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HoI4 Dev Diary - Officer Corps Recap & AI Improvements

Hi all, and welcome back to today’s developer diary!

It can be very easy to get super-focused on details when looking at individual systems or parts of features - something we often tend to do when writing developer diaries. Each week, we’re going to give you an overview of a core system that we’ve so far introduced in parts, and will include all of the changes we’ve made to that system over the course of development, since we first looked at it.

In addition to this, we’ll also take a look at some changes coming to the AI in No Step Back, so if that’s more your jam, feel free to skip to the end ;D

We’ll begin with an overview of the Officer Corps:

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This image represents a near-final take on what the office corps screen will look like.

As you can see, the branch chiefs, theorist, and military high command have found their way to the officer corps screen, though for ease of access you may still view and appoint them in the country overview screen like before. This kind of change is the sort of thing that comes up during playtesting - while it made sense to collect similar things together, there was no good reason to change the player’s flow expectations.

The manner in which you’ll appoint advisors has changed a bit. We decided during the officer corps development process, to make a bigger deal out of the advisor ‘level’ (specialist, expert, genius) that all non-theorist advisors possess. In addition to adding a flat command power allocation (reduction of max command power) which is reduced by high advisor ranks, political power costs are raised by having a higher rank advisor.

Branch advisors now grant daily experience gain, meaning stacking your command cadre well is vitally important to the pre-war development of your military. To add to the choices, doctrines now cost experience rather than being something you spend a research line on:

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For owners of No Step Back, military branches also possess several specialization options in the form of Military Spirits, which are also unlocked with experience:

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We found during development that less was more when it came to creating a tightly balanced set of choices, and we’ve limited the number of options in each category to around six, with each category being strongly themed around Academy, Military Service, and Command.

To add slightly more nuance to choices here, we ensured that several options in each category would be made available based on situational factors - ideology, doctrine branch, and in rare cases, country choice, can all make new choices available.

The most important part of cultivating a strong officer corps, is the ability to give your trusted commanders advisory roles. Commander traits earned in active combat can make your characters eligible for specific advisory roles:

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Characters promoted to advisory duties this way will continue to advance their advisory rank as their commander level increases - a highly experienced field commander will grow from specialist to genius over the course of their career.

Lastly, we are introducing the preferred tactics weighting system. This allows you to set a national, field marshal, and commander-level preferred tactic, which will weight the chances of picking said tactic in a combat situation. While the national preferred tactic can be switched out for a cost, selecting a preferred tactic for your commanders and field marshals is something that remains a permanent choice, representing their adherence to a particular doctrinal theory.

Of course, a host of minor changes accompany the officer corps, including new alerts, better resource tooltips, and adding some of this information into intel ledgers for opponent countries.

The AI

And now, on to a topic that is sure not to evoke strong opinions from anybody here: the AI.

During the development of La Resistance, work was begun on adding additional tools through an imgui that allow modders and users to see various internal data. In NSB, a significant amount of time was spent adding to this tooling and providing support for future AI development, as well as laying the groundwork for easier iteration on AI behaviour and more.

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One of our new in-game tools for assessing AI font priorities. These tools will be available for modders, who can continue to fine-tune AI for their own needs through the use of strategies and defines. Here, you can see that the AI has evaluated the topmost defense order as desiring a minimum of 7 divisions, an 'ideal' count of 8, and a maximum count of 50. Defense orders tend to fluctuate quite heavily in 'ideal' unit counts: they tend to be quite elastic to make up for units not needed elsewhere.

While much of the work done here was investment for the future, we’ve also made some pretty big changes to the way the AI evaluates where it commits its troops and more.

While it can be hard to indicate objective improvements in terms of AI, there are several key areas we aimed to improve for this release:

Use of specialized divisions - the AI for assigning armor and special forces to appropriate fronts has received some improvement. The practical upshot of this means you ought to see fewer armor divisions assigned to inappropriate orders (garrisons, pure defensive lines etc), and mountaineers used in frontlines that have the right terrain types.

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Did I mention the AI likes tanks?

Unit weight distribution - combined with the new supply system, the AI evaluation of where to put units has been totally overhauled. In practical terms, this is likely to manifest as seeing the AI commit more troops to defend key areas (ports & coasts), care more about the active supply situation on frontlines, and provide something slightly resembling a defense in depth for their own core territory, even during active frontline pushes elsewhere.


