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HoI 4 Dev Diary - Leaders, abilities and Traits

Hi everyone and sorry about the late diary (Swedish winter is heavy on sickness attrition!). Today we are going to talk about military leaders and how they can now grow and be tailored to your needs!

Traits and Leader Details
When we added the chain of command feature to Waking the Tiger we wanted to make sure players care more about their generals and field marshals and feel like they grow and level up. We also wanted to add more personality to leaders. To accomplish this we now have several kinds of traits. The old traits you are familiar with are now called Earnable Traits. Something you gain by doing something, like earning the “Desert Fox” trait by fighting in the desert. Then there are General Traits which are something you select yourself to assign to leaders. These will have prerequisites of different kinds. There are also Field Marshal Traits - which unsurprisingly only apply to field marshals (remember, field marshals with Waking the Tiger now lead other leaders). Finally, there are background or Personality Traits as well. As you can see in the picture below, Manstein has a background as a Brilliant Strategist, which increases his base stats.
manstein.jpg


We are still working on the personality traits, so I won't go into too much detail on them just yet. Usually they affect the leader’s base stats or make certain traits easier to gain (so someone with a background in tanks might be quicker to pick up the “Panzer Leader” trait). We also use these to model change in nations like the “Samurai Lineage” one (more on that once we cover Japan). We also have some “status” traits like “Wounded” where a leader may be left at lower capacity after an ill fated combat or “Sick”, which can be gained by trying to develop a video game in Sweden during the winter or by staying in high-attrition areas for a prolonged time.

To make managing easier we have also updated to leader selection screen so that you can sort and filter easier (type “Panzer” in the quick search field will get you all panzer related leaders for example).
leader_selector.jpg


Bonuses from traits and skill levels for your field marshals transfer down as well to your divisions, but at a reduced rate (right now you get 50% of the bonus, but no number is final) and you no longer lose your general traits when you promote to field marshal. When it comes to slots for assignable traits those are gained as your leader levels up.

“The Red Phone”
Many of you may have been wondering about the new topbar icon and it’s finally time to start talking about it today. It’s a new resource called Command Power and it symbolizes the ability of the government to go in and directly mess with the military - much like Hitler would use his red phone to bypass chain of command or prioritize things. Command power is used for promoting generals, taking certain military related decisions, managing air supply, assigning traits to generals who qualify and using command power abilities to affect divisions. There are also two more features that use them we will cover in future diaries.

These command power abilities are mostly unlocked by traits and apply to divisions under the general. They cost command power to trigger and run for a certain amount of time giving bonuses or other effects which offer up some neat new tactics.
command_powers.jpg

Here is a breakdown of the abilities:

Force Attack - Units gain attack bonuses, take no org damage while attacking, but take increased strength damage. They are also unable to retreat from attacks when this is active. As the active units take damage this will also hurt your nation’s war support.
Last Stand - Similar to Force Attack but when on defense. Use it if you must absolutely hold somewhere no matter what while attacking elsewhere. We also have some national flavor version of these for China and Japan.
Probing Attack - Divisions can launch attacks without losing entrenchment, but have a penalty to attack while doing so.
Staff Office Plan - Increases planning speed for the cases when you need to finish and launch a new plan quickly.
Siege Artillery - Combat bonus vs fortifications and also increases damage to the fortifications themselves substantially.
Glider Planes - Used in combination with paratroopers they let you drop more paras per transport and give them a boost to organization and defense towards enemy AA.
Makeshift bridges - Gives a substantial reduction to the river crossing penalty.
Extra supplies - Increases the time troops can be without supplies before suffering penalties.
Naval Assault Plan - Cuts down time needed to complete preparations for naval invasions.

Command power abilities, assignable traits and the new leader details view are part of the DLC. Most of the personality/background traits are part of the 1.5 “Cornflakes” update.

Next week we are going to, among other things, talk about how to make your troops deal with harsh weather. See you then!
 
Not sure about that, or how strict this is (not to mention the engine was licensed by PDX to the mod/dev team for AoD). Just look at stuff like DotA 2, its heroes are extremely similar to the ones of DotA 1 (for obvious reasons), but there haven't been any license issues with Blizzard which still owns copyright to it (by virtue of it being their game it was based on). If the big boys like Blizzard and Valve don't go duke it out, I hardly think a mod-team-turned-dev goes to court with the company that allowed them to make the game in the first place.

I think the IP law mostly protects code, how an idea was implemented in the software. It's not like you can copyright say "Nazi Germany" and sue every WW2 game.

But that would get back to the initial condition of: old engine, different base mechanics. It's an added layer that they can't just go in and rip off the idea.
 
Overall this looks really really good. However I do agree that Siege Art and Gliders seems a bit odd to use as a special command. Maybe they could be produced and then assigned to an Army or Army Group? And that would give that Army the ability to use the Siege Art och glider command?
 
It doesn't necessarily represent only travel time, but also setting up staff, command structure, getting to know troops etc. All of which can take much longer than measly 30 days.

Problem is that with the current model you simply move the troops instead of the leader and he gets control of them instantly anyway. Or you have to put the timer on moving troops between armies or armies between theaters as well.
 
Minor thing about German grammar in the Unit DIvision names: One of them is called "Thüringisches Division", it should either be Thüringische Division or Thüringer Division, the first one is incase of an adjective, since Division is female in german, so the -es Suffix doesnt work, since its for neutral words and the second one would be incase of both words being Nouns and Thüringer reffering to a place (similar to the sausage Thüringer Rostbratwurst)

Noticed that too, Paradox Pls Fix.
 
Many german officers and generals have been prisoners of war, even as early as 1942 in the UK, notably Trent park.
Friedrich Paulus was a russian prisoner of war, and so have many until the end of the war in 1945.

Talking about the game, I don't see a problem having to micro them out, but it's always silly when your army gets encircled and destroyed, and generals coming out unscathed even though you didnt own an airfield in that region or anything the likes.
Paulus is pretty much the only famous name, and that has to do with Stalingrad not being just another pocket.

Better ask how many Soviet commanders were captured during crushing defeats of 1941-1942. Vlasov seem like the only notable name, and not for his skill.
Evacuation of leadership was done for just about any large encirclement. Odessa, Sevastopol, Kiev, and so forth.
 
Hi, would be possible to have Armies Templates (like in EU4), for example: I want to build various armies with 6 inf div, 6 mob inf div, 4 tank div so I just select to build that template and it already designate them when they are deployed. Would be really useful to have something like this, thanks.
 
I absolutely love these new features and ideas! And I'm hyped for the new attrition diary next week, can't wait until germany actually has to plan ahead for the russian winter
 
Probably not the place to mention it, but I would really lose to see a custom start option like in HOI III TFH, you know just deleting all my troops and navy, resetting all the techs and then building everything back out the way I would like to have it done.
 
Similarly a "breakout" order for units inside a pocket to attack outwards in all directions would also be nice.

Not against the idea per se, however, attacking 'out' in all directions is generally counterproductive. Perhaps initially you could probe in all directions, but ultimately the effort needs to be directed toward your own lines else it becomes meaningless for prolonged lack of supply.
 
I like the direction where the DLC is going. Even though like others have said, I agree that you should not be able to pick the trait improvement for your leader. These traits should come from the experiences they received from their battles.
There are chosen traits and earned traits. Learning to fight in specific conditions or lead certain generic troops is automatically earned. I imagine things like the specialization for tanks or combined arms is simulating the officer being sent to special training