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Developer Diary | Division Commanders & Unit Medals

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Greetings all!

Welcome back to today’s feature dev diary on a series of interconnected subsystems being added to the game in By Blood Alone.

One of the major points in my first roadmap dev diary was that I felt quite strongly about the inclusion of further roleplay and immersive elements in Hearts of Iron. What I’ll be showing off today is intended to fulfill a small part of this bullet point.

Those of you with keen memories will recall an early teaser I posted here. Some of you guessed correctly, and in BBA, we’ve introduced a dynamic system for naming battleplans. For many major nations, battleplan names can be provided through a list of locations, resulting in a historical series of operation tags which will be applied when plans are created:​
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Of course, the war does not always proceed historically, and battleplan names can also be generated from several component lists for instances where a historical variant cannot be found. These name lists are fully moddable, and can be unique to countries. In some cases (ie; Soviet Union) a different naming convention can be utilized to represent the somewhat uninventive approach to naming operations that was used in reality:​
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Naturally, in the spirit of roleplaying, these operation names can be modified in-game, and you can replace the text with whatever operation name you desire. This will apply to any sub-orders derived from the initial drawn line:​
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If unset, naval landing and paradrop orders will have a unique pattern to remain unique.

This system however, goes further than a simple naming convention, and ties into another addition being made to BBA.


Division Commanders

In BBA, we’re replacing the standard method of recruiting new generals out of thin air. Instead, every division will be created with a commanding officer upon game start, or when they are trained:​
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These are predominantly generated from country-specific namelists, however in some cases we have set these individually for starting divisions. When a new unit is created, they will be provided a randomly generated character name and portrait. To accommodate the increased use of generic portraits for these, we’ll be adding a large quantity of additional generic portraits for owners of BBA. The work involved in creating these is not insignificant, so for now we’ve limited ourselves in adding portraits to major nations only.

You’ll be able to get an overview of all division commanders in your army within the officer corps screen:​
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In an effort to avoid unnecessary micromanagement, we’ve made a few important decisions. Division commanders themselves will not directly confer bonuses upon the divisions they command, however the divisions they command will now earn and log a record of important actions they may perform during the natural course of a campaign:​
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Important actions such as taking a capital, securing a high-value victory point, and more, constitute actions for which a unit can be awarded a medal. It is expected that over the course of a campaign, many units will qualify for receiving medals, often several - the system is not driven by scarcity, as we do not intend for players to micromanage individual actions, rather to manage the macro-level step of choosing when and what to award their units.​
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As mentioned above, division commanders will not explicitly confer bonuses, however the medals awarded for action will. Medals are intended to act as a pp sink for the mid-late game, as we find a lot of players tend to end up with a significant amount of this resource as decisions, advisors and focuses begin to dwindle.

Units can receive multiple medals, however the cost for each will increase as more are granted to any given unit, and the effect of stacking specific medals will decrease per instance of the same effect.

As you will note above, medals can be specific to countries, and we’ve included a series of generic medals based on alignment, as well as unique medal sets for each major country. A medal’s effects will only extend to the unit it belongs to.

A medal’s name and description will in most cases be dynamic depending on what action it was awarded for, and extreme valor while on a specific named operation can also result in receiving a medal for that action.

To further streamline the process of awarding medals, you can perform quick actions to do this through the officers entry in the corps screen:​
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As mentioned previously, we’re removing the old method of recruiting generals by means of reaching into the void and plucking out a fully qualified officer. This means that your army generals will now be directly linked to your field of divisional officers, and their capability directly linked to their actions in the field.

Divisional officers will store experience based on the experience gain of the unit they are commanding, as well as receiving a lump-sum when a medal is awarded. While active as a divisional officer, this experience will have no meaningful effect, however, when in need of a new army general, you can promote divisional commanders out of their divisional role and directly into their new role as a general.

Any medals awarded to the division will be retained by that division, however, the newly created general will keep a reference to their awarded medals as a means of remembering their accomplishments in the line of duty (albeit with no direct effect on their new army - although we’ve elected to support this behavior for modders should they wish):​
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When a divisional officer is promoted this way, the experience they have earned during the course of their field command will be applied to their experience level as a general (up to a maximum cap). Promoting someone with field experience can prove a lot more valuable than hiring another pen-pusher, after all. If they have earned at least a certain quantity (as yet undecided) of field experience, they will also begin with a personality trait corresponding to the type of division they were commanding (armor officer, infantry officer, etc).


