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hellfish6

Nuke the site from orbit.
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Jan 21, 2003
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For HoI3 I'd like to see an enhanced leadership/trait system.

Proposals:

1. Attach major generals to divisions. Likewise, attach rear admirals to ships and major generals to air units (similar to the way brigades work now). Attach LtGens, Generals and Field Marshals (and naval equivalents) to higher headquarters (groups of 2+ divisions as normal). This way a Corps Commander lieutenant general can still have overall command of three divisions, with no commander penalty, and he can have three junior officers underneath them who provide leadership effects to their respective divisions.

2. Provide career, combat and personality traits. Career traits are backgrounds of the officers (what they were professionally trained in - every officer should have one), combat traits are specific skill sets that officers acquire over their careers (some officers may not warrant this trait), and personality traits are exactly what they sound like (again, not all officers may warrant this if they had no outstanding personality traits).

Career traits -career backgrounds of the officers (what they were professionally trained in - every officer should have one). Bonuses are relatively small because nearly all general officers are somewhat cross trained during their career, though the majority of their time is spent in their specific field of specialty.

Army
Infantryman (5% combat bonus to infantry divisions)
Cavalryman (5% bonus to cavalry divisions, 3% bonus to tank divisions)
Tanker (5% combat bonus to tank divisions)
Artilleryman (2.5% combat bonus to any division)
Engineer (5% defense bonus to any division)
Logistician (5% bonus to ESE to any division)
Commando (5% bonus to airborne/marine/mountain divisions)
Staff Officer (5% bonus to org levels)

Navy
Gunner (5% combat bonus to heavy cruisers/battleships/battlecruisers)
Aviator (5% combat bonus to carriers)
Submariner (5% combat bonus to subs)
Engineer (5% speed/5% range bonus)
Navigator (10% range bonus)
Tin Can Sailor (5% combat bonus for destroyers/light cruisers)
Staff Officer (5% bonus to org levels)

Air Force
Fighter Pilot (5% combat bonus to interceptors)
Bomber Pilot (5% combat bonus to tac/strat bombers)
Attack Pilot (2.5% combat bonus to multirole fighter and CAS)
Patrol Pilot (5% combat bonus to NAV)
Staff Officer (5% org bonus)

Combat Traits - specific skill sets that officers acquire over their careers. For example, some officers may believe that speed and unpredictability is essential in warfare, so they get a maneuverist bonus. Other officers may believe that it’s more important to destroy the enemy, so they get an attritionist bonus. Some more mundane officers may not have any combat traits. Because Combat Traits are skills acquired over a career, an officer can obtain these traits via combat as well as having them pre-assigned to specific leaders.

Army
Attritionist (5% soft attack bonus)
Maneuverist (5% speed bonus)
Defender (5% defense bonus)
Attacker (5% attack bonus)
Trickster (5% combat bonus)
Brilliant (10% combat bonus - rare)
Scout (5% detection bonus)
Assaulter (10% combat bonus vs. fortifications)
Winter Warrior (10% combat bonus in winter)
Jungle Rat (10% combat bonus in jungles)
Mountaineer (10% combat bonus in mountains and hills)
Desert Fox (10% combat bonus in mountains)
Ranger (10% combat bonus in forests)
Amphibian (10% combat bonus for amphibious assaults)
City Buster (10% combat bonus in cities)
Counter-Attacker (increased chance of counterattack combat event)
Assaulter (Increased Chance for Assault combat event)
Encircler (Increased Chance for Encirclement combat event)
Ambusher (Increased Chance for Ambush combat event)
Disciplined (Increased Chance for Delay combat event)
Hedgehog (Increased Chance for Tactical Withdrawal combat event)
Blitzer (Increased Chance for Breakthrough combat event)

Navy
Spotter (increases chances of detecting enemy units)
Sea Wolf (increases convoy attack efficiency – cruisers/battlecruisers/submarines)
Blockade Runner (decreases chances of being detected)
Superior Tactician (5% combat bonus)
Littoral Fighter (10% combat bonus in shallow water)
Night Fighter (10% combat bonus at night)

