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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:

0.png

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:

1.png


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:

2.png


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:

3.png


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.

4.png

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.

5.png

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.


6.png


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.

7.png

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).


8.png

The locations and weightings of these are instructional only.
 
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Everyone is asking for a release date and all, I get it. I'm curious when the update is coming.
Though I'm just happy the devs are trying to put as much polish into this as possible. I can't wait to try it out when its released.
 
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Please please please add

WASD to scroll.

Seriously, arrow keys to scroll are very outdated. Don't let Stellaris be better than you. (Yes I know of middle mouse, but I'm not used to playing that way.)
 
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Will there be a fix to factions, specifically, a distance modifier? Right now, too many games have been rendered unplayable because China joins Poland's faction, becoming a German puppet a few months later.
 
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I know I posted this last week on steam, but I don't think anyone saw it there, so I will try again here:
Great dev diary! Before you finalize anything with the combat changes, I think you should consider changing the maximum combat width allowed in a battle from multiples of 10 to multiples of six (so a maximum of 36 combat width would be allowed in a battle instead of 40.) Not only would this help change up the division meta, it would also force people to make more realistic divisions. In real life and in the starting division templates, virtually all regiments (columns in the division designer) consist of 6 combat with (i.e. three infantry battalions or two artillery battalions). Examples of this include the Italian binary division (correctly displayed in game by the starting Italian infantry division being twelve width), the standard "triangular division" that most nations used during the war, which consisted of 3 regiments of 3 battalions each (correctly represented by the generic infantry division being 18 width), and the square division that consisted of four regiments that was commonly used my many nations before World War 1 and by the U.S. army until 1940. If anyone from Paradox actually reads this, I hope you seriously consider making the aforementioned change, as, despite seeming almost trivial, would make the divisions that people use actually realistic and would remove a pet peeve of mine.
 
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Glad to see it will not be that easy anymore zo take Japan with 8 VDV divisions.
However newspaper text for taking Tokyo as the soviets needs to be adapted then!

No, nice stuff, now gib release pls
 
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:

View attachment 764652
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:

View attachment 764653

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:

View attachment 764654

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:

View attachment 764655

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.

View attachment 764656
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.

View attachment 764657
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.


View attachment 764658

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.

View attachment 764659
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).


View attachment 764660
The locations and weightings of these are instructional only.
Are we getting new Generals for any factions? My only complaint with this iteration is not enough Generals especially for Germany and the event with the unification with Austria not getting proper historic ones.
 
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Please please please add

WASD to scroll.

Seriously, arrow keys to scroll are very outdated. Don't let Stellaris be better than you. (Yes I know of middle mouse, but I'm not used to playing that way.)
Yes. This. If only to make with the other PDX titles. It's ridiculous that both Stellaris and CK (IIRC) use WASD, but HoI4 is still stuck with moving the camera with the arrow keys.
 
I must say I dont really get the hype about the "Officers", they are simply ideas moved from the Politics tab, with the only new feature being turning unit leaders into ideas :( Could have been so much more
 
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Defining preferred tactics and doctrines (and the new tank designer not to forget) - will this tie also in espionage and reconnaissance?

I would like to find out what my human and AI counterparts are up to, so I have the possibility to develop countermeasures.
 
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I like these changes - the following is a question, not criticism:

To me, it looks as if Military Experience will become much more important than it already is.

Nations that will fight large land wars early (Japan) will get a significant advantage.

Nations that will fight large wars later will benefit from early wars.

Look at the US - you can stay Democratic and still fight the civil war (without becoming socialist).

Currently, the advantage is
- you get rid of the great depression faster (if you follow the commie focus tree)
- Communal Domain provides more building slots
- Ending the racial segregation gives you tons of additional manpower.

With these changes, a 1939 democratic America that has survived the civil war might be even more overpowered as they will have EXCELLENT officers/advisors/doctrines.
 
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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.
Was it really that simple? The Enigma and the break into the system played a major role.

It would be really awesome to reflect the war of encryption and decryption more, but that may be too much to ask at this time.
 
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Nice to have these Officer things, but I still think Officers should be a special manpower pool you have to train.
Interesting aspect to have independent officer training to gain experience. Perhaps an implementation by using PP or other variables (revolutionary idea: war support???) could make this possible?
 
I’m looking forward to many many features of NSB - and now AI updates are among them.

But one thing I hope goes out the window: Composition based bonuses instead of majority type from advisors. If you try to design a realistic 1941 German tank division you might have 3 Bn of each medium tanks, motorized and mechanized supported by 1Bn of SP arty and motor AA.
So if you appoint Rommel the whole division gets 3/11th of 15% bonus… (less than 5%) yay…
Even if you create a super gamey division of 6 MED + 4MOT Rommel only gives you 9%. But costs duoble cause he’s a genius.
Thusly this planned change favours boring mono type divisions.
Any chance it goes over board?
 
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There is one.
Can you tell us which one it is, please? I haven't found any in vanilla HoI. If it's the supply thing others have posted, that's the same has having no limit at all. A limit works when it actually limits, if you never reach it, it may as well not be there and nobody would notice.
 
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