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You can see that the AI considers supply carefully when assessing front unit distribution. There are certain circumstances in which the logical supply capacity of a front can be exceeded by the AI - notably when a defensive frontline is facing a numerically superior foe, or when the AI determines that it needs to win a war fast.

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Once Moscow has fallen, the supply situation can get pretty dire as you push east.

Naval Invasions - logic for AI naval invasions has seen significant improvement. You should be encountering larger, less frequent naval invasions overall. The Ai will try to take advantage of weak points in coastal defences, and generally be more keen to invade to support theaters. This got so scary we had to turn the new capabilities down several times (of course, these can be tuned back up).

Counters - while it can be difficult to determine a ‘right’ time to switch templates or create a specialized template, we’ve improved logic for majors utilizing specialized divisions such as Tank Destroyers in relevant circumstances. You should see the AI care a little more about what you throw at it.

Buffer Fronts - Several AI strategies now involve the use of buffer fronts. These are specially defined area defense orders which will request a proportion of national divisions to man them. Where these differ from regular garrison orders, is that these fronts will ‘loan’ their unit distribution counts to nearby fronts or invasion orders.

For example, the heatmap below show the distribution of US troops several months prior to Overlord. The troops stationed in Alexandria and the UK are using buffer fronts, which will supply frontlines in europe, in order to avoid having to relocate troops from much further away. Here you can see the (somewhat anachronistic) defense of Greek territory being supplied by the buffer front in Alexandria, which is in turn supplied with divisions from the US mainland (arriving through the Mediterranean).


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The locations and weightings of these are instructional only.
 
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How much will the ai actually push with armor now? I see that they will no longer use them for garrisons, etc. But will the ai use armor to punch holes in the front lines?
 
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I really like how this sounds like modders will be given more ability to both influence AI behavior and see how that works. Honestly, the absolute best thing PDX could do for the AI in its games would be to make all of its AI controlling stuff fully accessible and exposed to modders, because we all know that if that was the case, some modder would spend like 7K hours finding ways to make it better, and then PDX could just integrate that.
 
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Any changes to the naval AI, or more broadly the ship designer system? I'm working on a mod for it right now, and I'd like to know how much is going to break when the update hits.
 
Hi Arheo, these changes to the AI do look quite promising, especially the buffer fronts.

I have some questions however:

- Will you change/tweak some numbers in the doctrines themselves to make the other ones besides Superior Firepower more viable?

- Will you buff/change the field hospital to make it a viable choice?

- Is there an ETA for a planned release or at least some kind of road-map for the remaining dev diaries? Can we even count on a 2021 release or should we be looking towards 2022 now?


Also i have been away for the past week which is why i could not ask questions in the Poland AAR dev diary. So allow me to tag @CraniumMuppet to ask some (i don't now what the chance is they will get answered in the old dev diary, if it is more appropriate i'll ask them there):

- I saw you used generic generals after your 6th or 7th historical one. Does Poland get more than that or is there reason for your decision? Although maybe it's because of the fact you took the Army spirit to increase Brilliant Strategist chance.
As some important ones are missing so far like
Gen. Thommée (reorganized the Lodz Army group after his superior fled, lost the fewest men in his Army group until he took command of it and held Modlin Fortress untill the end of September),
Gen. Boruta-Spiechowicz (Has a cool hat, commanded his own operational group of Podhale mountaineers),
[Already in game as an advisor]: Gen. Maczek (liberator of Breda),
[Already in game as an advisor]: Adm. Unrug (Operational Commander of the Polish Navy)

If they are indeed missing and some of you had the time to do it would be a very appreciated and important addition. I remember seeing Gen. Kutrzeba in one of the earlier screenshots thats why i assume he is still included.

- Zygmunt Bohusz-Szyszko, the military high-command guy you install, uses a generic portrait in your AAR eventhough he has one currently in game. This is a bug or something, right?

- Will it be possible to access Gdansk (remove the international city modifier, basically crushing the local NSDAP branch) after you do the Gdynia route in the focus tree, after you for example beat the Germans?

- Do some of the leaders get traits like President Moscicki or the alt-history ones because so far none of them have been shown (except Karol Olbracht).

Cheers!
 
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I really like how this sounds like modders will be given more ability to both influence AI behavior and see how that works. Honestly, the absolute best thing PDX could do for the AI in its games would be to make all of its AI controlling stuff fully accessible and exposed to modders, because we all know that if that was the case, some modder would spend like 7K hours finding ways to make it better, and then PDX could just integrate that.
I mean the files in the ai_strategy folder are available, and there are plenty of AI-related defines.
 
