In this update4
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
- Maps
- Gameplay
- Balance
If you missed the previous Dev Corner, make sure to check it out here.
Briefing: Thermodynamics Author: Zwirbaum
Hello everyone!
It has been eight days since the last dev corner, which means it is time for another one. Last time, I was talking about some of the new naval concepts and changes coming to the Hearts of Iron IV. Today I will be talking about the introduction of Coal and Energy into the game. As a casual reminder keep in mind that everything discussed here is in a relatively early stage, and as such is subject to change.I also want to add that not every dev corner will be a long one, and some may end up on a rather short side. But without further ado, let’s keep this lump of coal rolling.
For the first time since the launch of the game we will be adding a new resource to the game, as every other resource, Steel, Rubber, Tungsten, Chromium, Aluminium and Oil were since day 1 in-game (with Oil getting Facelift in Man the Guns to be used for Fuel production instead of equipment production). This resource is Coal - to put it very briefly it will be serving as a ‘fuel’ in the form of Energy for your industry to keep it running efficiently.
Core Concept
What are some of the goals when it comes to adding Coal & Energy, and what do we want to achieve with it?
We want to introduce a potential soft-limit on the current almost limitless industrial expansion.
Increase importance on expanding and securing a resource base for your needs.
Provide a bit more interesting choices when it comes to economic laws, give some incentive for a player to consider ‘demobilize’ at some point during the gameplay, and that War Economy / Total Mobilization is not always the one and the only one right choice.
We are not aiming at creating a super complicated or overly complex system for energy/economy model
What is all the fuse about? Sardinia starts with 2 units of Coal at the beginning of the game. As usual, numbers are subject to change, so please do not despair yet.
Base Concept
So the system works like this: Coal is excavated just like every other resource in-game. Each unit of Coal that you have for your own use (so not traded away) will produce a set amount of Energy, which then in turn is used to power up your industry - your civilian, military factories and naval dockyards, which for the ease I’ll be later calling them in this dev corner as ‘factory’. Each Factory, regardless of the type, has the same base Energy demand, so what you are seeing in the top bar as your industry size should also give you a very rough estimate of the demand.
This totally mysterious country, that is totally unrelated to Sardinia from the previous screenshot starts with 56 factories, and now has a mysterious bar under the factory count.
Economy of the Scale
However the base Energy demand is not everything, as each Factory you own will also introduce a little extra scaling cost to the demand per factory, so a small, undeveloped minor country will be able to sustain their few factories with a rather small amount of coal, while historically accurate Luxembourg spanning across Eurasia will require much more energy in order to effectively satisfy the ever hungry maw of their Industry.
Lower Mobilization Law is your Friend?
Most, if
Source
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