to be King. So while it would make little sense for the regency council to reach out and invite candidates like Pavel Bermondt-Avalov to be King, Pavel is certainly the type to try and present himself for King.



The final thing I'd like to mention is that during testing we noticed that it was quite a chore to scroll back and forth between the Polish tree with it being so wide, so I implemented a system where the Polish tree automatically compacts itself when you've chosen a political path.



[h3]That’s all for this week, next week we will be covering the paths unique to each Baltic state and for now I’ll leave you with this teaser.
[/h3]



Read the full article: https://pdxint.at/3hse2JY

Hearts of Iron 4's grand campaign is live, using a custom mod developed in six days

A couple of weeks ago we reported on how Paradox is running a 'grand' campaign in the run-up to PDXCon Remixed later this month. Starting with Crusader Kings III and going all the way through to Stellaris, the aim is to play one long continous grand strategy playthrough, with the world state carrying over from game to game.


The Hearts of Iron IV leg of that journey is now live, and you can go watch it on Paradox's Twitch channel if you're interested in how this version of WW2 plays out. There's a lot of wacky changes to this version of 1936, with the developers in charge of the stream playing an alternative England that's formed a 'dual republic' with the Netherlands.


Rather than using the save game converter tool that exists to carry save states between games, the Hearts of Iron IV leg is being powered by a mod thrown together by the community in just six days. That mod is available on the Steam Workshop if you want to try it out for yourself.


Read the rest of the story...


RELATED LINKS:

Next Hearts of Iron 4 DLC announced at PDXCon Remixed

New Hearts of Iron 4 expansion will let you form a Nordic empire in Baltic rework

This Hearts of Iron 4 mod map helps you navigate a complex web of alt-history

This Hearts of Iron 4 mod map helps you navigate a complex web of alt-history

Hearts of Iron IV has an incredibly robust mod scene, probably one of the best among Paradox grand strategy game. HOI4 mods are one of the main reasons that it's also the most consistently popular out of all of the strategy games Paradox Development Studios produces, even compared to Crusader Kings III.


There are so many mods that you could play repeat games of Hearts of Iron IV and experience a range of different time periods, right through to the post-apocalypse wastes of the Fallout series. There is a rich, complex web of alt-history and historical fantasy mods, but there are so many choices it can be hard to figure out where to start.


Thankfully, user AnonymousFordring from the HOI4 subreddit has come to our rescue. They've put together a semi-humorous take on how you can navigate the myriad of key timeline mods that exist for the WW2 war game, starting with The Coming Storm. This is a mod in the early stages that covers the time period of the First World War, from 1905 to 1923. You could also try out The Great War, which is a more focused and popular WW1 mod.


Read the rest of the story...


RELATED LINKS:

Next Hearts of Iron 4 DLC announced at PDXCon Remixed

New Hearts of Iron 4 expansion will let you form a Nordic empire in Baltic rework

Hearts of Iron 4's grand campaign is live, using a custom mod developed in six days

Road to PDXCON: Grand Campaign - Hearts of Iron [7th May 12:00 CEST]

[h2]Join the Hearts of Iron team, The Grand Campaign cast and our Discord senate for the third leg of our story![/h2]

The story has unfolded and the Dual Monarchy stands at the precipice of a World War. In this modded, community built scenario a cast of Developers and Paradox Staff must lead our nation to victory in a world wide conflict!

Acting as our ‘Senate’, you can influence how each campaign unfolds. Want to see a more military focused nation, or one that values the power of diplomacy or trade? By debating and voting inside the Senate, you can shape the course of our nation through all four grand strategy games.

You can take your seat in the senate by heading over to the discord here: https://discord.gg/pdxcon

Each leg of the journey will also have a knock on effect on the next, crafting a completely unique gamestate by the time we reach our Stellaris endgame. You have the power to not only shape history, but the universe!

The Event will be broadcast live on the Paradox Interactive Twitch Channel at the times below:

[h2]The Dates:[/h2]
    Crusader Kings III: 21st April 12:00-22:00 CEST
    Europa Universalis IV: 28th April 12:00-22:00 CEST
    Hearts of Iron IV: 7th May 12:00 - 22:00 CEST
    Stellaris: 15th-16th May 12:00 - 20:00 CEST

[h3]We’re looking forward to bringing hours of grand strategy gameplay to you as we forge our own story, together!
[/h3]

Dev Diary: Combat & Stat Changes



Hi everyone and welcome back to another dev diary! Today is about various changes that affect combat and units. With the Barbarossa update we want to shake up the meta a bit and also change a few stats and other aspects to make using the tank designer more interesting and rewarding.

[h2]High Command bonus changes[/h2]
For a long time now unit bonuses from high command have confused people. Most expect that they apply to battalions, when in fact they apply only if their target unit type was “the majority type”, which was basically a weighted type count. They also could overlap, so infantry, mountaineers and artillery would apply to the same units letting you stack stuff in ways that was never intended and quite unintuitive.



This system has now changed, and divisions get bonuses based on their composition, this is a straight up ratio based on the number of non-support battalions of each type, so a 2x artillery 3x infantry division will be 40% artillery 60% infantry.

Battalions are always classified as a single type for this (even though some are scripted with multiple types) based on this priority:
cavalry > armor > artillery > motorized > mechanized > infantry

The exceptions being rocket & special forces, which both act as an addition, so if the 3 infantry divisions in the example above were mountain units, then the division would also be 60% special forces and if the 2 artillery are nebelwerfers it'd also be 40% rocket.

When counting the battalions of armies (ie when we have an actual unit and not only a division template), battalions that lack equipment will count as less, so a Light Tank battalion with only half it's tanks will count as 0.5 battalions (and not count at all if without tanks). The total sum of the compositions will still end up 100% (unless every battalion is without equipment).

To make it easier to see this we now have an indicator in the division windows showing the breakdown.

[h2]Combat Width[/h2]
As a part of our efforts to shake up the 40/20 width meta, we have made changes to the combat width of province terrain. Province widths now range from 75 to 96. Plains have a new base combat width of 90, while Mountains have a new combat width of 75. Most of these widths will not divide into each other easily, hopefully moving the ideal width away from multiples of 10.

Urban provinces are now the “widest” with a width of 96. But this does not mean they will be the easiest provinces to overwhelm. Mountains, marshes, and urban provinces now have reinforcement widths of ⅓ of province width instead of ½. This should hopefully give these provinces a slight defensive buff, while allowing us to open up pushing power in the more open tiles.



In conjunction with these changes, we have also been looking at reducing the overstacking penalty. We hope that this will alleviate some of the need to have divisions that are the perfect width for a given province. But at the same time, smaller countries should now be able to specialize their division width to suit their home terrain more appropriately.

Breakdown (numbers not final etc etc)

Plains
  • Standard 90
  • Reinforce 45

Desert
  • Standard 90
  • Reinforce 45

Forest
  • Standard 84
  • Reinforce 42

Jungle
  • Standard 84
  • Reinforce 42

Hills
  • Standard 80
  • Reinforce 40

Marsh
  • Standard 78
  • Reinforce 26

Urban
  • Standard 96
  • Reinforce.32

Mountain
  • Standard 75
  • Reinforce 25



One of the major things that make larger divisions like 40 width armor hit disproportionally harder than smaller ones is also how targeting and damage works inside combat in relation to the enemies defense. Essentially the larger divisions make more efficient use of concentrated damage as it punches through defense. To solve this we are doing a few things. First of all we are weighting the targeting towards wider divisions being more likely targets and also when picking targets to try and match it to have wider divisions spread damage over smaller rather than always concentrating it. They will probably still hit harder, but combined with width changes and other downsides of larger divisions it should make it less clear cut.
However, this part isn’t quite done yet though so I’ll cover it again in more detail in one of the “bag of tricks” diaries in the future when i see how it pans out, but I figured it needed to be mentioned now ;) That said though, to wet your appetites here is a little tease from a debug mapmode in development...




