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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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I have a question ? Some Generals in 1936 (IG) aren't Generals in 1936 (IRL) like Charles De Gaulle (Colonel in 1937, General in 1940) and Phillippe Leclerc (Captain in 1934, Colonel in 1940, General in 1941), so does this will change for the RP / History Contexte of the game now ?
In short, no. You'd have to toggle 'show only dev replies' because it was answered somewhere here already.

But iirc it was mostly due to balance reasons.
 
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@Arheo You said it's possible to make premade/historical division commanders but they wont be characters until promoted.

My questions are, how does linking them with portraits work? I'm not that well versed on modding characters but will it be possible to tie a division commander to a specific portrait and one that he'll carry over if promoted?

Also, if for example we have army advisor Smith already in game, is it possoble to create (with mods) a division commander Smith that will be linked with his character after his promotion so that his advisor skill will rise with his commander level which was introduced in NSB?

Thanks!
 
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Usually the captains of submarines destroyers and frigates are the equivalent rank of a company commander to a battalion commander and smaller vessels get junior officers of the equivalent of a platoon commander. Those should not be simulated as those numbers would be the bulk of any fleets. Its the cruiser captains [light as well as heavy] and any cruiser subs [especially as technology pushes the capital investment in such ships higher and higher] that we want to track. But if we do get captains for capitals [and light cruisers] then I'd love to have fleet flagships to show where the admiral leading the mess is located.
Typically the Commanding Officer (i.e., Captain) of a Destroyer or Submarine (and Cruiser Subs were not treated any differently) would be an (O-5) Commander (at least in the USN) which is the equivalent of an Army Major. In rare cases they might be commanded by an (O-4) Lieutenant Commander (as would Frigates and Corvettes). Cruisers and larger (including Ballistic Missile subs that didn't exist in WWII) would be Captained by an (O-6) Captain, the equivalent of an Army Colonel. From what I am seeing, none of the Division Commanders represented by this new system would be lower than an (O-7) Brigadier (most are O-8 Major Generals), which in the Navy would equate to a Rear Admiral.

I can see an argument made to have these placeholder commanders for Task Forces, but don't see a use for them.
 
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Please add General Tadamichi Kuribayashi to Japan. If possible the Banzai Tactic should be blocked for him. (Letters from Iwo Jima guy).
I like this idea
 
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Apologies if somebody else already asked this, but what will this do to national spirits that give higher level recruited officers?
i think they replied already and said that the national spirits would still give you the bonuses as with the old system.
 
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Dear Devs,

Is there any possibility of "legalizing" what we do by combining a frontline order of a field marshall + area defense order on an inaccessible place of a general?

As you know, the purpose of that is to tick planning bonus while also progressing towards organizer trait, without sharing command of our formations with the AI.

Currently, there is no way to do that other than the above, afaik.

With "rigid cohesion" as shown, we're still giving one tile of freedom which is still not what you want when you want to micromanage your formations.

Maybe a fourth option for "Static Cohesion" meaning: "Never move as long as you're still on the frontline".

Any chance?
 
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Will we have native commanders for the divisions of irregulars and for the colonial/puppet factions troops ?
Also for the US Army (but also for central and south american armies), will we have division commanders from all communities (ie not just Euro-American commanders) ?
 
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So in case of modding, is there any way to add new Divisional Commanders and then assign them to existing unit?
or I have to create a new unit and that unit could have my own Divisional Commanders instead of the random one?
 
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i dont understand can you personally assign which commander to which division? Also why are entire divisons awarded one medal this make zero sense why not just implement hoi3 OOB system that was shipped with that game day 1 without having to wait SIX YEARS and PAY 14.99 for it too??
 
