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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!
 
The team is adding so many cool things! Loving the new command system. Influencing battles with strategic decisions is so exciting. Reminds me of a battle for Berlin or Stalingrad. It would be cool to be rewarded/penalized if one looses the province they had last stand enabled for (vise versa for Force attack)
Aside from losing whatever trained divisions were fighting there?
 
The effects of attack, defense, logistics and planning were visible in a video from a while ago but it was never explained in detail.

PLS add a focus for germany which change the name to "Großdeutsches Reich"
Like the one for Hungary

I agree but please add conditions for that focus to be selected. Hungary becoming "nagy" just before its capitulation is ridiculous.
 
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Oh wow...this is looking so good :eek:
 
OMG I'm melting away! Finally! A reworked Trait System! This was very close to what was talked about in an old thread of mine. This will go a long way into making players care more about their leaders now. This with the added chain of command, this added back a lot of character back into the game. I'm hoping to see more stuff like this in the future, and that PDS will continue to add more features that adds immersion, Soul, and personality into HOI4.
 
" “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."

It can also be gained by having a release date of a major update at a time when you are supposed to be at work.
 
I really wish the AI updates were embedded with these dev diaries because I doubt the AI will be able to use these features (just like spearhead attack, boost party popularity, paratroops etc.), making them very gamey
 
@podcat Have you considered eliminating the need for spending XP for Army TOE changes? Once you have researched the new item, tank, logistics company etc, you should be able to add it to the TOE without further penalty. XP should be spent on modifying tanks or artillery similar to naval xp and air xp.
 
Good direction from the team. Focusing on planning and more involvement to war leaders. I am more curious about the weather though. I hope the rules of the game become more challenging.
 
I like the direction where the DLC is going. Even though like others have said, I agree that you should not be able to pick the trait improvement for your leader. These traits should come from the experiences they received from their battles.
 
I like the direction where the DLC is going. Even though like others have said, I agree that you should not be able to pick the trait improvement for your leader. These traits should come from the experiences they received from their battles.

I respectively disagree. I love the idea that me, the leader of my nation will have the ability to recognize my staff accordingly. I am getting more control over my country and that is the way it should be.
IRL: there is no independent body that is recognized by all nations as the authority of what jewelry men have on their uniforms. What one believes is not what is necessarily is true.
In Game: I hate having to trust the AI to tell me when my subordinate deserves a promotion. I like the idea of taking responsibility/decisions from the AI and giving them to the player. I think the AI has far too much control over the leader of a nation.
 
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I like the direction where the DLC is going. Even though like others have said, I agree that you should not be able to pick the trait improvement for your leader. These traits should come from the experiences they received from their battles.

God-Ruler-Player-of-Germany: Rommel, I really like your style, rolling around in panzers, it's really baller. I'll giver you a Knights Cross with Golden Oak Leaves, Swords and Diamonds if you master everything about panzers and armoured warfare.

Rommel: Very Tempting, but I was in the infantry in the Great War...

GRPoG: I'll give you an Iron Cross with Golden Oak Leaves, Swords and Diamonds as well.

Rommel: Zu befehl, mein herr. *Goes off to play with tanks and crush Soviets*.

That's how I imagine it works.
 
Any news on some new and more various General card/picture designs for those you recruits and some more for countries that start with only a few ? I hate having 2-3 times the same face when i look at my army board down there lol :p
 
Any news on some new and more various General card/picture designs for those you recruits and some more for countries that start with only a few ? I hate having 2-3 times the same face when i look at my army board down there lol :p
At this point I'd be happy with a custom face generator where by I could switch out a hat or a mustache or glasses etc. to at least give somewhat of a different look to the same 2 or 3 generals.
 
On generals and field marshal skill propagation.

The more divisions a general commands the more dilute the skills given the divisions should become.

This will create viable strategy in create small elite armies commanded by the best.