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Developer Diary | Small Features #2

Greetings all,

We’re still well in the middle of Swedish vacation time, but our regular schedule is not entirely interrupted: today’s diary covers a few of the smaller features being added in AAT.


Special Forces Doctrines

For a while now we’ve wanted to give countries a way of specializing their special forces. Numerous militaries relied heavily on these elite troops, and some branches of what HOI4 terms ‘special forces’ really found their identity during and around the second world war.

I believe we’ve reached a good saturation point for equipment designers, and I wanted to tackle special forces in a manner that better befits strategic capability over detailed stat modification. The prolonged global conflict our game portrays led to significant doctrinal development when it comes to how militaries employed elite forces, and this seemed like a good place to start.

In AAT, a fourth doctrine page has been added:

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While any country can continue to make use of the Mountaineers, Marines and Paratroopers they are familiar with simply by researching the tech, doing so will unlock the ability to choose the corresponding special forces branch specialism.

These doctrines will also cost experience, however unlike the other military doctrines each branch here will use the corresponding experience type: Army XP for mountaineers, Naval XP for Marines, and Air XP for paratroopers.

The number of branch specialisms you can pick is limited however: initially to 1. Some nations earn the early ability to unlock a second (and final) branch specialism in their focus trees, but all nations that reach major status (this condition may be relaxed) will eventually earn the right to pick their second branch during the progress of the war.

Why not all 3? The [Insert Country Here] military used all three of these!

Well, partly for balance reasons, and partly because these specialisms don’t represent the ability to use paras, mountaineers or marines, but the adoption of their capabilities as part of a military’s core doctrinal philosophy.

We also wanted these doctrine choices to do more than give you stat bonuses - although of course these will be present. We wanted the choices you make here to a) change how you consider designing your divisions, and b) potentially change how you actively use your special forces on a strategic level.

Mountaineers

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Initially, elevating the mountaineers will grant you a mountaineer supply usage reduction (decimal bug noted!), and some general special forces combat bonuses. Importantly, you’ll also unlock the Rangers support company: a more combat oriented alternative to mounted recon, with higher organization, bonuses in adverse terrain types, and which can be further specialized by the mountaineers branch specialism in the following two doctrines:

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Here you are making the choice to train your elite ranger companies in rough+hot or rough+winter terrain. I’ve added a Snow adjuster here (usable by mods, of course - although for performance reasons this does not extend to one adjuster per weather type I’m afraid) which means you can guarantee improved combat performance in your preferred terrain/weather type, and the support company now also exerts a division-wide buff to cold/hot acclimatization.

While I won’t go through each doctrine individually, we’re making use of the new battalion modifiers to adjust how you are incentivized to build divisions:

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Mountain artillery gives you a good reason to use artillery support in your mountaineer divisions, at the cost of a mutually exclusive choice with the following option:

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Balance subject to change, of course.

The final choice (and a choice which exists in each of the branch specialisms) is to decide between adopting your mountaineers as the core of your elite armed forces, or integrating them more widely:

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The new modifier ‘[Type] Special Forces Cap Contribution’ is a dynamic modifier that reduces the cap consumption of that special forces type, when counted against your cap. So, you’ll be able to support significantly more mountaineers, but not more paratroopers or marines.

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Here you’ll get bonuses that are more applicable to a wider array of circumstances. If you plan on unlocking and utilizing a second branch of special forces, this option might be more your cup of tea.

Marines

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The initial investment for the Marines branch will net you some similar small bonuses to special forces efficacy, a slight increase in naval invasion capacity (which can be acquired quite early), and you’ll unlock the Pioneers support company.

Pioneers are used here to represent marine-trained sappers and combat engineers, and will be an alternative to standard military engineers. They have increased offensive capability in notably hostile environments, and can be further specialized as shore parties or jungle climate specialists:

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The second mutually exclusive choice in the Marines tree is as below. If you want to go all-in on highly elite, more self-sufficient marines, you can go down the Marine Commando route. Marine commandos are a new line battalion that have the ability to perform quick hit & run naval invasions with an equally quick getaway plan - they no longer need to be at a port in order to exfiltrate. All battalions in a division must have this ability in order for it to function.

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Further down the tree you can capitalize on the hit & run playstyle:

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The alternative path will take you down a combined arms path, integrating more closely with other branches of your military:

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Paratroopers

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Elevating the paras will grant you tougher air transports, generally improved special forces, and the ability to field a small amount more paras.

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The first choice you will have to make is which paradrop effect you want to adopt. Aimed at disruption, the recon and sabotage doctrine will damage enemy constructions after a successful landing.

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Combat insertion is intended to augment well-planned general advances. If utilized carefully, this approach can put a hole in even the best fortified enemy frontline - however, the risk is high.

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It had to be done.