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i dont understand can you personally assign which commander to which division?
No. They are automatically generated with the division. These just create the pool of officers with which you can create new generals
Also why are entire divisons awarded one medal
That's a representation of the unit getting cited in dispatches. Individuals would probably get the specific medals, but the unit would be the one celebrated for their actions
why not just implement hoi3 OOB system that was shipped with that game day 1 without having to wait SIX YEARS and PAY 14.99 for it too??
Because not only is it contrary to the design doctrine of this game in particular, but I've gotten the feeling it's...divisive. Some people want it...but a lot of other people really hate it
 
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No. They are automatically generated with the division. These just create the pool of officers with which you can create new generals

That's a representation of the unit getting cited in dispatches. Individuals would probably get the specific medals, but the unit would be the one celebrated for their actions

Because not only is it contrary to the design doctrine of this game in particular, but I've gotten the feeling it's...divisive. Some people want it...but a lot of other people really hate it
Seconded. The OOB system was the main reason I bounced off of HOI III; it was so overcomplicated and tedious it made the game feel like a second job.
 
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I think division commanders is a great addition but random names and portraits are less exciting. I would have personally preferred no portraits and real names at least for major powers. Is it anything you can implement in the future?

Ps
Visconti Prasca was a poor general. He should have had only the politically connected trait (he was Soddu’s friend, they studied together)
 
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.​
Maybe I'm just unlucky, but how long are those namelists especially for the major nations, which are likely fielding dozends of divisions? I'm asking since I get some quite some double or even triple use of names already in the divisions existing at the start of the game. I'm aware that this can never be avoided completely and is even realistic for very common surnames, but for my taste it a bit too much (and also happens for not-so-common names). This seems to affect all big countries (though the situation for smaller countries might not be better - it is just less likely that this becomes visible right at the start, as only few divisions are in field).
I think enlarging the lists a bit would be a low hanging fruit both for increasing flavour and making divisions/generals-in-spe easier to distinguish.

The German names also have some typos/errors, but that's something for a thread in the bug section.
 
@Arheo wrote "[Division commanders] 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." [Emphasis mine]

How do we modders script this? Is there a way to draw division commander names from a specifically created namelist rather than the randomly generated ones?

Many thanks in advance for help and advice!
 
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@Arheo wrote "[Division commanders] 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." [Emphasis mine]

How do we modders script this? Is there a way to draw division commander names from a specifically created namelist rather than the randomly generated ones?

Many thanks in advance for help and advice!
From ./history/units/GER_1936_nsb.txt
Code:
    # Panzertruppenkommando
    division= {   
        division_name = {
                is_name_ordered = yes
                name_order = 1
        }
        unique={
            "Maximilian von Weichs"
            "Rudolf Schmidt"
        }
        location = 6521
        division_template = "Panzer-Division"
        start_experience_factor = 0.3
        force_equipment_variants = { light_tank_chassis_1 = { owner = "GER" version_name = "Panzer I Ausf. A" } }
    }
It seems that you can use unique = { "Full Name 1" "Full Name 2" "Full Name 3" }. It might work the same way with with create_unit. But I don't know what you can do for deployment.
 
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From ./history/units/GER_1936_nsb.txt
Code:
    # Panzertruppenkommando
    division= {  
        division_name = {
                is_name_ordered = yes
                name_order = 1
        }
        unique={
            "Maximilian von Weichs"
            "Rudolf Schmidt"
        }
        location = 6521
        division_template = "Panzer-Division"
        start_experience_factor = 0.3
        force_equipment_variants = { light_tank_chassis_1 = { owner = "GER" version_name = "Panzer I Ausf. A" } }
    }
It seems that you can use unique = { "Full Name 1" "Full Name 2" "Full Name 3" }. It might work the same way with with create_unit. But I don't know what you can do for deployment.

how do I link the right portrait to the division commanding general's name?
 
how do I link the right portrait to the division commanding general's name?
I'm not sure it can be done: the division commander isn't a game character, so you can't use the effect set_portraits. Also, as far as I know, units can't be accessed as scopes, so they don't have specific effects.
The way I understand it is that a division commander is just a string as a unit attribute. Also probably another attribute (a string as a texture reference?) for the portrait, but I don't know if you can set it manually.
 
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I'm not sure it can be done: the division commander isn't a game character, so you can't use the effect set_portraits. Also, as far as I know, units can't be accessed as scopes, so they don't have specific effects.
The way I understand it is that a division commander is just a string as a unit attribute. Also probably another attribute (a string as a texture reference?) for the portrait, but I don't know if you can set it manually.
i Try to use: set_portraits but the game crashes when it's loading the scenario
 
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