Hoi4 Dev Diary - Thoughts & roadmap

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Arheo

Game Director - Hearts of Iron
Paradox Staff
Feb 13, 2018
1.182
22.067
Dev Diary Banner Steam.png


Greetings all!

As you’ll no doubt be aware, the launch of the No Step Back expansion last year was the climax of a busy year of development for the HoI team, and it continues to be one of our best received releases to date.

Of course, the last year also saw the departure of @podcat as Game Director who was reassigned to Siberia greater things at Paradox. Many of you will also have read the roadmap document that was produced towards the beginning of HoI4 development, and are asking questions as to the veracity of that plan under a new director, and whether I have any different ideas or plans to announce.

Looking Forwards

I mentioned at the beginning of my tenure that both @podcat and I see HoI4 in broadly similar terms. This hasn’t changed, and you can expect to see many of the parts of the previous roadmap make an appearance at some point in the future.

My approach to a ‘Grand Plan’, however, may be somewhat different. I have a preference for leaving plenty of space for reactive development (something that served us well on Imperator), and while there are many things that I feel are ripe for future development, I am also keen to leave a lot of space for changing course and acting on community sentiment.

There are two main points I want to raise before we get to details, however. Firstly, we intend to up the tempo of our releases a little. This is, of course, an ambition, and not a promise, however it informs some further decisions related to the development of HoI. Namely, that we are considering ways to change how and when we release information on development to you folks. Since faster development is the goal, this also means getting ideas into public view slightly faster, for feedback and conversation. We’re not exactly sure how this will look yet, but it is likely that there’ll be a reorganization of the traditional dev-diary schedule into something that feels less like a milestone delivery. This comes in tandem with a need to shift the community’s expectations on what ‘in development’ means: getting fans accustomed to seeing placeholders, WIP balance, and half-built systems in early phases, and seeing things develop as time goes on.

The last major point here is that we recognize a need to maintain the game as well as to develop it, especially if development pace is picking up. We’re still considering how best to achieve this, and I’m watching initiatives such as the Custodian team on Stellaris with curiosity. For the time being, what this is likely to manifest as, is the inclusion of older system maintenance into our patch planning - you may start to see patch bulletin features including things such as minor focus tree revamps, as well as attention paid to older systems and expansion content.

Roadmap

As mentioned above, the 2020 roadmap for HoI4 included many things which have now either been completed or rendered unnecessary. This leaves several from podcat’s list which I believe are still important for the future of the game:

  • Improvements to frontline stability (progress in NSB, more to come)
  • Long term goals and strategies to guide ai (progress in NSB)
  • Improving peace conferences
  • Update core national focus trees with alt-history paths and more options (Italy)
  • Wunderwaffen projects
  • More differences between sub-ideologies and government forms
  • More National Focus trees
  • Make defensive warfare more fun
  • Adding mechanics to limit the size of your standing army, particularly post-war etc
  • Have doctrines more strongly affect division designing
  • Strategic and tactical AI improvements

In addition to these items, I will of course add some of my own personal intentions:

Great Power Diplomacy
This is one area that I feel doesn’t need much explanation. More diplomatic tools are a clear area for expansion, and a careful look at how this module can be developed without interfering with the overarching global war, is likely to happen.

Economic Decision Making
The economic system is very abstracted in HoI, and I do not foresee ever making it a major part of the game loop. This said, there are elements of an industrial economy that I feel could do with being part of decision making in HoI.

Immersive/Roleplay Elements
Optional tools for making your mark on a game, and/or development of further building blocks to enhance attachment to a HoI campaign. Bring the simulation to life.

And of course, many more that I feel do not need as much of an explanation:

  • Battleplanner improvements
  • Advisors/internal politics improvements
  • Ideological distinctions
  • Multiplayer & social layer improvements & support

I like to remain as open as possible to the needs of the community, and the inclusion or omission of any particular item above should not be considered ‘set in stone’.

As we look at how we plan on structuring future communications, there may be some space for a few more dev diaries on what you’ve all been getting up to in NSB in the near(ish) future!

/Arheo
 

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This seems like a well thought out plan for the future

I do notice a lack of any air mechanics on the list, but I suspect that's just an oversight

I look forward to seeing what comes next

Good luck
 
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Improving peace conferences
With NSB the need for this magnified quite a lot, with all the releasables. Though really it was always infuriating to do 100% of the fighting for something and have everything you work for get annexed and puppeted before it's your turn in the conference.
 
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I'm glad to see this type of approach, as I think in case of stellaris the more community driven updates have do wonders. I would however like to ask about two items that didn't make the list: Ui improvements and of course, some sort of message system in game. Is there anything to be done on this aspect?
 
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Hi, I agree quite totally with how you see the game !

