• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Showing developer posts only. Show all posts in this thread.

C0RAX

HOI4 Game Designer
Paradox Staff
97 Badges
Jul 21, 2015
584
7.699
  • Hearts of Iron 4: Arms Against Tyranny
  • Hearts of Iron IV: By Blood Alone
  • Battle for Bosporus
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Semper Fi
  • Cities in Motion 2
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II
  • For the Motherland
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Europa Universalis IV: Dharma
  • Imperator: Rome Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Expansion Pass
  • Age of Wonders III
  • Hearts of Iron IV: No Step Back
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome Sign Up
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III: Royal Edition
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Stellaris: Galaxy Edition
  • Europa Universalis IV
  • Cities: Skylines
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
Hello there C0RAX, here!

For my first HoI dev diary, I’m here to show you the second part of the Officer Corps, a new way of personalising your military that will be included as part of No Step Back and the Barbarossa update.

In the last dev diary we explained how we want to allow you to specialise your military branches with the leadership and advisors. Today we bring to you some new features that allow you to customise how your military operates, and act as a further use for the new sources of branch experience that were hinted at last week.

You may have been wondering what all those shiny boxes with emblems were for. I'm here to tell you they are the new Officer Corps Spirits.

Spirits are a new way to specialise your military, generals and even help your division designs. Each branch has multiple categories for its spirits that affect different aspects of the way they operate. Here I have shown you the spirits of the army which provide bonuses to designing divisions or operating armies. Of course this category has analogs for both the air and navy branches.

0.png


Now we have the more direct combat effect level spirits that let you improve specific parts of your units to best match your strategy. These also let you conduct some historical moves that previously were quite hard such as using your capital ships as surface raiders without screens. And for those keen eyed readers, yes the division spirits provide tactics weight increases if you also have them selected as your preferred tactic which we will get to shortly.

1.png



2.png



Finally we have the final category for the army and navy branches, the academy spirits. Previously generating commanders was a purely random chance. Now with the academy spirits you can tailor this toward specific personality traits along with helping you generals progress in a particular direction. For the above image you can also see the new engineer officer personality trait that provides bonuses to xp generation for the engineer trait. This works in tandem with the advisor promotion mentioned last week, and adds another dimension towards tailoring your officer corps from the very beginning.

3.png


With the new spirits some are limited by either your political ideology or doctrines and so you will have to take this into account when deciding the strategy of your officers corps.

4.png


The final part of this week's dev diary brings us to preferred tactics. This new feature provides you with a tool to influence the likelihood of a specific tactic being used in combat allowing you to increase the chance of getting that favorable matchup in battle or possibly the perfect counter.

This simulates a doctrinal emphasis on doing battle in a specific way; but can also provide a tool that can be used to counter a strongly themed force.

5.png


The new window will help show you all the tactics you have unlocked from doctrines and see what effect they have on the battle. If you combine this preferred tactic with your division spirit bonus you will double the effectiveness of the tactic preference so unifying your strategic direction will help you get the most out of the officer corps.

Well that's all for this week comrades, see you at the front. C0RAX
 
  • 192Like
  • 61Love
  • 24
  • 9
  • 3
Reactions:
I cannot explain how cool all of this is! couple questions regarding it all though - anyway we could see all the new spirits and what they do? And which ones are ideology locked/doctrine locked, if that's not going to be touched on in the future of course?

There are a lot to cover, so we might show some off in future. For today, you can see the glorious USA unique spirit:

Untitled.png
 
  • 73Haha
  • 16Love
  • 13Like
  • 3
Reactions:
How will this impact modders' national spirits? Will we simply have to flag them as army/navy/academy spirits, or something else entirely?
This is a separate system actually so regular spirits still work
 
  • 24
  • 17Like
  • 2Love
Reactions:
can you show us examples of the ideologically locked spirits?
As I missed providing an example of that yes here is a communist only spirit
Screenshot_1.png

Do the little icons with numbers show all army buff (and/or debuffs) from stuff like spirits, doctrines, and the new army spirits?
yes they show all the current modifiers for each branch
 
Last edited:
  • 25Like
  • 13
  • 12Love
  • 1Haha
Reactions:
75% cost reduction for ships and airplanes sounds kind of scary.
And usefulness of 20% positioning without screens is how much, exactly (especially compared against other options)?
As with all dev diaries, values are subject to change.
While the idea is good, by how much does it increase weight, exactly? Is it only a single choice?
You can prefer one tactic and the base weight is doubled, if you also have the corresponding division spirit the base weight will be tripled. So if a base weight is 4, it will be 8 when preferred, and 12 with the spirit and preferred. commander and battle specific weights are added on as normal.
 
  • 39
  • 7Like
  • 1Love
Reactions: