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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!
 
I hope its not just me but I'm really hoping they squeeze in Japan in the next diary. I noticed the leaked focus tree hints at a possible successful 2/26 coup bringing the Kōdōha to power! Revere the Emperor! Destroy the traitors!
 
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Ok, so we get traits now with a revised stat system. Looks somewhat interesting but I will reserve judgement until I see it and the whole command override system in action. Lot of details TBD, including how much micromanagement this is going to entail.
 
@podcat how much can we mod these abilities? Can we add entirely new ones? Or are they annoyingly fiddly bastards like that?
 
Looks like a pretty cool addition. This expansion is looking to be pretty epic.
 
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:
Oh, I think I get it! The leader has to fill the requirements for the trait to unlock it, and then we use Command Power to actually GIVE them the trait!

And speaking of medals and Pavlov's dogs...
 
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.

Really enjoyed the diary this week. 'Twas great to see all the new traits displayed in a single screen, and searchable no less! Tasty that. And no longer losing general traits when promoted to field marshal? Like the cherry on top! Cheers and get well soon. :)
 
Guess quite a few generals could get headaches or be stressed with a few drunkards and a bunch of incapables.

The Germans should get a few Prussian aristocrats, the British some mustached drillmasters, the French some old school WW1 veterans and the Americans some bold ones.
 
Cheers for the DD Podcat :D. I hope whoever's crook gets well soon, and the rest of you don't catch anything (or catch as little as possible). Leader traits sounds tops, as do some of the things that command points are spent on :). Random thought - is there any thought to tying some of the command point options to other resources as well - for example, preparing for a good 'ole heavy siege artillery bombardment could be tied to using up equipment of some sort (artillery I'd guess) as well as the command points, so that there's an industrial element to things. Would depend on how easy it was to use, UI, and whether it's a silly idea or not of course :).

Naval commanders are unchanged. but I'd wager you'll see them get a similar treatment in the future. There kinda needs to be more naval mechanics to hook into to give them more interesting abilities etc, so not something for Waking the Tiger.

:D :D :D This kind of depth for naval commanders would be most welcome :). Not in any way trying to be greedy, but in the deepest, distant future, something for air commanders (strategic level, rather than stats for aces) might be interesting? Not that you won't have already thought of it, or don't already have 100 (1000? 10000?!) things to do :).

; 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.

We don't know this - at the moment the Maginot is pretty much unassailable head-on unless the French player/AI does some really silly stuff. These would need to be some pretty hefty bonuses to get around that.

Over the past year I've noticed a similar trend to that of HoI3's expansions: old features from previous paid content are returning but in a sense we have to pay for them again (us that have been around here for long enough anyway).

The implementation is often different though - so we're not really paying for the same features again, per se, but more a different interpretation of the idea. If HoI4 was HoI3++, then your argument would be much stronger, but given there's plenty different, and the implementation is often different (sometimes radically so), and needs to fit into different AI and gameplay mechanics, it's not really the same thing.
 
I'm scared the Command Power might be abused a little bit too much making the game a whole lot easier, hopefully there is a limit to how much command power you can gain and it trickles in slowly? I'm not sure if I understand how it actually accumulates the Dev Diary wasn't clear on it. But other than that some really nice changes that I'm looking forward to.

I'm also not sure about calling a Forced Attack "Force Attack" why not "Force Assault" sounds a lot better and makes more sense in my mind.
 
Great job guys!

Could we also have a "Kill Kessel" command?

Eliminating pockets can be bothersome since you can't really draw satisfactory attack plans that go inwards.

An automatic order for units surrounding a pocket to move in and attack towards the centre would make life a lot easier.

Similarly a "breakout" order for units inside a pocket to attack outwards in all directions would also be nice.
 
@podcat how much can we mod these abilities? Can we add entirely new ones? Or are they annoyingly fiddly bastards like that?
I can only imagine it being a simple script file, with associated gfx file for icons. I would be very surprised if it was otherwise.
 
The implementation is often different though - so we're not really paying for the same features again, per se, but more a different interpretation of the idea. If HoI4 was HoI3++, then your argument would be much stronger, but given there's plenty different, and the implementation is often different (sometimes radically so), and needs to fit into different AI and gameplay mechanics, it's not really the same thing.

Axe, so we're cool with the devs not even looking at the AOD "carried supplies and fuel for ships with periodic resupply" then?

We have never seen anything but evidence that the dev team for hoi4 remains entirely ignorant of the hoi2 successor games.

Occasionally, they do think alike but the hoi4 implementation of the same idea is worse. (Case in point, the way refineries are done in hoi4 vs AOD.)

Heck, they could play AOD for two days and probably get two whole DLCs of new mechanics for Hoi4 out of it.
 
Axe, so we're cool with the devs not even looking at the AOD "carried supplies and fuel for ships with periodic resupply" then?

We have never seen anything but evidence that the dev team for hoi4 remains entirely ignorant of the hoi2 successor games.

Occasionally, they do think alike but the hoi4 implementation of the same idea is worse. (Case in point, the way refineries are done in hoi4 vs AOD.)

Heck, they could play AOD for two days and probably get two whole DLCs of new mechanics for Hoi4 out of it.
It's one thing to have a good idea and another to actually design, implement, test and make sure it fits well with all the other ones. It takes time.

I see @Axe99 being cool with it, but that's just because he's cool with pretty much anything and I can't imagine him being angry :rolleyes:

But honestly, I wouldn't imagine the devs not thinking about fuel. It's just not that simple to implement to be meaningful while handling the problems of stockpiles and being binary in effect.
 
It's one thing to have a good idea and another to actually design, implement, test and make sure it fits well with all the other ones. It takes time.

I see @Axe99 being cool with it, but that's just because he's cool with pretty much anything and I can't imagine him being angry :rolleyes:

But honestly, I wouldn't imagine the devs not thinking about fuel. It's just not that simple to implement to be meaningful while handling the problems of stockpiles and being binary in effect.

He has commented on it. But the issue isn't just fuel.

One of the big things that podcat was very proud of two devices diaries ago was the "in transit" delay for generals.

Teleporting generals and admirals have been a problem since hoi1.

AOD saw this problem in Hoi2 so it fixed it by adding a "in transit" delay for assigning generals. If the devs had played AOD for even an hour, they would have known about this.

It's not like it conflicts with HOi4 mechanics. It was just a good idea that we had to wait for them to reinvent because they won't look back at the AOD and Dr.