I think the "General things" that need to be addressed (and you talked about it so it's great) are :
- Peace Conference, including having non-capitulation outcome to wars, like Peace Negotiation (example: peace negotiation with the US if UK and URSS collapsed)
- Late game power inflation (having quite easily a too big army and economy, so much that loses doesn't matter) , which is a general problem in Paradox games but here it's very problematic since games are shorter. It's not only about players but the AI Allies have just infinite divisions in 1947
 
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we recognize a need to maintain the game as well as to develop it
I feel like this is an often overlooked point. There are so many bugs and some changes that have unintended consequences in the current patch, some of them game breaking even, that I feel it needs some more love. Especially the peace conference spam and irrelevancy of governments in exile post-war (due to the new occupation -> annexation mechanic) are giving me headaches.

I love new content, but I honestly favor a relatively smooth experience a bit higher.
 
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We’re still considering how best to achieve this, and I’m watching initiatives such as the Custodian team on Stellaris with curiosity.
Yes, yes, yes. While I can't comment on the business side of things of course, from a player's perspective, the Custodian Team has been the single best decision ever made for the health of any Paradox game. I'd absolutely laud a similar initiative for HOI4.

Also, while I'm sure there's already some feelers out, if you're intending on more reactive development, maybe it's a good idea to have some sort of formalized channels for chatting with the modding community? Like, iunno, a dev team rep in prolific mod servers like the Modding Den or Modding Coop might be useful for getting feedback from a more technical perspective if that helps? Anyway, I'm very much looking forward to seeing where y'all take the game in the future!
 
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I am still going to beg for an Aircraft Designer.
Been reading Red Phoenix, a book on Spviet Air Power 1941 to 1945 and it serves as such a great inspiration.
 
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My personal hope is that additions to Economic Decision Making comes with a mechanic for tying manpower and IC together. A significant headache for all major participants in WW2 was how to balance the ratio of men called to arms to men left in vital industrial jobs. This led to important historical events like the 90 Division Gamble, the Wehrmacht's dismissal of soldiers in December of '41 (as an agreement was in place that they'd serve the military for six months, during Operation Barbarossa, before returning to their civilian jobs) and the importance of Lend-Lease in streamlining the Soviet industrial production.

Not only would it be historically accurate, it'd also help to limit the power bloat of the late game as anyone who goes full hog on IC will also have to pull back on the division spam and vice versa.
 
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View attachment 804450

Greetings all!

As you’ll no doubt be aware, the launch of the No Step Back expansion last year was the climax of a busy year of development for the HoI team, and it continues to be one of our best received releases to date.

Of course, the last year also saw the departure of @podcat as Game Director who was reassigned to Siberia greater things at Paradox. Many of you will also have read the roadmap document that was produced towards the beginning of HoI4 development, and are asking questions as to the veracity of that plan under a new director, and whether I have any different ideas or plans to announce.

Looking Forwards

I mentioned at the beginning of my tenure that both @podcat and I see HoI4 in broadly similar terms. This hasn’t changed, and you can expect to see many of the parts of the previous roadmap make an appearance at some point in the future.

My approach to a ‘Grand Plan’, however, may be somewhat different. I have a preference for leaving plenty of space for reactive development (something that served us well on Imperator), and while there are many things that I feel are ripe for future development, I am also keen to leave a lot of space for changing course and acting on community sentiment.

There are two main points I want to raise before we get to details, however. Firstly, we intend to up the tempo of our releases a little. This is, of course, an ambition, and not a promise, however it informs some further decisions related to the development of HoI. Namely, that we are considering ways to change how and when we release information on development to you folks. Since faster development is the goal, this also means getting ideas into public view slightly faster, for feedback and conversation. We’re not exactly sure how this will look yet, but it is likely that there’ll be a reorganization of the traditional dev-diary schedule into something that feels less like a milestone delivery. This comes in tandem with a need to shift the community’s expectations on what ‘in development’ means: getting fans accustomed to seeing placeholders, WIP balance, and half-built systems in early phases, and seeing things develop as time goes on.

The last major point here is that we recognize a need to maintain the game as well as to develop it, especially if development pace is picking up. We’re still considering how best to achieve this, and I’m watching initiatives such as the Custodian team on Stellaris with curiosity. For the time being, what this is likely to manifest as, is the inclusion of older system maintenance into our patch planning - you may start to see patch bulletin features including things such as minor focus tree revamps, as well as attention paid to older systems and expansion content.

