HoI 4 - Dev Diary: America Rework
HOI4 Dev Diary – Fuel
Podcat, Oberkommando HOI4
Hi everyone! We have now been working on Man the Guns for a bit and it is time to kick off dev diaries again!
大家吼啊！我们最近一直在忙于开发炮手就位Man the Guns并且已经有了一些进展，现在是让我们重新推出开发日志的时候了！
Archangel85, Vice Deputy Content Lead HoI 4
Hello, and welcome back to another dev diary! Today we are going to talk about Freedom. Freedom from Fear. Freedom from Want. Freedom from having to vote for a presidential candidate every four years.
The vanilla US focus tree offered some interesting alternate-history scenarios, but if you wanted to play historical, you pretty much sat around doing very little until the war started. Part of this is the fundamental design problem of the US in a historical grand-strategy game: if we allow the US to freely enter the war when it has even a fraction of its historical economy, the Axis never makes it into Paris and the war ends in 1940. If we restrict the US from entering the war freely until its historical date, the US player sits around until late 1941 doing very little (there is a reason why my usual go-to scenario in HoI2 and HoI3 was “Play France until you lose, then switch to the US”).
For those who missed it, Man the Guns is the expansion we are currently working on. The main theme is naval warfare and it will be accompanied by the 1.6 ‘Ironclad’ free update. There is no release date yet. We will let you know when we can commit to a date.
So without furtherado, rev up your engines! Today we are going to be talking about fuel...
Fuel is something we originally decided to abstract into the production of vehicles in HOI4. The reasons for this were twofold: It simplified things, making the game easier to get into and learn and it avoided issues with fuel stockpiling in HOI3 (I'll get to that later). I still think these were worthwhile tradeoffs with the gameplay impacts it had, but some areas, particularly naval warfare, never felt right without an overall worry over a supply for fuel, which essentially drove Japanese war planning historically. This in combination with a feeling that our fans can for sure handle a little nudge towards complexity now kinda cemented the idea that we couldn’t really make a naval expansion without expanding on this area.
no numbers are final etc
So one of the goals we had for this rework was to give the player a bit more stuff to actually do during the lead-up to the war. Making the path out of the depression a little more involved was an obvious place to start. Instead of a single national spirit, it is now three levels that give a smoother curve out of the depression. But instead of just taking three focuses in a row to do what could previously be done in one, we wanted the player to have to work a lot more to get out of the depression.
Enter the script-based Congress Mechanic. The Congress mechanic is - for now - unique to the US and simulates the shifting majorities in both houses of Congress. It ties into a lot of things that we will get into in a bit. But on a fundamental level, taking the focuses that reduce the penalties from the great depression will require you to have a majority in both houses, but will also reduce your support once you have taken it to simulate members of Congress who voted for the proposal being unwilling to support you further without getting something in return.
You can gain and lose support from random events as well as midterm and presidential elections. Generally speaking, going with the incumbent means you are more likely to lose support in Congress in the election, and if the situation is particularly dire, going with the challenger will flip support and opposition. Beyond this, a number of decisions allow you to gain support in congress, from simple lobbying to bribing members of Congress by investing in their constituencies to just regularly bribing them.
Fuel is used by trucks, tanks and other land equipment with engines in your divisions. They will use much more when fighting and moving than when stationary or during strategic redeployment (in fact right now those consume no fuel, but that might change with balance work). A division carries a bit of fuel with it (much like how supply works), so there is a short grace period if cut off. If a division is in bad supply it will refill its fuel more slowly (meaning you won’t be able to attack or move rapidly as frequently), and you might even be unable to refill at all if totally cut off. Being without fuel will negatively affect the stats of the battalions that need it as well as severely impact speed depending on how low they are.
Besides getting out of the depression, you’ll also need to get Congress to sign off on the Selective Service Act, which is the gatekeeper focus of the army modernization branch, and the Two Ocean Navy Act, which is the gatekeeper focus for the naval branch. The amount of support you need depends on your war support (in general, you can assume that every focus with “Act” somewhere in its title ties into the Congress mechanic).
除了摆脱大萧条，玩家还需要让国会签署选择性训练法案Selective ServiceAct，即陆军现代化分支起手的国策；还有两洋海军法案Two Ocean Navy Act，即海军分支起手的国策。你所需要达到的支持率取决于你的战争支持度（总的来说，你可以假设每个带“法案”字样标题的国策焦点都与国会机制联系在一起）。
Your active air wings will consume fuel. The amount will naturally depend on the type of plane (strat bombers love to guzzle down that fuel) but also what mission type. Planes on interception will be very fuel efficient as they only take off when there are enemies attacking ground targets or bombing etc. Transport planes on air supply missions will also be able to deliver fuel to pockets etc. When low on fuel air wings suffer big efficiency penalties.