The mutually exclusive branches for paratroopers once again distinguish between a focus on paratrooper combat and support ability, or a wider combined-arms benefit:

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Make use of signals companies to coordinate a hasty defense after a drop.

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At the cost of increased training time, ensure that only the toughest recruits find their way to the paras.

Or choose to integrate the paras more traditionally into your armed forces:

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That’s all I have to show this time - as always, feedback on the details is encouraged; constructive criticism welcomed.

/Arheo
 
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Honestly I'm not German native speaker. I understand the Ranger concept for anglo saxon countries. Then we have Alpini (Italy) and Chasseurs Alpins (France).
For Spain probably Hunters. Germany/Austria I'm just referring to Special Forces.


When i understand was the german ranger the Jäger (hunter). But Germany get not the finish Jägerbonus. But there are many military branches they have Jäger in her descreption. Some was mountainers, other paratropper and other tankhunter. Self the SS has special untis too. The author from the willing flesh - Steiner the iron cross was in a light infantery: 101 Jäger Division.
 
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When i understand was the german ranger the Jäger (hunter). But Germany get not the finish Jägerbonus. But there are many military branches they have Jäger in her descreption. Some was mountainers, other paratropper and other tankhunter. Self the SS has special untis too. The author from the willing flesh - Steiner the iron cross was in a light infantery: 101 Jäger Division.
Jäger is a designation for light infantry. Any addition (Gebirgs-, Fallschirm-, etc.) describes additional skills or specialized training.

They are usually only very lightly motorized and mainly employed in difficult terrain such as woods and urban areas were mobility is less critical.
 
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I also suggest you read more on the Brandenburgers. The were special forces of the Abwehr (German Military Intelligence), not Army Rangers. They were trained to ground combat together with the (Heer) Grossdeutschland division, but Brandenburgers were mostly used on smaller scale operations. The Brandenburgers infiltrated and sabotaged, many of them spoke many languages, they were paradropped and they also formed a marine commando battalion. They fought on all fronts until Sept 1944, when Hitler ordered them converted to an Army Panzergrenadier Division, since in the aftermath of Operation Valkyrie he did not trust the Abwehr any more. After that what remained of the spec ops were transferred to the SS.

Yeah. I also feal that branderburgers are most closely represented in Espinage 7 spy system. Very small gorups, wery deep in enemy territory military/sabotage operations.
 
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I believe that certain very specific countries such as the USA could access the third unlockable branch of the special forces specialization from the very late game
 
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Maybe one base, one for being a major, and one for completing an air, land, and sea doctrine tree.
 
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Yeah. I also feal that branderburgers are most closely represented in Espinage 7 spy system. Very small gorups, wery deep in enemy territory military/sabotage operations.
There is A LOT more to them than just spying.

Here is the German Wiki for a brief overview: Wiki Brandenburger (deutsch)
Although the English Wiki is informative, I think that some of the critical information is missing, such as details on missions: Wiki Brandenburger (English)
 
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Sorry, something is still unclear to me: what's specific to new AAT DLC and what's to be included from generic 1.13 patch forward? I'm afraid adding new mechanic just for a DLC is not future proof, and the integration with rest of the game in future might suffer. We're still doing fine tuning with air war/BBA air designer, same with naval designers/MTG.
At least, when new mechanics (except focus trees maybe) get included in the main game, like infrastructure after NSB/1.11, everyone gets used to it but especially everyone's using it, so there's an incentive to debug and maintain the said new mechanics.
I think this response by @Arheo to whether the current special forces techs remain, answers it:
Only if you don’t own the expansion. The regular branch techs will persist though.
 
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Sorry, something is still unclear to me: what's specific to new AAT DLC and what's to be included from generic 1.13 patch forward? I'm afraid adding new mechanic just for a DLC is not future proof, and the integration with rest of the game in future might suffer. We're still doing fine tuning with air war/BBA air designer, same with naval designers/MTG.
At least, when new mechanics (except focus trees maybe) get included in the main game, like infrastructure after NSB/1.11, everyone gets used to it but especially everyone's using it, so there's an incentive to debug and maintain the said new mechanics.

As @bitmode has noticed, yes, this tree is DLC locked. Adding new mechanics in DLCs is a constant challenge to which I don't have a good solution. We've tried various methods of balancing free and dlc locked items over time, and each has its downsides. There isn't always a good solution where business and design meet, but you can't have one without the other.
 
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Eeeh... Ranger doesn't mean anything in many countries, besides UK/US and recently Canada/Ireland... Also, it seems ranger terrain is more varied, or focused on forest rather than mountains.
Mountaineers has a longer tradition I believe, especially in Europe. So maybe only for localized content?

