In this update10
Full notes
Full Hearts of Iron IV update
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Repeated intro
Greetings all!
What changed
- Gameplay
- UI and audio
- Maps
- Balance
Today marks the first occasion since the release of By Blood Alone where we take a deeper look into what is coming next. As you may recall from the BBA development cycle, we had an early set of 'Development Corner' diaries, which serve as an opportunity for us to reveal a narrow look at a specific mechanic or design without revealing too much about the wider context of future releases. Today's offering, as well as the next couple of diaries, will be in much the same spirit - you'll just have to wait a little bit longer to get the full picture. Scandalous and polarising, I know.
/Arheo
Hello there, it's me, C0rax. Now you can get all excited because it's time for some Dev Corners in which we will show you some WIP looks into the new features we have been working on. So without further ado this week we will be looking at…
Military Industrial Organisations (MIO’s)
This is all very much WIP, you are going to see WIP mock ups, and some details are still being finalised!
Feature Intent & goals
Intent:
Create a sense of a living organisation the player can interact with rather than a static bonus as with current design companies.
Why is this important you ask? Well previously we had to provide static modifiers and sometimes change them via scripted decisions or focus rewards. By creating a more organic system to upgrade your design companies you the player can now decide what these upgrades are and tailor them to fit your playstyle. Additionally we can now reward the player for using a design company as opposed to simply having you save up a resource and click a button, rewarding you for putting effort into them.
Goals:
Allow the player to define their designer direction.
Integrate design companies into production
Provide a framework for national specialisms that can be used on the world stage
Military industrial Organisations (MIO’s)
So first here is a rough structure of an MIO;
Contains
Name Icon Size (Level) funds (XP) Task Capacity Departments
Departments
0-1 Design team
3 departments
Max 13 traits each
0-1 Industrial manufacturer
3 departments
Max 13 traits each
Each departments contains
Name
Category’s
Trait tree
Trait icons
Task Capacity
Size determines how many tasks a MIO can handle -Researching -Producing -Designing
Defaults:
2 task Capacity
+ scripted increases
+ trait increases
This structure allows us to represent MIO’s in a way that expresses the specialisms of the various organisations that designed and produced war materials during the period. You can now represent a company like Bofors AB who designed and produced anti tank, anti air and naval guns seamlessly and expand each of those specialisms as you see fit. Investing in the right MIO is critical to upgrading those specialist departments in order to gain the bonuses you need for specific stats.
Task Capacity:
An MIO of course can’t work on a number of infinite simultaneous projects. For this we have task capacity that limits how many things your MIO’s can work on balancing. This is an important thing to balance, since producing too much equipment with an MIO will lock you out from using it for research or designing equipment. For ship production this is actually important for producing ships in parallel so you might want to invest in the manufacturing department for task capacity
Source
Changelog.gg summarizes and formats this update. How we read updates.
