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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!
 
So how well did it work in AOD? Did it work at all - that is did the AI take that delay into account and assign/reassign leaders at times when erasing of the bonus from the previous commander was not a liability? How well was the code documented? What was the test coverage like - remember that any bit of code not tested is broken. Is it even possible to refactor code from AOD to HOI4 at all?

The code from AOD is not at all compatible with HOI4. They are two entirely different engines. Generally, the AI in AOD didn't switch around commanders too much. Also, in AOD, as in HOI2, there were a lot more commanders than in HOI4. The penalty for having no commander or going over the command limit was more important than the bonuses.


AOD is not a successor to HoI2.

It is a game developed on the Eurpoa engine by fans of the HoI series.
As such, while it is nice, there is no necessity for the devs to be familiar with it**.

**though I imagine they did to some extent.

I don't mean "successor" in terms of "the one true heir to the throne," I mean successor as in "the two games which were made with the Europa engine and were largely similar to HOI2." The "True Heir" and legitimate successor to HOI2 was of course HOI3, son of Arathorn.

The Devs should be familiar with them because they duplicated a lot of what the devs were doing in HOI2 and then expanded and fixed a lot of issues.

The evidence that they aren't familiar with them is the many, many threads going back to the development of HOI3 where someone on the dev team would say, "We don't have any idea how to fix issue X." at which point people would say... "AOD solved it this way" but the devs never showed any indication of having been even passingly familiar.

In HOI4, the generals thing and refineries are two areas that AOD had solved in a similar way, but, because podcat hadn't played it, he had to reinvent the wheel. With refineries, the HOI4 system is needlessly worse and just a lot less elegant.
 
It’s nice and all and I’m gonna buy this dlc, but I’m expecting the white peace button to be fixed in this patch, I wanna play as Ireland and annex northern ireland without have to take London, and I want to have an Indian civil war without having the other side to go to war with the allies for the entire game.
 
It doesn't necessarily represent only travel time, but also setting up staff, command structure, getting to know troops etc. All of which can take much longer than measly 30 days.

Incorrect, at least for a major power. There are multiple instances of the Germans, Russians, Americans, and British changing corps and army level command staffs and it did not take a month to implement the change. Usually the change was implemented within 7 days and certainly within 2 weeks any new staff was fully in control.
 
Incorrect, at least for a major power. There are multiple instances of the Germans, Russians, Americans, and British changing corps and army level command staffs and it did not take a month to implement the change. Usually the change was implemented within 7 days and certainly within 2 weeks any new staff was fully in control.
Yeah but. Did they really perform their optimal best in the first month. Or did it take time to come to know and understand their sub-commanders.
I've read many time of new CO's taking time to realise a sub division or battalion commander is not to their taste and sack them only after their first combats with them have reveled that.
Must be many other situations.

So the general can be there in a day's flight. But it's taking a moth to get their stat boosts. Though I can see an argument for a clock progression of increasing %of their stats as the new CO and his team get a grip on things.
 
it would be interesting to add in the tree of focus an alliance with the Argentine for the development nascista or better national socialist in america, this could result in a new expansion for the south america, putting in focus that, and Brazil, and in the tree of focus from brazil project for the force aero navigator, I believe that they did it but, calmly we will see this, congratulations for the work to the whole team the HOI4 is getting perfect and more and more technical like all players wanted.
I also think it would be interesting to adopt a way to control the tools created and raw materials
similar for pics for materials arms

light, AT , heavy munitions, and fuel. i hope they implement something like this soon.
 
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Incorrect, at least for a major power. There are multiple instances of the Germans, Russians, Americans, and British changing corps and army level command staffs and it did not take a month to implement the change. Usually the change was implemented within 7 days and certainly within 2 weeks any new staff was fully in control.
I stand corrected. Would you mind posting specific instances so that I can educate myself on the matter?
Yeah but. Did they really perform their optimal best in the first month. Or did it take time to come to know and understand their sub-commanders.
I've read many time of new CO's taking time to realise a sub division or battalion commander is not to their taste and sack them only after their first combats with them have reveled that.
Must be many other situations.

So the general can be there in a day's flight. But it's taking a moth to get their stat boosts. Though I can see an argument for a clock progression of increasing %of their stats as the new CO and his team get a grip on things.
What fabius said, basically.

Also, I wonder if that delay is going to extend to divisions reassigned to a particular army. If not, it's just pushing the problem into another area, not solving it.
 
I stand corrected. Would you mind posting specific instances so that I can educate myself on the matter?

Patton replacing Fredendall as commander of II corps in Africa.
Bradley replacing Patton as II Corps commander in April 1943 in the middle of the final North African campaign.
Manstein replacing Schobert as Commander of 11th Army when Schobert landed in a minefield.
Manstein taking command of Army Group Don (which was a scratch command of scattered units) after the Russians launched Operation Uranus on Nov 24th and actually launching an relief offensive on Dec 12th.
Almost all of Model's career.
The numerous changes of command of the Western Desert Force/8th Army up until Monty took over. At one point Auchinleck replaced Cunningham with Ritchie in the middle of Operation Crusader.
Zhukov taking over the defense of Leningrad, then 2 months later taking over the defense of Moscow. Needless to say it didn't take him a month to take over in either case.