Unit Cohesion

You will also note that my roadmap included a wish to improve the battleplanner. While this is likely to be a slow, iterative process, BBA heralds the inclusion of a new frontline parameter intended for advanced users.​
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The Cohesion parameter can be set on any root frontline order, and will affect how the unit controller places divisions across that frontline. The default setting of ‘Flexible Cohesion’ functions as you have grown to expect - all units will be evaluated for placement suitability and potentially relocated to fill perceived gaps in frontline cohesion.​
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Balanced Cohesion’ will only successfully evaluate units that are within a defined distance from the target (distances are moddable). In practice, this results in less unit shuffling along frontlines, but should still ensure that frontlines respond to changes in size and shape.​
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The final setting, ‘Rigid Cohesion’ is intended primarily for long defensive lines, and will only successfully evaluate unit positions that are within a very short distance from the target location. In practice this results in relocations only taking place to neighboring provinces, and can result in gaps being created in frontlines if left unattended. It is expected that this setting will be used by players who primarily rely on micromanagement of frontlines.

The AI will make use of flexible and balanced cohesion settings depending on the ratio of divisions:frontline length, but will avoid the use of rigid cohesion.

It is worth noting that units that are not placed directly on the frontline (having been left behind or recently added to an order instance) will not be subject to the same cohesion restrictions, and will make use of strategic relocation to find themselves a new place on the frontline. Additionally, the cohesion setting will be respected regardless of whether an order is being executed or not.


Modding

For those of you interested in modding, the addition of these subsystems also comes with some new tools regarding units. It is now possible to iterate over unit arrays in states and countries by condition, and apply a series of effects, including the awarding of medals, history entries, and other basic parameters such as affecting org, strength, and more. For performance reasons, units do not currently support storing or being stored as variables, though we will monitor the need for, and performance implications of doing this in future (I SEE YOU EaW).

Predefined divisions can be set up with lists of historical commanders that they will draw from when their current commander if replaced, should you wish to opt for extreme historical fidelity.​
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The visual display ranks of divisional commanders correspond to their gained experience, and are fully customizable, though confer no gameplay effect.

Medals themselves can be added to the medal array based on arbitrary conditions, and support a variety of modifiers, not all of which are represented in our vanilla use-cases.

Name combinations can also be split from various random lists, if you have a particular penchant for randomly generated names.
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That’s all for now, tune in next week for a second look at how peace conferences are progressing!​
 

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Given that the Knight's Cross of the Iron Cross wasn't established till 01.09.1939 will we get a decision to create at that award?
The award names are abstractions like a lot of other things that are abstracted in-game. The medals are more akin to unit citations but with some scale or perhaps its more a way to differentiate the different bonuses conferred. One of the reasons the general leaves the division with nothing but some notations is because the medals were awarded to the division, not to the general.
 
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"Predefined divisions can be set up with lists of historical commanders that they will draw from when their current commander if replaced, should you wish to opt for extreme historical fidelity."

Not sure I fully understand what this means. But with these new features it seems like a huge missed opportunity to not use all those commanders from hoi2 and hoi3 as division commanders instead of random name generator. If that can be implemented it would be immense!!

Also will the mountaineers finally prioritize mountains when using the battle planner?
It likely means that there will be some divisions who might have their historical generals featured as possible replacement generals [I believe start generals are chosen automatically] for added historical flavor rather than having a list of generals with randomly-generated names.

Having re-read the relevant section this may be something they have added in for modders to play with - meaning that you may need to have a mod that allows such an assignment.
 
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Sorry to be a bit pedantic, but Soviets would never name an operation “Eastern Poland offensive” as the area is Western Ukraine and Western Belarussia for them. One question: would you consider changing the starting list of generals then, as if we take Soviets as an example, most of their famous generals started at best as major-generals in 1936, not army generals as implied in the game.
 
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Yes, no changes there. You'll still benefit from any spirits etc.



We actually had this plugged in during testing for NSB. The results were not good - the idea sounds fine in theory, but when frontlines change, your specialist divisions either need to stay put and be useless in order to not go walkabout, or they end up relocating enormous distances to the next mountain.

You can weight things to act semi-sensibly, but the practical outcome of that is that the functionality very rarely gets exercised.
I had a feeling that would be the result. Thank you for trying.
 
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Kinda relating to the Cohesion command, what I would really like is the ability to set some units as a reserve but still attached to a defensive or offensive order. On a defense line I don't want my units to shuffle much and lose the Entrenchment, but I do want someone to jump in if it looks like the enemy might breakthrough - and it'd be an ideal use for faster units. Assuming there's frontage, they'd jump in on any battles which seem to be going badly and then return to a rear position once the line is secured. They could also be used for counter-attacks if a province is lost. On attack orders they could hang back a bit to avoid hogging supply in frontline provinces, but step in if either the enemy counter-attacks, or if any offensive battles have frontage spare and aren't progressing well.

