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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!
 
We really need a revamped soviet tree. New Soviet Man giving hem Kamikazees is really dumb... plus we need more ministers since half of them always get purged.
 
It's a bit sad to see siege artillery and glider planes abstracted away into a magic button that makes them appear out of thin air (or rather experience?) in a game with a production system as good as that of HoI4.

From what I can recollect they were used fairly rarely. Gliders because Para assaults were rare enough and major ones even more so. Siege artillery (Gustav/Dora) because it was difficult to move and pretty useless overall once in position. (Slow to fire, no precision.) Siege artillery should be more likely to give war support when used against fortifications than any actual combat effect (they were fairly good propaganda pieces)
 
We really need a revamped soviet tree. New Soviet Man giving hem Kamikazees is really dumb... plus we need more ministers since half of them always get purged.
Have already said this. Just as problems with generals...

And not only I, in fact. Problem is that DLC is focused on Asia and a bit of Germany. SU will come. Some day. Not very soon.
 
You guys get sick in winter? Boo! Eat nutritious food. Get some rest. Take care of yourselves.

Oh, and I like the idea of leaders that grow and change, 100% yay!
 
Looking good!

Giving us more connection to the commanders is great. Currently I just stick who ever has the vaguely correct traits and a high level on the main attack force and forget about them. This way I can groom them to be more memorable.
 
First off: fantastic looking feature. Can't wait.
This DLC is the bomb :oops:



@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.

Hidden things like this just tend to irritate and vex many players. Though, I like the idea of some negatives thrown in there. Maybe a compromise would be that they are hidden until activated/used in battle.

Far more interesting for me, would be having alongside Red Phone command intervention, a small % chance of our own generals firing their special tactics without our intervention or cost. % chance of self use of tactic could relate to bad traits and skill, or even the bank of Red Phone command points. Low on point means low control over ambitious independent generals who do their own things :eek:
 
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Siege artillery (Gustav/Dora) because it was difficult to move and pretty useless overall once in position. (Slow to fire, no precision.) Siege artillery should be more likely to give war support when used against fortifications than any actual combat effect (they were fairly good propaganda pieces)
Siege artillery was very far from useless. It is actually pretty precice, because you can easilly observe/correct it`s fire with artilery observers, heavy shells were pretty resistant to weather, wind and all the other problems, so pretty accurate.

Gustav/Dora were just a bit too much, but stuff like 21 cm Mörser 18 or 17 cm Kanone 18 or Soviet BR-2(БР-2) and BR-4(БР-4) were very powerful, while still small and nimble enough to be widely used. BR-4s and BR-2s were instrumental in breaking Manerheim line, once soviets figured they have to siege it "properly".
 
Im waiting for change for russian focus tree.. Who would like to restore Russian Empire?? ;)
 
we still need queueing research and focus's!

They both backtrack up to ten missed days, so if you miss a couple of days it's no biggie. Sometimes it can even be to your advantage to wait a couple of days to start the next research or forcus because you are just about to unlock something.
 
Firstly, will the cavalry trait be avaiable for everybody. I wanted one for months.
Secondly how would you make commanders different for those who have the dlc? (I guess that it would be explained in the future modding diary)
 
Another dimension opens up; very good.
 
This is going to make micromanagement critically important. How will you know (particularly in MP) if your opponent has activated one of these effects? Could there be a warmup time, with notifications to enemies, about what is coming? Surely you'd know if a 'massive barrage' was coming, and could prepare accordingly. Maybe that will be in the espionage DLC though :-/

These efforts seem to make attackers much more powerful; the planning and fort killing red phone effects will allow Axis to just blow past hard points like the French border, El Alamein and Singapore.
 
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.
I knew it!:mad: This will most likely severely limit my ability to mod in leaders with certain traits without having that DLC!