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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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I'm quite excited for Hearts of Iron 4's upcoming bag of tricks

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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Dev Diary: Trains #2 - Railway Guns

Hello there, C0RAX again.

It’s time again to reveal some more secret information that was hinted at in the last dev diary. Specifically this week will be revolving around the final part of railways and trains. So without any more need for introduction here are our stars of the show today.

The railway guns.

So to start off I'll go through how you get a railway gun on the map because it’s a little different to normal land units. First of all you are going to want to research railway guns which comes after armored trains



Then you can find it in your production tab just like building normal equipment. But unlike other equipment you build, these production lines are limited to 5 factories and the railway gun won't be added to your stockpile.



Instead, once completed, your brand new railway gun will appear in your capital, in this way they are built similar to capital ships.



Moving your railway gun is limited to provinces with railways, and so to get to the front you must have a rail connection. Taking into account the rail conversion time when capturing territory is important as you will have to wait for the big guns to be able to help you out.



You can also attach railway guns to armies just like with planes and they will attempt to place themselves relative to the frontline. If you have several, they will be distributed where possible to support your army. There is also a quick select button on the army to select all railways guns attached to an army should you need to.



Finally, the last bit of control understanding is range. Railway guns have a range in which they can support and so from any one point are limited in which provinces they can support. This range is shown by hovering over the unit icon.

On to combat now, here we can see a combat with a supporting railway gun, we have added the useful icon on the combat progress indicator that there is a supporting bombardment. This new icon will also show if there is shore bombardment happening in the combat.



The combat effects of railway gun bombardment work just like shore bombardment, causing negative combat stat modifiers to those on the receiving end of the big guns. These modifiers affect both soft and hard attack as well as defence values. Notably, these effects do not stack - it becomes more important to spread out your railway artillery than to concentrate it.



Finally we need to talk about capture and damage, railway guns can be captured via encircling them and damaged by damaging the railway they are placed upon.

Now railway guns are the biggest guns by far used on land and so it's important that we have representations of those built by the major powers. So now we look at the unique guns for the major powers.

This is the german Schwerer Gustav model you will see when playing as the germans. It's perhaps the most famous railway gun and definitely the biggest and so had to have a part in this feature.



This is the BL 9.2inch railway gun, a relic of the first world war but these big guns were kept in service until 1945.



Following that we have the french Canon de 305 another veteran of the first world war.


Next up is the USA’s 8-inch Mk. VI which remarkably first entered service as late as 1941!


Type 90 240 mm railway gun whose claim to fame is being destroyed by the retreating Japanese in the soviet invasion manchuria.

And finally the TM-3-12, three of these were made in 1938 and were used in the winter war against finland, unbelievably these where in service until 1999 (a whopping 61 years of service)

Finally here's a cool clip of the Schwerer Gustav firing in game.


[h3]Read the full Article Here [/h3]