Regarding medals, will there be some easier way to find divisions which have seen interesting action? Or to mass-award all units in an army, etc? It seems like it could get pretty micro-managementy to click through hundreds of divisions looking for ones with special battles if I have to click on each division and then check its history screen to see if it can be awarded. Hopefully there's an indicator from the army screens and also in the divisional commander list.
 
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We actually had this plugged in during testing for NSB. The results were not good - the idea sounds fine in theory, but when frontlines change, your specialist divisions either need to stay put and be useless in order to not go walkabout, or they end up relocating enormous distances to the next mountain.

You can weight things to act semi-sensibly, but the practical outcome of that is that the functionality very rarely gets exercised.

If it's not already the case, a useful compromise might be to have special units weigh towards their terrain types while plans are inactive, so the front is static, and then act as normal once the plan is in motion. This way you at least get your mountaineers lined up ready to attack the mountains, and will probably continue into nearby mountains, especially if Cohesion is tighter?
 
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Kinda relating to the Cohesion command, what I would really like is the ability to set some units as a reserve but still attached to a defensive or offensive order. On a defense line I don't want my units to shuffle much and lose the Entrenchment, but I do want someone to jump in if it looks like the enemy might breakthrough - and it'd be an ideal use for faster units. Assuming there's frontage, they'd jump in on any battles which seem to be going badly and then return to a rear position once the line is secured. They could also be used for counter-attacks if a province is lost. On attack orders they could hang back a bit to avoid hogging supply in frontline provinces, but step in if either the enemy counter-attacks, or if any offensive battles have frontage spare and aren't progressing well.

Regarding medals, will there be some easier way to find divisions which have seen interesting action? Or to mass-award all units in an army, etc? It seems like it could get pretty micro-managementy to click through hundreds of divisions looking for ones with special battles if I have to click on each division and then check its history screen to see if it can be awarded. Hopefully there's an indicator from the army screens and also in the divisional commander list.
Assuming a 30pp cost for the first medal (and apparently going higher after that), it seems unlikely we will be able to "mas award" an entire army. Assuming all 24 divisions took part in some important operation, that would be 720pp. Unless you already have all your advisors, economical policy, recruitment policy and chiefs of armed forces by 1939, I don't see someone easily having 720pp to spare. I might be mistaken, it's been years since I last played with the UK, USA or Germany, though.
At most you will want to award a medal to improve the xp of the division commander so you can finally promote him to a general.
Again, is it possible to know beforehand what stats and traits a division commander will have if promoted? Or is it a kinder egg?
 
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The award names are abstractions like a lot of other things that are abstracted in-game. The medals are more akin to unit citations but with some scale or perhaps its more a way to differentiate the different bonuses conferred. One of the reasons the general leaves the division with nothing but some notations is because the medals were awarded to the division, not to the general.
I understand that, just think it would be neat to have an event for that.
 
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This is great! Would it also be possible to introduce an ABCD personnel system, so that penal divisions can be a thing?

I can foresee the AI causing lots of problems with this system if they continue to spam divisions and division templates. So I'd like to propose pairing this good idea with a reserve system to dynamically cap the number of divisions/manpower that can be deployed on-screen, and create a rule wherein any template with less than 12 non-artillery combat width/6 non-artillery or support battalions is classified as a brigade, and therefore gets no commander.
 
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Really looking forward to divisional commanders aspect of this update, I personally loved the historical aspect seen in the OOB back in HOI3 and this seems somewhat reminiscent. Apologies if this has already been asked, are the division commanders portraits mod-able? I prefer to use historical portraits mods in my games, would be great to see some real images of historical characters in game.
 
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Assuming a 30pp cost for the first medal (and apparently going higher after that), it seems unlikely we will be able to "mas award" an entire army. Assuming all 24 divisions took part in some important operation, that would be 720pp. Unless you already have all your advisors, economical policy, recruitment policy and chiefs of armed forces by 1939, I don't see someone easily having 720pp to spare. I might be mistaken, it's been years since I last played with the UK, USA or Germany, though.
At most you will want to award a medal to improve the xp of the division commander so you can finally promote him to a general.
Again, is it possible to know beforehand what stats and traits a division commander will have if promoted? Or is it a kinder egg?
They indicated that a division commander promoted to general will have stats based on the XP already earned [which partly dictates level] and initial traits based on what manner of division he [or she for modern era or fantasy conversions] commanded. Other traits will be related to your various army spirits.
 
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This is great! Would it also be possible to introduce an ABCD personnel system, so that penal divisions can be a thing?

