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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!
 
Can you guys please add the ability to kill or capture leaders when their whole army gets destroyed in an encirclement or historic deaths of generals?

Generals were flown out under cover of night. Or will you have to micro a single transport plane onto an airfield and then move it back manually to your capital?
 
@podcat

This looks really good. Would it be possible to have some personality traits hidden. Such as rash or cowardly. These would affect the generals combat abilities but something that a player should not really know about. they might be able to figure it out over time.

Rash=more casualties or something along those lines
cowardly=more likely to retreat or hesitant to advance
inefficient= higher supply usage

etc.

Hidden things are tricky. People will either be confused or look up script files etc. I think for a quite different game than HOI it would work, but something like this would be too different I think.

Perhaps traits regarding the popularity of the leader as well? If a general gets a lot of men encircled/killed, his command might suffer loss of morale and seek his replacement

We are sort of dipping our toes into roleplay with characters here. We will see if people like it. I would like to do more stuff like this but its a bit different from core HOI.

Podcat can you tell us what the four symbols (crossing swords, shield, etc stand for). I'm guessing attack, defense?
Oh, didnt we cover that in one of the first diaries on chain of command? We split upp skill level in 4 values: attack, defense, planning, logistics to make leaders more different and interesting
 
Oh, didnt we cover that in one of the first diaries on chain of command? We split upp skill level in 4 values: attack, defense, planning, logistics to make leaders more different and interesting
Can these skills be improved through combat/training or changed through an event or decision command? Sorry if this was answered in the old dev diary thread.
 
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.

Was in AoD as "Victory or Valhalla".

Probing Attack - Divisions can launch attacks without losing entrenchment, but have a penalty to attack while doing so.

Kind of was in AoD in the form of artillery bombardment attacks, though I don't remember if that removed your own dig-in bonus.

Siege Artillery - Combat bonus vs fortifications and also increases damage to the fortifications themselves substantially.

Was in AoD as the aforementioned attacks as well as railway artillery units. Railway guns/heavy artillery also existed as brigade attachments in at least DH, maybe HoI2 and /or AoD as well. Not to mention in various HoI2 and 3 mods.

Extra supplies - Increases the time troops can be without supplies before suffering penalties.

Was in HoI2, its spin-offs and I think HoI1.

traits and skill levels for your field marshals transfer down as well to your divisions, but at a reduced rate

Was in HoI3.

Over the past year I've noticed a similar trend to that of HoI3's expansions: old features from previous paid content are returning but in a sense we have to pay for them again (us that have been around here for long enough anyway). But while I think each iteration in a series should include and expand upon the good features of its predecessors, and have all said features in at release, I do acknowledge that development resources are limited and members of the team change etc. You end up with people who have no clue about previous HoIs and thus end up spending resources reinventing the wheel instead of just looking at past HoIs for ideas.

That being said though, this expansion does feature a lot of good new stuff too, so I'd say it's worth the money. Definitely more so than some of the previous HoI expansions/DLCs.

Ps. Multiple tiers of a trait was already in BlackICE for HoI3, but that was free content. :p

EDIT: Judging by the dislikes this probably came off as unappreciative of PDX's work on HoI4. That was not my intention.
 
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Whoa excellent edition to what looks like a great patch/dlc depending on which one you get. Love the new leader detail page :), I'm certainly going to get lost in the roleplaying with my German generals :). The only sad thing about this patch/dlc is we have to wait till the far side of Christmas :(.
 
Cool, but I hope the dlc will also include performance improvements to compensate for the increased data-flow through these features.
 
We are sort of dipping our toes into roleplay with characters here. We will see if people like it. I would like to do more stuff like this but its a bit different from core HOI.


As far as I'm concerned you can dip up to your chest in the role playing with the character's I like the direction it's going plus one from me. ;)
 
I still think that the current model of Field Marshal's commanding 5 generals and generals commanding 24 divisions is... a lot.

Even with all these new options, I foresee the most reasonable strategy will remain to get your best generals leveled up early and then keep them commanding for the rest of the game. Germany has something like 30 generals but who uses half of them? Or even two thirds? The way XP is gained, you DON'T want to specialize your generals... you want them commanding as many divisions as possible.

I think it might be better if XP and traits are gained, to some extent, if the general's total command is completely engaged. IE; If I put 4 divisions under a guy in Southeast Asia and all of them are in battle, he gets the Jungle Fighter trait faster than a general with 6 of his 24 divisions fighting in the rainforest.

Maybe... I dunno. I just think it's a shame for all those generals to collect dust.
 
The leader customiziation was something I wished for long ago but I'm very sceptical about the new orders. They somehow don't seem to fit with me for a grand strategy game.
 
That being said, it still does seem a little weird. Even with the medal analogy, it feels a bit Pavlovian Dog ("I gots a shiny medal for leading the tanks! Imma get reel gud at tanks now! and then more shinies!"). Then again, maybe thats how the military actually works. I wouldn't know :confused:

To which Napoleon remarked,

"A soldier will fight long and hard for a bit of colored ribbon."

napoleon.jpg
 
Noooo, it's more Mana

I personally don't like the Red Phone that much. The new options to influnce your troops seems nice, but I don't wuite like this kind of implimantation
 
Looks very nice, but i noticed in the stream that you could just asign Field Marshals to controll armies instead of them being exclusively used for Army groups. I think that Field Marshals should only be able to controll Army groups not Armies. If they are allowed to controll armies then we will just do what we did before, draw a line and charge towards moscow.
 
I like the traits, but the command points feel like way too much abstraction (and that comes from someone who has no problem with mana points in EU4)...
 
You end up with people who have no clue about previous HoIs and thus end up spending resources reinventing the wheel instead of just looking at past HoIs for ideas.
Ideas are cheap. The design, testing, documentation and implementation of algorithms are what eats up development time in software engineering by the month.
 
Ideas are cheap. The design, testing, documentation and implementation of algorithms are what eats up development time in software engineering by the month.
That's true. But I mean a lot of the features they're putting into HoI4 through expansions were in AoD at release, and that came out almost 8 years ago. I think they could've taken some inspiration from there in all this time had they bothered to check it out, instead of reinventing the wheel.