Naval Invasions - logic for AI naval invasions has seen significant improvement. You should be encountering larger, less frequent naval invasions overall. The Ai will try to take advantage of weak points in coastal defences, and generally be more keen to invade to support theaters. This got so scary we had to turn the new capabilities down several times (of course, these can be tuned back up)
Wait, how scary?
Just threatening type of scary, or sentience levels of scary?
 
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Thx @Arheo for this pretty insightful DD! I consider it the best for NSB as of yet as you take a look at some of the more general issues the game overall has. Apparently quite a few seem to finally get adressed. Keep up that great work!

However, a bunch of questions about bugs / game mechanics in the current state remain. To name just a few that really bug me:

1) will we finally see carrier planes of all types and land based planes go against each other directly?
2) will carrier borne CAS become more useful in naval combat?
3) will there be some measure against the bombing whackamole? E.g.: Some automatism that allows planes set to defend not being limited to just 1 air region they operate in or something against AI constantly shifting target air regions?
4) will generating generals still cost PP or is it possible that this gets (at least partly shifted) towards command power?

I know that these is not centered around NSB in particular, but AFAIK the community has been longing for solutions for a very long time already.




This is if a player US decides to not invest in the Pacific, but historically the US sent the vast majority of its naval resources to the Pacific. RN the US AI is scripted to send all available resources to Europe, which seems odd because they usually start off 1V1 against Japan and tend to do quite well, but once they join the Allies they suddenly cease all activity in the Pacific. The solution would be to have the US send all available land and air resources to Europe, while its navy continues to hold the Pacific.

As far as i perceive it, AI US abandoning the pacific theatre was a makeshift solution by game development to AI JAP wrecking itself by starting the war in the pacific at all. As is, AI JAP is unable to actually face any US naval power and does therefore not go for a historical pacific expansion if being confronted with any kind of serious opposition.

It would of course be nice to see improvement on that area of "AI front" coming along with the update. :cool:
 
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Codrenau was already confirmed by a dev last year to be in the next major update after BftB so yes
So you think we'll see a (slight) rework of the Romanian focus tree still in this patch?
 
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Naval Invasions - logic for AI naval invasions has seen significant improvement. You should be encountering larger, less frequent naval invasions overall. The Ai will try to take advantage of weak points in coastal defences, and generally be more keen to invade to support theaters. This got so scary we had to turn the new capabilities down several times (of course, these can be tuned back up).
Great news on this, only issues I have with Naval invasions still is that when playing as the Allies my D-Day tends to be spoiled by earlier naval invasions by either the UK if I’m the USA or by the USA if I’m the UK. Probably not for this patch but would it be possible in the future that if you’re faction leader you can maybe tell the other members not to launch a naval invasion against someone?
 
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As far as i perceive it, AI US abandoning the pacific theatre was a makeshift solution by game development to AI JAP wrecking itself by starting the war in the pacific at all. As is, AI JAP is unable to actually face any US naval power and does therefore not go for a historical pacific expansion if being confronted with any kind of serious opposition.

Then this would require the devs to relook at the Pacific War for both the AI and possible other things to give Japan a temprorary buff against the US, so they can on historical, reach their historical limits and possibly test them.
 
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Yes, it´s a big first Refit from the full Game and all existing DLCs. That need time and you see that 2 fully Teams and many Freelancers work on Hoi 4 to make it with Version 1.11.x without Problems in every Part playable.

Means all still 32 Bit-Existing things will be refited to 64 Bit, not working / half working Features get without Mods usable and so on. Let them do their Work without asking for an Release-Date. We all wanna have following:

1. Refit, Reworks and Upgrades of all Features etc. from 1.0.0 to 1.10.8 to elemintate the still in there Bugs
2. Refit, Reworks and Upgrades of all Features etc. in every atm existing DLC to eleminate the still in there Bugs too
WITHOUT
using Modifikations for that, which bite sometimes each other cooler ones to improve the new Version and DLC with Graphics and similar.

We will get the first big Game-Refit with Version 1.11.x incl. the DLC "NSB" this year. And if it´s November or December it will be so. Don´t hurry the Devs, you can play the ULTRA-Mod for example as an Rework for the existing Versions incl. all DLCs activated until the New Version and DLC show up. Then you see what a Potential Hoi 4 have with the Existing.
 
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