In this update1
Full notes
Full Hearts of Iron IV update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
Hi all, and welcome back to today’s developer diary!
It can be very easy to get super-focused on details when looking at individual systems or parts of features - something we often tend to do when writing developer diaries. Each week, we’re going to give you an overview of a core system that we’ve so far introduced in parts, and will include all of the changes we’ve made to that system over the course of development, since we first looked at it.
In addition to this, we’ll also take a look at some changes coming to the AI in No Step Back, so if that’s more your jam, feel free to skip to the end ;D
We’ll begin with an overview of the Officer Corps:
This image represents a near-final take on what the office corps screen will look like.
As you can see, the branch chiefs, theorist, and military high command have found their way to the officer corps screen, though for ease of access you may still view and appoint them in the country overview screen like before. This kind of change is the sort of thing that comes up during playtesting - while it made sense to collect similar things together, there was no good reason to change the player’s flow expectations.
The manner in which you’ll appoint advisors has changed a bit. We decided during the officer corps development process, to make a bigger deal out of the advisor ‘level’ (specialist, expert, genius) that all non-theorist advisors possess. In addition to adding a flat command power allocation (reduction of max command power) which is reduced by high advisor ranks, political power costs are raised by having a higher rank advisor.
Branch advisors now grant daily experience gain, meaning stacking your command cadre well is vitally important to the pre-war development of your military. To add to the choices, doctrines now cost experience rather than being something you spend a research line on:
For owners of No Step Back, military branches also possess several specialization options in the form of Military Spirits, which are also unlocked with experience:
We found during development that less was more when it came to creating a tightly balanced set of choices, and we’ve limited the number of options in each category to around six, with each category being strongly themed around Academy, Military Service, and Command.
To add slightly more nuance to choices here, we ensured that several options in each category would be made available based on situational factors - ideology, doctrine branch, and in rare cases, country choice, can all make new choices available.
The most important part of cultivating a strong officer corps, is the ability to give your trusted commanders advisory roles. Commander traits earned in active combat can make your characters eligible for specific advisory roles:
Characters promoted to advisory duties this way will continue to advance their advisory rank as their commander level increases - a highly experienced field commander will grow from specialist to genius over the course of their career.
Lastly, we are introducing the preferred tactics weighting system. This allows you to set a national, field marshal, and commander-level preferred tactic, which will weight the chances of picking said tactic in a combat situation. While the national preferred tactic can be switched out for a cost, selecting a preferred tactic for your commanders and field marshals is something that remains a permanent choice, representing their adherence to a particular doctrinal theory.
Of course, a host of minor changes accompany
Source
Changelog.gg summarizes and formats this update. How we read updates.