Those are just off the top of my head.
 
@Porkman, the main problems could be that those games are copyrighted material. Especially in AoD's case, Paradox was only the publisher, they were not the developer of the game itself. Implementing things straight from AoD (aside from previously mentioned code differences and interactions, etc) would be violating the copyright and intellectual property (IP) of the AoD team.
 
Generals were flown out under cover of night. Or will you have to micro a single transport plane onto an airfield and then move it back manually to your capital?

Many german officers and generals have been prisoners of war, even as early as 1942 in the UK, notably Trent park.
Friedrich Paulus was a russian prisoner of war, and so have many until the end of the war in 1945.

Talking about the game, I don't see a problem having to micro them out, but it's always silly when your army gets encircled and destroyed, and generals coming out unscathed even though you didnt own an airfield in that region or anything the likes.
 
Just to chip into the general travel time debate, I could see them taking say a week to get there (ie a week with no bonuses) then the bonuses and maybe leader exp gain rate, ticking up to the full amount over 30 days or whatever. This represents travel time and the initial problems with setting up the new command (week 1) and them the commander and the staff/troops starting to work together better.

The time scales involved could be impacted by doctrines, leader traits, command power etc.
 
Commander development is an exciting step forward from the release approach.

From the diary and list of abilties, it appears the design team is struggling with the distinctions among aptitudes, true traits, pre-war experience/training, development of talent with further experience, and the wide variety of resulting specific special capabilities/modifiers. We've seen this done in Paradox games before, so I am sanguine regarding the ultimate result.
 
@Porkman, the main problems could be that those games are copyrighted material. Especially in AoD's case, Paradox was only the publisher, they were not the developer of the game itself. Implementing things straight from AoD (aside from previously mentioned code differences and interactions, etc) would be violating the copyright and intellectual property (IP) of the AoD team.

Not sure about that, or how strict this is (not to mention the engine was licensed by PDX to the mod/dev team for AoD). Just look at stuff like DotA 2, its heroes are extremely similar to the ones of DotA 1 (for obvious reasons), but there haven't been any license issues with Blizzard which still owns copyright to it (by virtue of it being their game it was based on). If the big boys like Blizzard and Valve don't go duke it out, I hardly think a mod-team-turned-dev goes to court with the company that allowed them to make the game in the first place.

I think the IP law mostly protects code, how an idea was implemented in the software. It's not like you can copyright say "Nazi Germany" and sue every WW2 game.
 
Just to chip into the general travel time debate, I could see them taking say a week to get there (ie a week with no bonuses) then the bonuses and maybe leader exp gain rate, ticking up to the full amount over 30 days or whatever. This represents travel time and the initial problems with setting up the new command (week 1) and them the commander and the staff/troops starting to work together better.

The time scales involved could be impacted by doctrines, leader traits, command power etc.
Nice idea. I could see kampfgruppe doctrine cutting the time down.

Also, thinking aloud as meglok highlights some of the most flexible commanders, a flexible commander trait to reduce the imbedding time ?
 
Paradox, are you okay? This isn't like you.

Well, PodCat did state that Paradox employees were ill. Perhaps their fever dreams inspire new, cutting edge content.

:)

(P.S. Get well soon! You all are important members of the team and we need you. )
 
Not a fan of the current description of some of these, they don't sound like something a Commander in Chief would care about...

Important point. "Something a Commander in Chief would care about..." speaks to keeping the tactical separate from the strategic.

Of note (and folks probably are aware of this), the tactical can spill over into the strategic.

"Bomber" Harris had his say regarding the bomb research that led to the bouncing bombs of Operation Chastise...the Dam Busters.

300px-Mohne_Dam_Breached.jpg
 
It's something cool and new that isn't a National Focus tree! Paradox, are you okay? This isn't like you.
I get the humour. :D
Yet, reading between the lines, and in one post it would be splitting hairs to say it wasn't explicitly confirmed: Hoi4 Team was under-resourced last year.

I could be reading too much into things, but to me the team come across as happier since getting reinforcements.
 
Nice idea. I could see kampfgruppe doctrine cutting the time down.

Also, thinking aloud as meglok highlights some of the most flexible commanders, a flexible commander trait to reduce the imbedding time ?

I would certainly advocate for a "War College" "Imperial Staff", or "General Staff" bonus that reduced the penalty duration. After all, the US, German, Japan, and UK all trained their higher level officers in admin and organizational skills through their various officer colleges. The Russian did also but suffered a high rate of "turnover" during the Purge. You might give the bonus selectively to maybe Zhukov and Konev. Italy and France, well, never mind.

As far as "flexible" commanders, British commanders were many things but flexible they were not. Especially Monty. Being admin and organizationally proficient to the point of tookus retentive they excelled at. Most were pretty good at slotting into a command post with minimal disruption.