Another aspect we wanted to add was to give the US player a choice to become more active in the world earlier. As I said above, that comes with host of issues. We want it to be a viable option, but not a no-brainer. This means that there will be a number of restrictions in the “Limited Intervention” branch. First, you’ll have to have enough support in Congress to take the focus (and a lack of war support means that quite a few member of Congress will break ranks over it). Afterwards, you will have to choose between focusing your efforts on preparing to intervene in Europe or in Asia. Taking either of these focuses unlocks a number of decisions to try and build public support for an intervention. Many of these decisions are tied to events around the world - here the US is protesting the Anschluss.
However, there is only a small window to utilize these events. Each decision adds something that is internally called an “intervention strike” as in “three strikes and you’re out”, except in this case it’s “three strikes and we start bombing”. A generic decision allows to build support against a target if they do not have specific decisions associated with them. Finally, once a country has two strikes against them, you can petition congress to sanction an intervention, which will again require significant support (it is easier to gain a wargoal against a country that is at war, and easier still if they are in an aggressive war).
Running a lot of active capital ships is something you will need to be careful with in Man the Guns. These behemoths will be going through your fuel stockpile like starved baby whales on the teat. To handle this and make fleets act more realistically and in a more controlled manner we have changed quite a bit here, so stay tuned for future diaries. The main point is that big fleets are costly to run and you will need to make decisions on how to best utilize them and how much to fit into the rest of your fuel use. Speaking of, you’ll be able to control who gets first dibs on fuel through prioritization just like with equipment (but we are also working on adding extra controls on top of this so you can more easily balance between the different branches of the armed forces). A fleet that is low on fuel will suffer penalties to its stats as well as operational range.
然而玩家只有一个弹出的小窗口来利用这些事件。每一个决议都增加某种在内部称为“干预性打击Intervention Strike”的计数，就是“三振出局Three strikes and you’re out”那种，但在这里应该是“三次干预性打击了，我们开始炸吧”。如果一个目标国家没有与之相关联的专属决议，那么有一个通用的决议可以用来获得支持以对抗该国。最后，一旦一个国家受到两次反对他们的“打击”，玩家就可以提请国会批准进行干预，但干预行为仍然需相当一部分议员的支持（对处于战争中的国家来说，获得针对其的战争目标会更容易，如果这些国家处于一场侵略战争中的话则会更加容易）。
This will likely make it harder for you to pursue your other goals - so if you want to intervene in Europe on behalf of the Allies, you will most likely have to forego economic reforms, at least for a while.
Fuel is produced from unused oil, and equipment that used to use oil now no longer need that to be produced. I am currently looking into possibly adding copper or another resource in its place (and in some other places), but we will see if that ends up being a good idea or not ;) Will let you know. Anyways, if you are low on fuel there are several ways to go:
Acquire more oil rich states.
The intervention mandates are also used to allow the US to intervene in the Americas if someone violates the Monroe doctrine.
Increase infrastructure on your own oil rich states.
Trade for foreign oil.
Intervention in general is something you can prepare a lot better now by using war plans. Completing the focuses unlocks a decision to execute the corresponding war plan and gain a temporary bonus against a country, along with some other temporary bonuses.
Build synthetic refineries.
Lend leased fuel.
Capture enemy stockpiles.
Research improved oil to fuel conversion technologies.
Each unit of oil you have access to use your current techs to generate a certain amount of fuel. This fuel is then put into your stockpile for use by your forces.
Fuel is possible to stockpile, in fact it is necessary if you can’t guarantee a steady stream of produced fuel during wartime. The size of your national stockpile will depend on the number of states and their infrastructure, your economic law and if you have built Fuel Silos. This is a new building that takes up shared slots and will probably provide the majority of your stockpile space. It is also a building that can be damaged from bombing etc. which in the worst case could lead to a loss of fuel. Capitulating enemy neighbors is also going to be a good way of acquiring more fuel as it will work just like seizing their equipment stockpile in that respect.
HOI3 also had stockpilable fuel, and there it was quite a problem. As a beginner you did not know how much (or even that you had to) stockpile and as an experienced player there was no issue in making a stockpile big enough that you wouldn't ever have to worry. In HoI4 we are aiming to force a tradeoff between building up your industry and increasing the stockpile (have to spend civilian factories to get more oil from trade instead of building more factories) as well as trying to keep the total amount you can stockpile within reasonable bounds. Our goal is fuel as something you’llneed to consider for all your operations and playing it really safe will mean less industrial output in the long run.