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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!
 
Will this help them shoot down missiles?
It lets them build planes and tanks out of glorious Nippon steel, folded a thousand times.
 
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.
He did say that there were 3 types of traits: The earned ones that we are (mostly) familiar with like mountaineer, desert rat, etc. The learned ones that are (mostly) new or modified. And the Field Marshal traits that are only available to (you guessed it) Field Marshals, which I think are a mix of the two. So some of the traits come from experience (where you fight), some are learned/trained (go back to the academy for advanced training).
 
If the generals can be sick or even be captured or killed , that mean that there are gonna be a system of HQ ?
And hopefully an option to have leaders killed? Seriously, there hasn't been a strategy game where I didn't want to hang at least one of my admirals for doing something abhorrently stupid...

I mean, uh... post-civil war mechanics! You can choose to execute former rebels, or integrate them into your forces again! Of course, their loyalty may be in question unless they prove they can be trusted...
 
I love the new general system, it's going to add a lot more interest to my games.

I have one question though, are rockets ever going to buffed? It may just be that I am using them wrongly but they just feel like they do nothing and aren't even worth making.

Happy holidays from the UK!
 
And hopefully an option to have leaders killed? Seriously, there hasn't been a strategy game where I didn't want to hang at least one of my admirals for doing something abhorrently stupid...

I mean, uh... post-civil war mechanics! You can choose to execute former rebels, or integrate them into your forces again! Of course, their loyalty may be in question unless they prove they can be trusted...

Or even Stauffenberg style leadership challenges from your generals??
 
I can't wait for the DLC and Cornflakes. Read all of the dd's and can't think of anything that didn't sound like improvements to one facet or another of the game.
Most of all, sounds like more choices and variations, and personally I love the CoC, generals/marshal upgrades, and division namelists.
Those are kind of immersion pet peeves of mine. It has been fun researching and modding more leaders, hope the update doesn't totally wipe out all that work.
Eagerly awaiting the dd's that will cover mods and ai updates, hope the ai gets better building less of better units instead of way too many small weak units.

If we can't get the DLC in time for whatever-holiday-you-may-celebrate in December would it be possible to see the Cornflakes patch ?
 
It’s nice and all and I’m gonna buy this dlc, but I’m expecting the white peace button to be fixed in this patch, I wanna play as Ireland and annex northern ireland without have to take London, and I want to have an Indian civil war without having the other side to go to war with the allies for the entire game.
Unless I am missing something, White Peace is not broken (it just isn't doing what you want it to). White Peace (in this game, and in real life for that matter) means that you want to go back to the way things were. What you want is peace talks or a conditional peace agreement, which isn't total war, and isn't covered by this game.
 
And much more like Chiang Kai-Shek sending his telegrams telling one of his MG crews to move forward 50 meters. That is true COMMAND POWER.:D

Or giving this one battalion all the mortars, while everyone looks on enviously as they try to stop the Japanese artillerymen with bullets. KMT logistics, everybody! *

* Does not apply to the CEF and X Force in Burma, who are so well-supplied they honestly can't worry about the Japanese, but focus on tropical disease instead.
 
I'm a bit late to the party, but here goes....

Are we ever going to get to a stage where General Traits and Field Marshall traits stop being useless when the officer in question is promoted/demoted?
 
Sounds like fun...

And half of the mortars may be defective. Quality equipment design!

Expect more casualties during mortar company training. Joy.
 
I'm a bit late to the party, but here goes....

Are we ever going to get to a stage where General Traits and Field Marshall traits stop being useless when the officer in question is promoted/demoted?

They did say that generals won't lose their traits when getting promoted, and based on the the diary it would seem like they are trying to make each choice of general more unique/important.
 
They did say that generals won't lose their traits when getting promoted, and based on the the diary it would seem like they are trying to make each choice of general more unique/important.

I may be wrong but I swear that they already don't lose their traits although they used to. They just don't apply. Like I don't expect you being able to apply the generals buffs on 24+ units but watered down versions would be useful.