Full notes
Full Hearts of Iron IV update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Greetings, and welcome back for our last look at the supply system that ships with the Barbarossa update. As you all know, I’m British, and in Britain the trains never run on time - I couldn’t possibly break with this tradition, hence a completely intentional 10 minute delay on today’s diary.
What changed
- Gameplay
- Server
- Balance
There’ve been a couple of changes since we last looked at this, so you may find I’ll be reiterating a few aspects that we’ve already covered in previous diaries, albeit in some cases with a new twist.
Trains
As indicated in a previous diary, the logistics network that supplies your troops relies on the large-scale relocation of supply using trucks and trains.
Whereas trucks serve as an optional last-mile carrier for military supplies, trains make up the backbone of any logistics network that supplies an army which exceeds the local state supply available in its location.
The domestic production of trains is something that is unlocked via the technology tree. Many countries will start with the initial (civilian) train technology readily unlocked, however, there are several more options available to you as time progresses (more on this below!). Your overall train need for the logistics network is derived from the overall supply usage of the nodes supplying your troops, and the distance factor that supply has to travel in order to reach them. In essence, the more troops you have drawing supply, the more trains you will need to keep supply running.
Needless to say, if fewer trains are provided than are required, supply output at point of demand will incur penalties proportional to the magnitude of the shortfall.
In one of our previous diaries, we alluded to a number of interactions that could be performed on supply nodes - one of these was a train priority setting. It transpired that this did not fit well with the underlying simulation, and we’ve removed this setting from nodes.
Logistics Strike
Of course, a freight-train loaded with supply makes a juicy target for the enemy. In NSB, CAS and bombers are able to perform the new logistics strike mission, which can put a severe strain on an enemy’s ability to supply their network - actively destroying trains and trucks, as well as damaging railways in the target area.
The strategic bombing air mission will also target rail and supply infrastructure, however the logistics strike mission is a much more effective way of neutralizing an enemy’s fighting capabilities while retaining important industrial infrastructure if you intend to occupy an area for any period of time. Train Variants
As mentioned above, trains will be a researchable technology with several variants. Trains, unlike regular units, are not controllable - their movement and behaviour is entirely simulated based on the needs of your logistics flow. This said, there are several important statistical aspects to them. To begin with, most of your network is likely to be populated by civilian trains. You can construct more of these by co-opting military factories. Further on in your campaign, you can unlock a variant of the civilian train with a significantly reduced construction cost.
To combat the strategic mission mentioned above, there is one (or..is it more?) further item in your toolbox for owners of the NSB expansion. Armored trains, while coming with a higher price tag, are much more resistant to destruction from air missions, and can act as an effective deterrent against logistics disruption.
Train enthusiasts (we have none of those here, right?) will note that the trains displayed above belong to the soviet union - there
Source
Changelog.gg summarizes and formats this update. How we read updates.
