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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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A question regarding this.

How would it work for nations such as Canada and the other commonwealth nations who had these divisional leaders that you all promoted previously to generals and such?

Will they be demoted again? And if so, how does it work for countries that start with no generals at all?

Also, when is the TFV rework coming, that dlc feels so lost and empty compared to the newer focus trees in the newer dlcs
 
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Its a cool bit of flavor for sure, but I really would have preferred adding in Corps and Corps Commanders that go under Armies with a unit cap of 6 or something instead.

Also, why do they have to be generic generals? Previous HoI games were able to fit enough generals for each major to staff at the division, Corps, Army, and Army Group level.
Amen to this. Corps commanders could be super useful to organize frontlines too. Maybe even help with frontline cohesion, for players and AI.

Division commanders feels too granular.
 
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Very interesting.

If you are looking at battle plans and the like - please, please add a button or a setting or whatever to make units ignore the "I will stop now because moving forward and fulfilling my orders will create a low supply situation".
 
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Very interesting.

If you are looking at battle plans and the like - please, please add a button or a setting or whatever to make units ignore the "I will stop now because moving forward and fulfilling my orders will create a low supply situation".

'Careful' execution status will respect supply in the way you describe.
 
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As a final note on the topic of micromanagement, this UI:

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allows you to manage every aspect of the new divisional command system. If you want a new commander, it is the same number of clicks as previously. If you want to award medals to tank corps ie, you can sort by type, and 'quick award' to the first awardable entry in that commander's list.

You do not need to find specific units or look at their individual panels.
 
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Question - for unit cohesion, what is meant by 'only reshuffle units based on defined distances from the target'. What target are we talking about and what defines the distance from said target (specifically what is the difference in the 'defined difference' between flexible / balanced / rigid)?
 
Great diary! We were just about to start on a general rework for World Ablaze, so this will be extremely useful. Giving modders extra abilities, even if you don't want it included in vanilla, is what we like to see! Great looking mechanic.
 
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I am confused. You claim you didn't want to introduce micromanagement, and yet we have to manually assign medals to each and every single divison out there. How is that not a micromanagement hell? Seriously, am I missing something here? If my army consists of 200 divisions, how exactly will I not spend hours assessing who to assign medals to?

How am I not incentivized to relocate a specific division I want a medal for to a specific location, so they can earn a medal? Unless I am missing something, this seems like so much micromanagement hell, I am baffled, honestly.

And the bonuses are not insignificant. 7.5% breakthrough? Hell yes. I want that on my tank divisions. So what do you think I'm going to do? Exactly, I will micro every single of my tank divisions to partake in a special operation so they can earn a medal. I will manually go through all my tank divisions to see who has and who hasn't got a medal yet, and then send them off to somewhere special to earn a medal.

Seriously, tell me if I am misunderstanding this, because as it seems, you are doing the exact opposite of what you claim (as in not wanting to introduce micromanagement)
If you think that out of 200 divisions you have all of them will be equally deserving of a medal then I would question how you plan your divisions.


Making a few stronger divisions while you have a large amount of simple frontline divisions is the norm; you're not going to award medals to your 15 width infantry division that is holding the port of Kiel. You'll give it to a division that you use to make offensives. And you still have the option of rewarding these smaller divisions for RP purposes if maybe one of them literally saves your ass from a naval invasion or gets encircled and then freed. It's just something for RP mostly, you will be able to play the game just as you were before without even aknowledging the system
 
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Can you please revise the system so that historical divisions are first raised with historical commanders? Or at least make this moddable.
I am sure Paradox probably has no time to find all the historical "at creation" commanders for all division-size units of WW2, but the community probably does.

Some more questions:
1. Do I understand correctly that the only way to replace a divisional commander is to promote him or to lose the division via destruction or dessolution?

2. What will happen if 2 or more divisions are amalgamated (not sure that I use the term correctly, but that situation where you click a button to make 1 stronger division out of 2 or more beaten-up wrecks).

3. What about historical commanders who spent 1936-1939 at staff positions? For example Marshal of the USSR Shaposhnikov (a key figure in pre-war USSR) did not command any division or corps since 1935 or so.

4. Will units sent as expeditionary troops earn medals? BTW - please make deployment of units to SCW faster.
 
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'Careful' execution status will respect supply in the way you describe.
Thank you.
But I also meant movement behind own line before the battle plan is executed.

A situation that I am sure many players see:
1. You create some battle plan with encirclement.
2. Battle plan is successfully carried out.
3. Your frontline moves way forward.
4. But some units stay behind to finish off encircled enemy. Let's call them divisions A & B.
5. After the encircled enemy is destroyed you re-assign divisions A and B to new frontlines and expect them to get there "on autopilot" and take their assigned places under new battleplan.
6. And then divisions A and B refuse to move, or stop somewhere halfway, because going into areas where you ordered them to be will create a low supply situation in those areas.
 
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Great innovation. The theme with divisions is good. Now there will be more interest to keep track of individual divisions and their successes) The processing of the front line and the movement of divisions is also pleasing. I hope the function will be useful and we will leave our field marshals a little alone))
 
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I have a question about promoting generals from unit commanders;

Let's say I have a "1st infantry division" and I do a bunch of fighting with it until it and its commander have quite a lot of xp and a few medals; then I promote this unit's commander to a general which will let him start at a higher level than normal thanks to the xp he gained while commanding the division.
Will the division lose xp in the process?
If it does then does it depend on how much xp the unit reached? Let's say the unit reached Veteran level and then I promote the division's commander to a general; does it lose a certain fixed amount of xp? or does it go back to regular?
 
Question - for unit cohesion, what is meant by 'only reshuffle units based on defined distances from the target'. What target are we talking about and what defines the distance from said target (specifically what is the difference in the 'defined difference' between flexible / balanced / rigid)?

Hard to explain this in player terms, but: every province along an order instance is evaluated periodically to determine if it needs more divisions. If it does, it'll iterate over the units in the armies assigned to that section of the order instance and evaluate if it a) is allowed to be reassigned to the potential destination and b) what its relevant scoring factor is in relation to that destination.

In the 'old' method (Flexible Cohesion), the unit with the highest (or lowest, I can't remember) score will then be assigned to move to the province in need of a unit. This meant that for frontlines without a zillion divisions, the 'best' scoring unit could still be absolutely miles away. In simple terms, the stricter cohesion settings apply a distance cutoff after which units will no longer be evaluated, and the weights for distance have been changed to be more impactful. There are some additional load balancing parts to it that encourage spreading out, but those are the broad strokes.

Distance in frontline terms is evaluated as a straight-line pixel-to-pixel approximation between two or more nodes. Full pathfinding is rarely used for high-frequency calculations like this.

Can you please revise the system so that historical divisions are first raised with historical commanders? Or at least make this moddable.
I am sure Paradox probably has no time to find all the historical "at creation" commanders for all division-size units of WW2, but the community probably does.

As I detailed, this is supported and can be added to with modding.

Some more questions:
1. Do I understand correctly that the only way to replace a divisional commander is to promote him or to lose the division via destruction or dessolution?

Yes.

2. What will happen if 2 or more divisions are amalgamated (not sure that I use the term correctly, but that situation where you click a button to make 1 stronger division out of 2 or more beaten-up wrecks).

Still to be handled.

4. Will units sent as expeditionary troops earn medals? BTW - please make deployment of units to SCW faster.

They can earn medals normally, yes. For a brief period during implementation, generals sent to the spanish civil war would become Spanish, adopt a Spanish name, and receive cosmetic surgery. We elected not to retain this behaviour.
 
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