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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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The later it comes the better the final product. I'm sure you wouldn't like them to release early with lots of bugs and half-baked content?
well we want it finished as perfect as humanly possible

and released as soon as finished

and finished as soon as announced

and announced as soon as planned

and planned as soon as the previous release is rolled out

we're simple men, our expectations are humble
 
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Looking forward to a punchier AI. Has there been any updates to the naval AI at all? Still waiting on a proper Battle of the Atlantic.
Battle of the Atlantic was more of a whack-a-mole of the atlantic historically, where they just improved convoy systems, increased air coverage, added more and better ships, until it became impossible for the submarines to disrupt it meaningfully - something that already happens in the game. Im not sure what improvements you are looking for on that front.
 
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Agreed, however knowing how long we have to wait (considering its been about a year since the last major content releases) would be nice to know.
The problem with giving us a specific date means that if they can't stick to that people get even more outraged by not having any release date in the first place. It's also entirely possible the devs have no idea when it will be ready.
 
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This got so scary we had to turn the new capabilities down several times (of course, these can be tuned back up).
Is this an option or modding only? would be absolutely lovely to have the "scary AI" option in game, and see it in action.
 
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Battle of the Atlantic was more of a whack-a-mole of the atlantic historically, where they just improved convoy systems, increased air coverage, added more and better ships, until it became impossible for the submarines to disrupt it meaningfully - something that already happens in the game. Im not sure what improvements you are looking for on that front.

I'm aware of that. What I mean is I'd hope Germany would do more than pop out a few submarines that get destroyed in the first month of the war and then call it a day.
 
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The AI stuff sounds good, tho there are several issues atm holding it back. Will these be fixed?

-AI only sending units to allied fronts if it has more units than the target
-AI unable to "see" allied supply use
-AI unable to evacuate via sea if Supply is low
-AI incorrectly adding way too few extra priority to marines for use in naval invasions
-If Supply is low AI does not build infra but instead sends some units back to * its capital without strat redeployment*

And also, how will the AI determine whats an armor division? As most mods tend to have several AI roles for armor it would be a shame if it was hardcoded to "armor" ai role.


Also it would be very neat to have the "any_of" option for ai templates similar to ai_equipment. This means for mods that for example itd be okay for the AI to have cavalry recon OR motorized recon without the template score taking a large hit
 
Will the existing Military Academies National Focuses somehow tie into to the new Military Spirit feature?

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:



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.

Great diary, thanks!

The diary mentioned Academies.

Would it make sense to have the existing military academy focuses somehow tie in with this new Academy category?


Here is a list of existing military academy focuses:

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In the theme of 'What's not fixed':
1. Aircraft deployment only limited by production, no pilot pool to limit total aircraft flying.
2. Aircraft teleporting to new airfield without ground crews, internal unit infrastructure. Ground crews and unit infrastructure must travel on the ground or by sea.

Is there hope these items and those posed above may be addressed in this expansion?
 
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Hi, sadly I think that developers are gone by now, but let me still ask, how much maximum command power will I be left with, if I get a whole genius level high command? Cause it would be pretty sad if I have to decide between good high command and using force attack for example.
 
I really like what you have done with the Officer Corp and being able to "create" your own advisors and level them up through combat if your country otherwise doesn't have them

Are there going to be more companies for equipment production, or the ability to use companies from other nations?
For example if Russia wants to build a carrier fleet their ship company options are very limited for those sweet bonuses like +25% deck space
 
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Hey this is so exciting btw I'm mind blown by these additions they are really unique and innovative. When you mentioned country specific tactic preferences, think you could add a Finnish country specific tactic preference just since we were all gutted to hear that Finland wouldn't be in Barbarossa. Also wondering if there are some event tweaks to give Finland mp choice to join Barbarossa? I understand why single player ai shouldn't join Barbarossa.
 
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Good changes. These look like they should go at least some way to fixing the problem of almost every war ultimately turning into static front lines and human-wave infantry attacks until one side runs out of MP and collapses.
 
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@Arheo With the new AI changes will modders be able to change when AI looks to update laws/advisors ETC. Mods with lots of Nations freeze every day at midnight to this, it would be great if it could be changed to say once a week/month for performance heavy mods
 
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Hi, sadly I think that developers are gone by now, but let me still ask, how much maximum command power will I be left with, if I get a whole genius level high command? Cause it would be pretty sad if I have to decide between good high command and using force attack for example.
If you look at the pic, you will see that the genius hc costs 200pp and 10cp, while expert costs 100pp and 20cp. So the higher the level, the lower the cp allocation (and higher pp). Which I really like as a dynamic, the less pp you spend on army, the less flexible it is as it leaves you with less cp to spare.
 
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Hi, sadly I think that developers are gone by now, but let me still ask, how much maximum command power will I be left with, if I get a whole genius level high command? Cause it would be pretty sad if I have to decide between good high command and using force attack for example.

Approx 90-120 depending on other factors.
 
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Is coordination a division level feature, could a modder make tanks have higher than normal coordination, or a coordination support company like how signals give initiative?

What exactly is required to level up a general's advisor buffs? Do any level 5 generals always become experts or do they need to gain new levels to upgrade?
 
Approx 90-120 depending on other factors.
So if a country fills all branch chief and high command slots, that country won't have any command power left? (Most seem to cost 20 allocated command power.) Or does having active branch chiefs not reduce your effective command power cap, but having active high command advisors does?

Edit: Never mind, I misread what Arheo was replying to.
 
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