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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 think this is great. It’s something I’ve wanted for quite a while—the ability to *tell a story*.

many of the things that cemented my love for paradox is the aar section of the forums where people really get into the LARP (for lack of a better phrase) giving real time week by week updates as though they were producing news reels or narrative history.

I hope you make it so that modders can put in real generals with their accurate portraits so the player can RP the rise of certain generals throughout their campaigns.

I am concerned with how strong the impacts of these medals appear to be…I’ve got no issue with the micro—but I feel like the medals on a certain division could have a disproportionate impact on performance. And I’m not sure what the historical basis for some buffs are—one dude on Guadalcanal earns the MoH and his entire division is 20% better at transferring institutional knowledge from veteran casualties to replacements? (I understand this is an abstraction, but still what underlying “mechanic” of 20th century armies caught in industrialized total war is that modeling?)

meanwhile I find the “competitive” crowd who protests anything that could introduce additional clicks into the game as anathema, hilarious. They want to play competitively but bemoan the very gameplay loops that most define what a competitive strategy game is defined by. Firstly hoi4 is primarily a single player game, secondly it’s horribly balanced and arguably broken with out multiple pages of house rules, and thirdly…it’s a game, interacting with the game is what makes it a game and not an interactive docuseries.

maybe it just reinforces my prejudice that those who are Uber competitive at hoi4 just are not good enough at games to play sc2 in any serious attempt.

And if the clicks are a problem cause you fight the eastern front at 5 speed, try slowing the game down to speed 1/2 when at war and add coops.

I’m not trying to say the way my mp group plays is the correct way, but on speed 1/2 during the war you not only have the time to think and make intelligent decisions instead of exploiting your opponents mental bandwidth but our games don’t collapse in 1942 cause Germany left one tile open and the soviets encircled army group center. Oh, and hoi4 is a gsg, a wargame at best, not an rts. No one is forcing you to play like you’re a professional StarCraft player—the game is actually incredibly enjoyable when you lower the speed get a regular group and add coops—you win on the merit of your decision making (you know, like a gsg) not your ability to click really fast (since you hate that anyhow).

PS pilot manpower pool would be like totally rad, and stuff.
 
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I would rather like to se the medals not only stackable, but also consecutive so no knight's cross with swords unless you got regular KC and before that you need iron cross I and II class. That way you won't pick the raisins but also have to think about where to spend the resources for medals. Either you dump them into one single division or you even them out a bit.
 
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Great Diary Arheo, especially changes to the battleplaner are very welcome.

I remember that in the DevDiary for the tank designer, it was mentioned that AI Panzer armies have been a goal of AI discussions for a while.

Panzer Armies have been the goal in discussions of the AI internally for a while. It's not as trivial as it may seem, since the AI needs to have a plan on how to hold the flanks when it sends the tanks through.

Do you think you could use changes to the battleplaner to implement that somehow? Front lines just for tank armys that show special behaviour? Can we have some update on what the status of that whole idea is?
AI tank armies would be just great ;)
 
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This is intentionally vague, so I understand the confusion. Narratively speaking, they are awarded to the commander and the division, for a specific act. If we removed their effects when a general was promoted, there'd be really no reason you'd ever want to promote a general. Thus, the medals and their effects stay active on a unit when the general is promoted, and the general retains a reference to the medals they earned while commanding that unit (ie, not including any medals earned under a previous commander).

Division commanders do not have stats to apply to their division, so I'm not sure what you are referring to here. They are not army generals until promoted away from their unit.
Why not create a different set of medals for units that are earned independent of the commander? Unit Citations are a thing at least here in the States. Sure other countries have similar systems; seems strange to aware a Medal of Honor to an entire unit.

Why don't you want to apply regular commander bonuses from the division commander to the divisions?
 
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Since each division can have its own division commander, can the previous HQ system be restored, or a simplified replacement be used to simulate hoi3.

And in actual history, the division commander and the front-line troops often lost communication, which is basically not reflected in HOI4. the headquarters is often disconnected from the front-line troops in actual combat, or the messenger get killed or telephone lines are destroyed, can this be reflected in the new system?

One more to mention, Can we execute a division commander because of his poor performance in the war, the benefit we can get is to give all related commanders a combat buff
 
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Is it possible to limit the use of force commanders to special divisions formations, such as mountain divisions or airborne divisions, and add new mechanized special forces? In this way, it seems possible to avoid having too many clone commanders.
是否可以限定部队指挥官只能被使用在特殊部队编制,比如山地师或者空降师上,并且添加新的机械化特殊部队?这样一来似乎可以避免出现过多的克隆人指挥官。
 
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We tried that with the LaR spy portraits. Mixed results, and in each case these had to be stitched together by artists rather than done procedurally.
while I know HOI4 has its own art style, I think procedurally generated characters like in Crusader Kings are acceptable.
 
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Do you have plan to add the Pilot training system? The current system is very unresonable, everyone can become pilot so that there are too many fighters and make the game speed slow.
 
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Very nice!
 
I hope that we will have a great variety of officers' portraits, including some for colonies' natives as well as for the different ethnicities of certain countries (especially the ones of the American continent).
 
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I often take issue with Paradox's content additions, especially with stuff like making a path where poland elect a russian nazi as their king but uhh...

This looks awesome. Paradox really does shine with game mechanics. I am now looking forward to this DLC :)
 
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Okay, interesting. Reminds me a bit of the earlier games (in a good way).

Question is: does it work similar for naval vessels? Do they each get a random captain that can be promoted later?

Will air force generals make a return?

Would be cool, because the air force is the one place where you can not train your own advisors.
 
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