Air Force
Spotter (increases chances of detecting enemy units)
Superior Tactician (10% combat bonus vs air units)
Night Flyer (10% combat bonus at night)
Mud Mover (10% tactical bombing bonus)
Carpet Bomber (10% strategic bombing bonus)
Fleet Destroyer (10% naval attack bonus)

Personality Traits – These traits reflect the personality of officers, which historically had a significant impact during war. Personality traits can be positive or negative (or both) and reflect the influence a leader has over his staff and his subordinates. Some leaders can inspire others to greatness, some leaders can drag their units down with them or paralyze them with ineptitude or fear. Personality traits may very rarely be obtained via combat or over time (event driven?)

These are taken directly from Victoria. Traits are either the same as Vicky or adapted to HoI3.

war_college
engineer
armchair_general
bureaucrat_speed
generals_aide
amateur
madman
aristocrat
drillmaster
butcher
exranker
adventurer
debutante
colonial
disgraced
priest
rising_star
politician
poet
cartographer
professor
old_school
eccentric_genius
gifted_administrator
innovative_tactician
expert_raider
natural_born_leader
megalomaniac
hated
cursed_luck
clueless
diplomat
powerful_friends
immoral
womanizer
warmonger
corrupt
bootlicker
sycophant
toady
yesman
brownnoser
spoiled
school_of_defense
school_of_offense
school_of_the_bayonet
school_of_firepower
artillerist
uncommonly_young
sucker
sad_sack
unfit
unqualified
pawn
elderly
incompetent
aggressive
relentless
active
earnest
persistant
balanced
cautious
coolminded
inspiring
gallant
arrogant
vainglorious
brutish
bigoted
impetuous
polite
tactful
diplomatic
glory_hound
vicious
hellbent
deeply_religious
imperious
choleric
fanatic
irate
wrathful
calm
reserved
harsh
merciless
implacable
careful
meticulous
openminded
charismatic
impulsive
intuitive
resourceful
romantic
brash
daring
soldierly
disciplined
unflinching
bold
audacious
heroic
stout
stalwart
stouthearted
steadfast
chivalrous
ballsy
aweless
dauntless
confident
manful
doughty
gutsy
spirited
resolute
defiant
able
competent
expert
smart
intelligent
brilliant
sharp
keen
clever
skilled
efficient
au_fait
indifferent
mediocre
lackluster
timid
chickenhearted
lilylivered
soft
spineless
unmanly
yellow
pusillanimous
coward
craven
bastard
shirker
scared
maladroit
undisciplined
incapable
inept
inefficient
perverse
unruly
disorderly
careless
wretched
pisspoor
unsound
strange
shrinking_violet
 
Last edited:
Upvote 0
Some nice ideas here as usual. Would love to see them implemented.

You left off tank buster from the air combat traits...
 
HMS Enterprize said:
Some nice ideas here as usual. Would love to see them implemented.

You left off tank buster from the air combat traits...

I renamed it to "mud mover" - the slang for pilots who do a lot of ground attack work. I thought it was a little more appropriate. :)
 
Perhaps expand so there are 2 traits?, one for tact bombing and another for dive bombing...I would assume they are quite different skills to learn...
 
Your suggestions are notoriously high quality ones, hellfish6, so I'll just skip the praising part.

Anyway, on naval leader, I think the range bonus should be changed to a smaller positioning bonus, range is not that important in current system. Unless, of course, Paradox adopts your non-province system. :D
 
hito1 said:
Your suggestions are notoriously high quality ones, hellfish6, so I'll just skip the praising part.

Anyway, on naval leader, I think the range bonus should be changed to a smaller positioning bonus, range is not that important in current system. Unless, of course, Paradox adopts your non-province system. :D

Thats what I was thinking... however, I totally forgot about positioning. I think there could be a trait that improves that. Any ideas?
 
pretty similar to the traits system I put up a long while earlier, but more thought out (and geared only toward leaders rather than a unified leader/minister system). good stuff, though I think the personality traits would have to be rethought as some may not apply and others that might apply could be left off.
 
