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HOI4 Dev Diary - Officer Corps #2

Hello there C0RAX, here!

For my first HoI dev diary, I’m here to show you the second part of the Officer Corps, a new way of personalising your military that will be included as part of No Step Back and the Barbarossa update.

In the last dev diary we explained how we want to allow you to specialise your military branches with the leadership and advisors. Today we bring to you some new features that allow you to customise how your military operates, and act as a further use for the new sources of branch experience that were hinted at last week.

You may have been wondering what all those shiny boxes with emblems were for. I'm here to tell you they are the new Officer Corps Spirits.

Spirits are a new way to specialise your military, generals and even help your division designs. Each branch has multiple categories for its spirits that affect different aspects of the way they operate. Here I have shown you the spirits of the army which provide bonuses to designing divisions or operating armies. Of course this category has analogs for both the air and navy branches.

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Now we have the more direct combat effect level spirits that let you improve specific parts of your units to best match your strategy. These also let you conduct some historical moves that previously were quite hard such as using your capital ships as surface raiders without screens. And for those keen eyed readers, yes the division spirits provide tactics weight increases if you also have them selected as your preferred tactic which we will get to shortly.

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Finally we have the final category for the army and navy branches, the academy spirits. Previously generating commanders was a purely random chance. Now with the academy spirits you can tailor this toward specific personality traits along with helping you generals progress in a particular direction. For the above image you can also see the new engineer officer personality trait that provides bonuses to xp generation for the engineer trait. This works in tandem with the advisor promotion mentioned last week, and adds another dimension towards tailoring your officer corps from the very beginning.

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With the new spirits some are limited by either your political ideology or doctrines and so you will have to take this into account when deciding the strategy of your officers corps.

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The final part of this week's dev diary brings us to preferred tactics. This new feature provides you with a tool to influence the likelihood of a specific tactic being used in combat allowing you to increase the chance of getting that favorable matchup in battle or possibly the perfect counter.

This simulates a doctrinal emphasis on doing battle in a specific way; but can also provide a tool that can be used to counter a strongly themed force.

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The new window will help show you all the tactics you have unlocked from doctrines and see what effect they have on the battle. If you combine this preferred tactic with your division spirit bonus you will double the effectiveness of the tactic preference so unifying your strategic direction will help you get the most out of the officer corps.

Well that's all for this week comrades, see you at the front. C0RAX
 
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I dont get the need for these 'spirits'. To me it feels just like doctrines but with a new system. I would like some new doctrines, but this is feels like just another form of the doctrine trees. Why would we want more complexity to the game with two systems doing the exact same thing? :(
 
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what stupid bonuses?
They have a few +research bonuses for land doctrines in their focus tree. But unlike almost every other country, Hungary's are specific: one path gives them bonuses for GBP, the other for MW.
 
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I dont get the need for these 'spirits'. To me it feels just like doctrines but with a new system. I would like some new doctrines, but this is feels like just another form of the doctrine trees. Why would we want more complexity to the game with two systems doing the exact same thing? :(

Because the spirits are nation specific. With doctrines every country which is at the same point in the tree fights the same. With this new system USA SF can fight slightly differently to Canada SF.

Oh and most Paradox players crave complexity for no other reason than it is complexity :D
 
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September 30th release date, the start of operation Typhoon for release maybe?
They are going into holidays soon and they haven't shown off the Soviet tree, I am thinking more of late October or November.
 
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To say the least, it is a very interesting idea.

I am afraid that I have not fully grasped the concept yet:
- What does each country start with? Does that reflect military theoretic concepts for each country at the time (Guderian - the Panzer proponent that is unique to Germany)?
- Certain military theories require the means/resources? Will this play a role in what options are available?
- Last but not least - can you tell us something on balancing?
 
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They are going into holidays soon and they haven't shown off the Soviet tree, I am thinking more of late October or November.

Still around the time of Operation Typhoon depending on when you think the start date is. I've seen dates ranging from September 30th to October 2nd.
 
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This reminds me EU4 system: wait for mana, click a button and have an instant bonus. I feel no immersion, but of course I've to play the game to judge.
The big difference is that this mana is much less abstract than in EU4, and isn't the backbone of the entire game.
 
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good idea, Italy was the first nation to make military use of aircraft after all
Fun fact: Italo Balbo flew a squadron of new Italian aircraft across the Atlantic for a World's Fair in Chicago, and was welcomed as a "Second Lindbergh." Last I checked, there's still a street named after him in the city.
 
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