It is just more generic name that would fit all regions of the world for land-based special forces. In Germany, they had Jägers (trans. Hunter/Ranger) in WW2 that were basically special forces infantry. In Finland, we had Jääkäri (derived from Jäger). Ranger is far from perfect word for the unit, but I can't come up with anything better - I just do think Mountaineer definitely isn't it.
 
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It is just more generic name that would fit all regions of the world for land-based special forces. In Germany, they had Jägers (trans. Hunter/Ranger) in WW2 that were basically special forces infantry. In Finland, we had Jääkäri (derived from Jäger). Ranger is far from perfect word for the unit, but I can't come up with anything better - I just do think Mountaineer definitely isn't it.
In the USSR, special forces were not called Rangers. This is OSNAZ (GRU). Sabotage reconnaissance groups of the NKVD. And the Northern Fleet had the 181st Special Reconnaissance Detachment, a deep reconnaissance detachment that conducted reconnaissance and sabotage operations in Norway (delivered to Norway by parachute or submarine)
 
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Why why why is there so much opposition to individual special forces caps at Paradox?
The general cap encourages too much min maxingr ather than running all 3 types of spec ops with the possibility of somewhat optimizing one of them.
I'd love the ability to use and improve all three and IRL every major used all types of spec ops to some extent with varying success.
 
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Why why why is there so much opposition to individual special forces caps at Paradox?
The general cap encourages too much min maxingr ather than running all 3 types of spec ops with the possibility of somewhat optimizing one of them.
I'd love the ability to use and improve all three and IRL every major used all types of spec ops to some extent with varying success.

That blocker is entirely psychological. I'd wager that a combined arms offensive of statistically disadvantaged divisions would beat a brute force offensive of 'min-maxed' divisions. This approach allows you to do either.
 
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It is just more generic name that would fit all regions of the world for land-based special forces. In Germany, they had Jägers (trans. Hunter/Ranger) in WW2 that were basically special forces infantry. In Finland, we had Jääkäri (derived from Jäger). Ranger is far from perfect word for the unit, but I can't come up with anything better - I just do think Mountaineer definitely isn't it.
And I think the world is not unified: I understand armies each have their own legacy, why mimic the American one? I like what PDX does with recent DLCs: they use localized content, even in English, for nation specific forces. For example Alpini, etc...
I understand "Mountaineer" doesn't talk to everyone, so land/sea/air special force, with for the former bonus as mountaineers or as rangers, as described in the DD, makes complete sense to me.
 
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As @bitmode has noticed, yes, this tree is DLC locked. Adding new mechanics in DLCs is a constant challenge to which I don't have a good solution. We've tried various methods of balancing free and dlc locked items over time, and each has its downsides. There isn't always a good solution where business and design meet, but you can't have one without the other.
I see what you mean. Well, you also have a die-hard community, buying each and every DLC, but whose bugs get more and more complicated (and timely) to solve, as each year there's more variety and rules.
Maybe you can decide to merge some mechanics into the main branch, after some years (3?)? I don't think fans would mind, but I hope sales wouldn't suffer from it.
 
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There is A LOT more to them than just spying.

Here is the German Wiki for a brief overview: Wiki Brandenburger (deutsch)
Although the English Wiki is informative, I think that some of the critical information is missing, such as details on missions: Wiki Brandenburger (English)

I know that. I was roleplaying Brandenburgs many years ago. But in general they were very small groups, not division level until they were merged with the main army later in the war. Neat infiltration stuff early on, and thats is why I did consider them like aggressive spy/commando stuff, more like pure military organison. Matter of interpreting I supose.
 
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When i understand you correct there are will with the marines doctrines two different pioneers? Will regular infantry and marines use both? Or only marines can use both? What is with the officer corps engineering corps and elevating engineering corps?
 
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And I think the world is not unified: I understand armies each have their own legacy, why mimic the American one? I like what PDX does with recent DLCs: they use localized content, even in English, for nation specific forces. For example Alpini, etc...
I understand "Mountaineer" doesn't talk to everyone, so land/sea/air special force, with for the former bonus as mountaineers or as rangers, as described in the DD, makes complete sense to me.
The USA also has mountaineers, the 10th Mountain Division, formed in 1943, fought in the Italian mountains during WWII.
 
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Looks good! I hope this makes paratroopers in combat viable aside from meme strats like 2 width capitulating the entire country. I look forward to my very own VDV (but actually successful).
 
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Although I'm a little disappointed that Special Forces changes will be closed beyond the DLC. I don't play the Scandinavian countries and have no interest in playing them after the changes. But the most interesting (for me) and important is hidden behind the DLC. So paying the full cost of the DLC for the sake of Special Forces makes me dissonance.
 
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I have been looking forward to reading up on these coming changes. This expansion is setting out to be major upgrade for the game. Great.

One question though. Will the new marine engineers still be affected by the "Elevated Engineering Corps" Spirit of the Army?
 
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