Roadmap

As mentioned above, the 2020 roadmap for HoI4 included many things which have now either been completed or rendered unnecessary. This leaves several from podcat’s list which I believe are still important for the future of the game:

  • Improvements to frontline stability (progress in NSB, more to come)
  • Long term goals and strategies to guide ai (progress in NSB)
  • Improving peace conferences
  • Update core national focus trees with alt-history paths and more options (Italy)
  • Wunderwaffen projects
  • More differences between sub-ideologies and government forms
  • More National Focus trees
  • Make defensive warfare more fun
  • Adding mechanics to limit the size of your standing army, particularly post-war etc
  • Have doctrines more strongly affect division designing
  • Strategic and tactical AI improvements

In addition to these items, I will of course add some of my own personal intentions:

Great Power Diplomacy
This is one area that I feel doesn’t need much explanation. More diplomatic tools are a clear area for expansion, and a careful look at how this module can be developed without interfering with the overarching global war, is likely to happen.

Economic Decision Making
The economic system is very abstracted in HoI, and I do not foresee ever making it a major part of the game loop. This said, there are elements of an industrial economy that I feel could do with being part of decision making in HoI.

Immersive/Roleplay Elements
Optional tools for making your mark on a game, and/or development of further building blocks to enhance attachment to a HoI campaign. Bring the simulation to life.

And of course, many more that I feel do not need as much of an explanation:

  • Battleplanner improvements
  • Advisors/internal politics improvements
  • Ideological distinctions
  • Multiplayer & social layer improvements & support

I like to remain as open as possible to the needs of the community, and the inclusion or omission of any particular item above should not be considered ‘set in stone’.

As we look at how we plan on structuring future communications, there may be some space for a few more dev diaries on what you’ve all been getting up to in NSB in the near(ish) future!

/Arheo
Name the next expansion "The Axis" ; rework Italy, update Japanese and German focus trees to match the later ones, add all the other game changes etc. Don't include minors in the expansion. For that matter, make a smaller expansion (content pack) like you did with Turkey, which focuses on Scandinavia.
 
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The ideological distinctions point in particular sounds promising.

A bit disappointed still not to have any acknowledgement that the theocratic Russia path makes no sense and was a pretty ridiculous thing to add instead of republican or constitutional monarchist paths.

The soviet exiles path still needs a serious rethink imo. The actual retaking Russia from the Soviets part is fine but once you get to the part of defining the new Russia politically it all goes to hell.

Reinstating serfdom that is by the 1930s economically undesirable and was already long-gone by 1917, and with no popular reaction whatsoever? Dissolving the Allies from the outside for no other reason than to create a largely identical faction called the Entente? The patriarchs nonsensically overthrowing their Romanov allies and forming a theocracy that they themselves would find heretical? I’m sorry but what?

I want to see the renewed Russian Empire (or Republic) actually try to inhabit the world as it exists in 1936 rather than have focuses magically create a pre-1917 time capsule for it to live in for no real reason. And obviously the Russian “archpatriarchate” is just off in its own category of nonsense.
 
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Please take a look at air warfare, it has so many modifiers with similar names that it's really hard to understand how things work and many times results doesn't feel very logical
 
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Yes, yes, yes. While I can't comment on the business side of things of course, from a player's perspective, the Custodian Team has been the single best decision ever made for the health of any Paradox game. I'd absolutely laud a similar initiative for HOI4.
Can you please update the forum so I can like this post 1000 more times. Fixing what's currently in the game (across ALL Paradox games, not just HOT) is so so so much more important to me than adding new content (not that I am completely against new content). Every game needs a Custodian Team. Custodian Team is best team.
 
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Can you please update the forum so I can like this post 1000 more times. Fixing what's currently in the game (across ALL Paradox games, not just HOT) is so so so much more important to me than adding new content (not that I am completely against new content). Every game needs a Custodian Team. Custodian Team is best team.
Mental note: add 1000 likes on the back end.
 
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- Late game power inflation
i think this is probably the most important aspect of the lack of anything relatable to the war-weariness. late-game feels just dumb. walls of hundreds of divisions (all good, ofc). the only option is really to have a high-quality army, which just deals so much dmg, you shatter enemy lines before reinforcements. nsb actually helped this somewhat, but still... in late-game there is little to no manuever warfare outside of your best divs pushing always towards a new encirclement, there is no option to use quantitative power to encircle, there is just no depth in tactics.... which there is, in early to mid game. honestly, if early-midgame hoi4 is a 9/10 game, lategame hoi4 falls to like 6. which is probably the largest decrease in any of my favourite strategy games. Hoi4's scale is just not good for the game... landing on an island in the lategame for example is just not very fun. It is far from impossible, but only if you follow a very-very narrow path of strategies consisting in landing crazy divs, supportive landing/para drops, shittone of cas and naval gun-support. And then breaking the the 9 div ai wall on the port is easy, but i don t feel the excitement of tactics really anymore.......
 
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I am still going to beg for an Aircraft Designer.
Been reading Red Phoenix, a book on Spviet Air Power 1941 to 1945 and it serves as such a great inspiration.

More designers would be great. Yes to aircraft. But also small arms to design new rifles. A cheap new bolt action in 1936 or the expensive semi-automatic? Of maybe early automatic rifles in 1943?
 
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