[h2]Armor and Piercing[/h2]
Currently the effects of having stronger armor than the enemy can pierce, or being able to pierce an enemies armor are binary and give fixed bonuses. This meant that there wasn't really any benefit to have more armor than you needed to stop the enemies piercing, and also that being a single point of piercing under enemy armor was just as bad as having no piercing. So things were quite binary. With the tank designer coming we wanted to make it feel like your investments in upgrades were always worth it, so we are changing armor and piercing to have more gradual effects.

Armor > Piercing
  • Unit takes half damage (as it currently works)

Armor < Piercing and Amor > 0.75 * Piercing
  • Take damage between half damage to normal damage by difference in value

Armor < 0.75 * Piercing
  • The unit takes normal damage


Lets break this down with an example:
  • A panzer division has an armor value of 52
  • Its being attacked by an infantry division with some anti-tank guns. Their piercing is 60
  • If this was the old system this armor would be worthless and not reduce damage at all
  • Now because its close enough (between 60 and 45), so you get roughly half of the normal effect around 25% reduction of damage.


[h2]Reliability[/h2]
For the tank designer it was important that reliability was more impactful if it was to be a good tradeoff with other aspects of design, so we needed to change it up (lest @CraniumMuppets 0% reliability tank monsters would take over the world). Now it will not just affect rate of loss in attrition but various other aspects:
  • Reliability affects losses from attrition like before
  • Reliability now affects org regain when moving, and also makes any weather related org effects more impactful when low
  • Lower reliability scales up all impacts from weather so if facing extreme weather a unit with low reliability equipment will suffer more of those weather effects
  • At the end of combat units with better reliability will be able to get back a certain amount of tanks etc to simulate that simple more reliable constructions would work better for battlefield repair and be less fragile when taking damage. So it's a bit like capturing enemy equipment in combat - but in reverse :cool:




Our goal is that this creates interesting tradeoffs when designing equipment and will make you have to consider if its worth switching a strategy focused on speed and firepower towards reliability when operating in bad weather and tough areas like the Russian winter or in northern africa or jungles.

Oh, and I figured now might be a good time to point out that there will be a future diary on weather changes and other cool related stuff, so these changes aren't completely in isolation. But one step at a time :)

But before we go, a few words about the studio...


Studio Gold

Hello everyone, my name is Thomas, but perhaps better known as @Besuchov here on the forums.

As you saw here we have recently reorganized ourselves a little, moving from a big centralized Stockholm studio to splitting ourselves into Red, Green and Gold. This is mainly an internal org shift to make sure we keep our growing organization firmly focused around making good games. You shouldn't notice too many differences in the short term, we are still PDS making GSG on the Clausewitz engine, but it does mean that we can align each studio to the particular games. Since you will hear the studio names every once in a while, I just wanted to say who I am and what the studio is responsible for.

My role is Studio Manager, which means I'm accountable for the long term success of Studio Gold and working with things like management, staffing, and long term plans. Studio Gold has as its main focus Hearts of Iron (but we may or may not have some secret other stuff as well). Directly making the games though, that's still the job of Podcat and the team, but I intend to do my best to create an environment where we have the best chances to make great games together.

For me this is coming full circle at Paradox. I started as a programmer in 2004 and one of my first tasks was to work on Hearts of Iron 2. Since then I've done various things including being lead programmer for Hearts of Iron 3 (and Victoria 2), Project Lead for EU4 and more recently Studio Manager for PDS. Next to EU, HOI is my favorite game and I'm delighted to be back in a place where I can focus on fewer games and where that game is Hearts of Iron. You will see more of me in the future even though I will mostly take a backseat to the team working on the game.

[h3]That’s all, see you all again next week for more dev diary goodness![/h3]

Read the full article here: https://pdxint.at/3vJu32o