I can foresee the AI causing lots of problems with this system if they continue to spam divisions and division templates. So I'd like to propose pairing this good idea with a reserve system to dynamically cap the number of divisions/manpower that can be deployed on-screen, and create a rule wherein any template with less than 12 non-artillery combat width/6 non-artillery or support battalions is classified as a brigade, and therefore gets no commander.
The division commander is not a character until promoted into a army leader which will still require CP and/or PP to pay for the promotion. The AI was always fine with not having leaders for the umpteen armies it creates to ensure every piece of every border has some manner of garrison. Until promoted the division commander is never more than a few string variables attached to a division that already has a number of other variables to track.
 
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The real question is whether you're finally going to divorce planning bonus from placing your divisions under AI control. It's been an issue since the game launched. There's no reason there should be this manichean situation where, to reap the benefits of planning bonus without an insane amount of micromanagement(and even then, you'll still feel the sting of HUGELY increased decay rates from manual attacks), you have to place your divisions' movement and attacks under the control of the AI; or you just control things manually and forego planning bonus entirely.
It makes sense, though. You draw up plans and then let your generals and officers prepare for the operation. Interfering messes up their plans and schedules and thus decreases their efficiency. A certain angry Austrian kept doing this during the way and AFAIK it greatly hurt the German army a number of times.

The battle planner AI needs to get better so we don't need to interfere quite as often in the first place, obviously. But the system itself works fine and is also really immersive -- it makes you feel like there's actual people under your command, not just robots who instantly do as they're told. Same with the delay before you can launch airborne and amphibious attacks.

It really creates this situation where for pro players there's no often no real reason to bother with planning because it's not worth the headache of both the micronamagement to get benefits from planning bonus without placing your troops' actions under AI control, or from just letting the AI control them. This also means there's often no reason to take Grand Battle Plan.
I mean... for pro players there's usually only one viable route anyway, the most optimized min-max strategy.
 
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Assuming a 30pp cost for the first medal (and apparently going higher after that), it seems unlikely we will be able to "mas award" an entire army. Assuming all 24 divisions took part in some important operation, that would be 720pp. Unless you already have all your advisors, economical policy, recruitment policy and chiefs of armed forces by 1939, I don't see someone easily having 720pp to spare. I might be mistaken, it's been years since I last played with the UK, USA or Germany, though.
At most you will want to award a medal to improve the xp of the division commander so you can finally promote him to a general.

I'm sitting on 850+ PP in my current game as ITA, for example.

Also when I say mass award an army I mean all valid units, not necessarily every single unit. Perhaps only 5-10 units in a selected army took the capital - it'd still be nice to award all possible units, or all units I can afford in one go.
 
Sorry to be a bit pedantic, but Soviets would never name an operation “Eastern Poland offensive” as the area is Western Ukraine and Western Belarussia for them. One question: would you consider changing the starting list of generals then, as if we take Soviets as an example, most of their famous generals started at best as major-generals in 1936, not army generals as implied in the game.
I guess your best option is to name the operation yourself.
 
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The new Division commanders are generated with the Division that is released. The symbol next to their portrait indicates what type of Division they command and what their specialty is.
Do all new commanders have absolutely no starting perks? Currently, Generals do have skills like cold adaptation, fights in hills and mountains, etc. - so I would assign that leader to a Mountain Division, because it makes sense.
It does make sense if a Division commander would have at minimum the chance to come with a starter skill, because leading a specialized Division (motorized, tank, Marines, etc.) does make that man a specialist with a certain degree of seniority.

On the topic of medals, what system is implemented to award them? The German military (and some others) awarded medals based on previous merit, meaning that the Knight's Cross would never be awarded if the recipient has not received the Iron Cross class 2, then class 1 (which is missing in your list of awards, so why not leave the "2nd class" comment out altogether?). Other countries awarded (and still do so) the level of medal solely based on the individual deed. What is your approach for awards?

Lastly, and I think this applies mostly to micromanaging divisions, are there consequences if I have my divisions perform bad, apart from losing experience due to green replacements? Obviously, when they perform well, I can award unit citations.
 
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The division commander is not a character until promoted into a army leader which will still require CP and/or PP to pay for the promotion. The AI was always fine with not having leaders for the umpteen armies it creates to ensure every piece of every border has some manner of garrison. Until promoted the division commander is never more than a few string variables attached to a division that already has a number of other variables to track.

The first would work with or without the mechanic.

As for the second, humans are smart enough to figure that out, but the AI can be programmed to prefer generals, and base its decisions accordingly. Divisions can also get medals; again, this is not as big a deal to human players but the AI can be taught to prioritize a few decorated divisions over spamming them out forever.