Any ideas for briliant generals ?
IMHO are only two - von Manstein and Yamamoto. Sorry no allied or Romel.
 
Czert said:
Any ideas for briliant generals ?
IMHO are only two - von Manstein and Yamamoto. Sorry no allied or Romel.

Thats a rather subjective statement and open to a lot of debate.
 
Since I have some time to kill, I'll flesh out the leader personality traits a little more. I'll try to do it in HoI2 terms, even if some of the values are currently untouchable by leaders, as we have no idea what HoI3 might look like. No values are absolute, but are given as examples. All examples are land general oriented. Some changes may be required for air and naval commanders.

war_college: +2% chance of a combat event.
engineer: +2 defense to a division
armchair_general: -5% morale
bureaucrat_speed: -1 Speed (or speedcap)
generals_aide: +5% org
amateur: -10% org, -10% morale
madman: +2 Soft Attack, +1 Hard Attack, -5% org
aristocrat: -5% org
drillmaster: +1 Speed (or speedcap)
butcher: +2 soft attack, -1 Defense
exranker: +10% morale, +5% org, +5 experience
adventurer: +5% morale, -5% attrition
debutante: -5% morale, -5% org
colonial: -10% attrition, +5 experience
disgraced: -5% morale
priest: +5% morale, -1 speed (or speedcap)
rising_star: +5% morale, -5 experience
politician: +5 morale, -5% org
poet: +2% morale
cartographer: -5% attrition, +1 defense
professor: +5 experience
old_school: +1 soft attack, -1 defense
eccentric_genius: +5 org, +2% chance of a combat event
gifted_administrator: +25% ESE
innovative_tactician: 1% chance of combat event
expert_raider: +2 speed (or speedcap)
natural_born_leader: +10% morale, +10% org
megalomaniac: -5% morale, -5% org, +2% attrition
hated: - 10% morale, -10% org, +5% attrition
cursed_luck: -5% morale, -1% chance of a combat event
clueless: -10% morale, -5% org, -1 speed (or speedcap)
diplomat: +2 suppression
powerful_friends: +10% ESE
immoral: -5% morale
womanizer: -1 defense, -5% morale
warmonger: -1 defense, +5% morale
corrupt: -10% ESE, -5% morale, -5% org
bootlicker: -5 experience, -5% morale
sycophant: -10 experience, -5% morale
toady: -10 experience, -10% morale, -5% org
yesman: -5 experience, -5% morale, -5% org
brownnoser: -5% org
spoiled: -1 soft attack, -1 defense
uncommonly_young: +10% org, -5 experience
sucker: -2% chance of a combat event (or +2% chance for enemy event)
sad_sack: -10% morale, -5% org, +1% attrition
unfit: -1 unit speed (or speedcap), +2% attrition
unqualified: -1 unit speed (or speedcap), -5% morale, -5% org, +5% attrition
pawn: -5 experience
elderly: -1 unit speed (or speedcap)
incompetent: -1 unit speed (or speedcap), -5% morale, -5% org, -10 experience
aggressive: +1 speed (or speedcap), +5% morale, +1 soft attack
relentless: +2 speed, +10% morale, +2 soft attack
active: +1 speed

...and so on
 
seems more or less reasonable, though to nitpick, wouldn't generals_aide be, in the day and age represented by HoI, better if called chief_of_staff?
 
Regarding your point no. 1:

I'd like to see this carried right up the command structure, so that a corps (with a Lt. Gen) can be assigned/linked to an army (full General in command), which in turn could be assigned to an army group (FM commanding). It'd be really nice to also have a page in the statistics tab that graphically illustrates your command structure and commanders, with the ability to mouse over each component unit and see its commander. It would also be useful to be able to filter select units belonging to a particular formation - i.e. when you drag a window to select units on the map, you could filter it to only select units belonging to the 21st Army Group, for example.
 
A suggestion as to the role of full generals and field marshalls:
what about them commanding operational reserves or something? Besides regular divisions, you could attach INDEPENDENT brigades to them. Regardless, when your forces in a neighbouring (or even farther away) province are attacked, the general/fm will dispatch (some?) of hsi reserves to tip the scale in your favour. On the attack, it is probably best to have that done manually. I would just like the thought of some sort of headquarter reserves.
 
Fielding said:
Regarding your point no. 1:

I'd like to see this carried right up the command structure, so that a corps (with a Lt. Gen) can be assigned/linked to an army (full General in command), which in turn could be assigned to an army group (FM commanding). It'd be really nice to also have a page in the statistics tab that graphically illustrates your command structure and commanders, with the ability to mouse over each component unit and see its commander. It would also be useful to be able to filter select units belonging to a particular formation - i.e. when you drag a window to select units on the map, you could filter it to only select units belonging to the 21st Army Group, for example.

This is a great idea - it would be great to emphasize the personel career of generals, where moral of the troop depends on the performance of the general on the field (many casualties - reasonable goals ) etc.. I think it would be great to reflect this structure also in personal relations (friendly relations to general x , bad relations to general y)
 
Fielding said:

signed. That's what I'd like to see for HOI3 as well. That plus province-less combat. *drewl*
 
Fielding said:
Regarding your point no. 1:
It would also be useful to be able to filter select units belonging to a particular formation - i.e. when you drag a window to select units on the map, you could filter it to only select units belonging to the 21st Army Group, for example.

Yes it would be nice to see which division was assigned to an army, see its history and its battles.
 
I posted this two years ago....I think the response was encouraging. If any developers are reading I hope you'll give this idea some consideration...

Originally posted by me...

"With all the talk of what can and can not be done for the CORE mod and HSR
I have learned that HOI 2 is only so moddable. For now, those of us with supposedly bright shiny light bulbs over our heads must wait. So I am going to bring up a topic that I feel would greatly benefit the gameplay of the HOI series.

What we need is another unit tab at the top left of the game screen. It shows us not a picture of a tank, ship or airplane but of General's rank insignia. When you click it, you are taken to a full screen page not unlike the leader page, except here next to the leaders you have a list of your armies and their current commander, and their current position, just like the army tab button.

Ok now you can get into the command structure of your arrmies. Here you can assign a field marshal to an HQ, and just like a family tree the suboordinate units attached to that Army group branch off below. It will look like a police mafia leader tree, you know?

Under the leader portraits you can see the name of the corps that he is commanding, and if you click on it, it'll expand. Just like in the army tab screen, you can view the corps or army and also click on the divisions to inspect them. You can back out of the field command screen by clicking on the leaders listed above. No real big change in graphics or gameplay yet, right?

So back in the "General tab" you are allowed to do the same things that you normally would in the leader screen like promote and remove them, just on a larger, more user friendly basis. This means no more searching for generals to find the right one, endlessly scrolling up and down for someone. They are all there, by skill, rank or name on one big screen. This obviously would work for navies and airforces too.

Now the best thing about this added feature would be that you can modify command here, create armies and rename them, all the usual stuff but no gathering into the same province and then merging everyone just to make an army. It would be great to look at this screen and determine what kind of armies, corps and such are most efficient with your nations leadership capabilities.

You can also read up on the individual general traits here, so you know who can do what. If possible, make a few buttons at the top to switch order not only by skill, rank and name but by traits as well. Now you can click "panzer leader", and all generals with that trait are shown across the top rows. Click who you want, then it goes back to the command screen. When you have attached all the armies you want to attach,
you can click out to the map. The armies may not be in the same area of your HQ, but it will effectively be a rebase command to the lesser units, meaning they will travel to their new HQ area. If they are involved in combat at the time, they are exempt from command changes and you'll see the various armies with the combat icon next to their name in the General screen, they will not be selectable for command changes, but you can select them to zoom to the combat.

The force pool could effectively be done away with, instead using this General/Admiral screen to deploy the new troops. That might be too much, though- but at least you could do it if you wanted to, I mean attach units in the force pool right there in your General screen. This would make everything regarding leaders quite simple.

Any Objections?"

Well that's still my two cents. You guys at Paradox are awesome, keep it up.