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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!
 
@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.
 
@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.

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
 
So traits will be combination of earning them and picking them, seems alright. Might help with the current problem that some traits are very hard to get.
 
I seriously hope PI did put effort to making generals have traits that makes sence!

Germany having a tonne of panzer leaders and pretty much nothing else is hugely immersion breaking, as most of German officers would be WW1 vets and should have infantry and cavalry related traits, while panzer leaders should be very rare. Similarly, French, Brits, Soviets, should have plenty of diverse infantry-related characters, and definitely cavalry-related guys for Soviets!
 
Siege Artillery - Combat bonus vs fortifications and also increases damage to the fortifications themselves substantially.
Glide

goodbye maginot, you will be deeply missed, you and all the hope to play democratic france.
 
"Probing Attack - Divisions can launch attacks without losing entrenchment, but have a penalty to attack while doing so."

Can someone tell me how is this ability gonna be usefull? Why attack with penalty when you can attack without and win.
 
"Probing Attack - Divisions can launch attacks without losing entrenchment, but have a penalty to attack while doing so."

Can someone tell me how is this ability gonna be usefull? Why attack with penalty when you can attack without and win.

Eliminate the fog of war/gather intel about enemy lines. Maybe launch a feint. Either way keeping one’s entrenchment in case things go south. Presumably if the line is weak a player could change it to a full assault.
 
"Probing Attack - Divisions can launch attacks without losing entrenchment, but have a penalty to attack while doing so."

Can someone tell me how is this ability gonna be usefull? Why attack with penalty when you can attack without and win.

maybe to brain in multi or to do what it mean "proping". small attack to see the stat and if it is good enough to lanch here a full scaled offensive with your armored division without weakening your defensive position
 
and you no longer lose your general traits when you promote to field marshal.

"General Chuikov! By order of Comrade Trotsky, you are hereby promoted to field marshal, in recognition for your feats in the Iberian mountains during the Spanish Civil War."
*Chuikov puts on Field Marshal Patch*
"What's a mountain?"
 
"General Chuikov! By order of Comrade Trotsky, you are hereby promoted to field marshal, in recognition for your feats in the Iberian mountains during the Spanish Civil War."
*Chuikov puts on Field Marshal Patch*
"What's a mountain?"

I think he was rather more comfortable in cities with rivers running through them.
 
I seriously hope PI did put effort to making generals have traits that makes sence!

Germany having a tonne of panzer leaders and pretty much nothing else is hugely immersion breaking, as most of German officers would be WW1 vets and should have infantry and cavalry related traits, while panzer leaders should be very rare. Similarly, French, Brits, Soviets, should have plenty of diverse infantry-related characters, and definitely cavalry-related guys for Soviets!
I also kinda find this concerning. Germany didn't have as many tanks as France , the UK or the USSR did in 1939. Infantry was still widely used. The whole idea of the invincible completely mechanized Germans is over blown.
 
Can you only use one command power ability at once or can you combine them, say Makeshift bridges + Siege Artillery to get a substantial bonus to attacking forts behind rivers?
 
I love it! :D

Every day I grow more glad I pre-ordered this wonderful DLC.
 
"Probing Attack - Divisions can launch attacks without losing entrenchment, but have a penalty to attack while doing so."

Can someone tell me how is this ability gonna be usefull? Why attack with penalty when you can attack without and win.

Easy - pinning attacks. Let's say you're sitting in a fort and a superior force walks by in front of you on its way to reinforce a battle up the line. Now, you can attack them simply to keep them where they are, not with expectation of success.
 
“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.
Is there a chance that these will end in disaster like you know how Hitler's meddling actually made things much worse for the Germans because he had no idea how strategy even worked?

“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.
I think you repeated yourself here.


Looking really good! :)
So how do you receive command power?
If it's based of Hitler then you should get it by firing competent leaders and replacing them with yay sayers.
 
"Probing Attack - Divisions can launch attacks without losing entrenchment, but have a penalty to attack while doing so."

Can someone tell me how is this ability gonna be usefull? Why attack with penalty when you can attack without and win.

There are multiple reasons for this as people have elaborated on.

1) Gather Intel (recon by fire)
2) Test an opponent's lines (if you can breakthrough with reduced attack then you're facing a weak enemy line and can decide what to do with that information)
3) Distract an enemy
4) Hold enemy forces in place

But the key is the fact that one does not lose the entrenchment bonus. This means that ultimately, as long as one can replace men and equipment, you have a "free" way to scout an enemy's line, tactically deny him options, and distract him without fear that should any of these attacks go wrong that he himself could punch a hole in your lines and force you on the defensive.

You could even layer this so that you have one entrenched line probe the enemy front line and which ever part of his line was weakest, you could send a reserve (motorised, mechanized, armored) to attack and break through already work down units and quickly penetrate his front lines.

Boom! The meta of land warfare has just changed and we can only speculate at the far reaching implications until we can get our hands on the next patch.

Wald
 
Wew, while the new system looks neat, I wonder if choosing your generals/field marshals trait is a bit too ... weird? The generals are still free to choose their own trait. IMHO, maybe instead of the leader choosing the trait, the leader only "directs" the trait, so add major modifier for learning/rolling a dice to earn an advanced trait.
I'm trying to look at assigning the traits as being like giving generals/FM medals, given that that's what the visual indicators already are, and that it sounds like they have to go and Do The Thing (e.g., the Desert Fox example in the DD) to qualify for their "medal" (though I'm admittedly a little unclear on whether those sets of traits will have medals as well, or if the medal indicators are separate and only for the mentioned assignable traits (also what the difference between the various trait categories really are)).

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: