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HOI4 Dev Diary - Officer Corps

Greetings all, Arheo here!

For my first HoI dev diary, I’m here to introduce the Officer Corps: a collection of new features that will be included as part of No Step Back and the Barbarossa update.

For quite a while, we’ve wanted to allow for more direct specialization of military branches, as well as tying together various disparate systems such as the high command, generals, military-focused national spirits, and doctrines. To achieve step one of this process, we’re giving the Officer Corps and associated mechanics a unique national interface:
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(WIP, as usual)

Here, the empty advisor portraits at the top of the window are where you can now find your High Command and Military Theorist, and the advisor portraits below this are related to each branch Chief - they have been moved out of the political sub-window accordingly.

As well as UI location, there are further changes coming to all military advisors. Where previously, the theorist was the only advisor type that granted daily experience gain, all high command and branch chief will now generate experience appropriate to the branch they represent.

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The Advisor rank (e.g. Expert) indicates both the magnitude of their modifier bonus, and the daily experience you will receive.

We’re also experimenting with a split political/command power costs to gate the experience ramp-up somewhat, along with some other minor changes to command power.

Behind the scenes, we’ve made a host of changes to the advisor, spirits, and commander systems. Where previously, if we wanted to create a national spirit related to having a certain character in your government, it would be entirely unrelated to having an advisor with the same name, masquerading as the same person - likewise for commanders and advisors masquerading as the same person. This has changed. These are (for the most part) now controlled by ‘characters’. This has pretty sweeping connotations for our internal content designers, as well as modders, but importantly also allows us to bring the following new system to the No Step Back release:

Advisor Promotion

The introduction of a more connected Officer Corps felt like the perfect time to bring more of a connection to the Generals and Field Marshals that oversee your active forces, and the various military offices that advise your government.

In No Step Back, Generals, Admirals or Field Marshals can be assigned an advisory desk duty in addition to their status as a field commander. This will effectively add the character as a new advisor to your roster.

The type of advisor available to you is dependent on the skill level and traits of the commander you’re ‘promoting’ (not everyone likes desk duty ;) ), as you can see in the highly WIP interface below:

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Here, Herr Hell can be converted to an Entrenchment specialist as he possesses the Engineer trait, and has skill level 5. Currently, both Military High Command and branch Chief roles are available.

Experience

Experience generation in general has been weighted and balanced in order to achieve a more gradual switch from peacetime generation (a strong cadre of advisors, and unit training), through to wartime. Experience generation from combat and battles has been reduced fairly significantly to account for this, as well as capped (separately from other sources). Overall, experience generation will be consistently higher than in previous versions - this was done both to mitigate the introduction of the tank designer (and thereby increased costs), and to account for the other new ways in which you are now able to spend experience, which we shall cover below.

The eagle-eyed amongst you noticed in a previous diary that the doctrine branches had been removed from the technology window - they can now be accessed from the officer corps interface, and will function somewhat differently to before. Doctrines will be unlocked directly by spending branch experience, which can still be affected by instanced cost modifiers often found in focus trees and events.

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(There have been no major structural changes to doctrine layouts)

There are, in addition to the above, several new and exciting things that branch experience will be used for in NSB, some of which are handily teased in the first screenshot of this diary. Alas, we will be covering what those are and how they might affect your gameplay in a future DD.

/Arheo
 
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Will doctrines themselves be changed? Can we expect a rebalancing of some doctrines in order to make them more viable? As part of shaking the meta which is one of the goals of this DLC, some doctrines and branches remain not really good and you almost never pick them. In contrast, others are basically must have and really op in the early to late game, like Superior Firepower.
 
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the last screenshot seems broken for me i just see a random string of letters, anyone else has this issue too?
for me it just says:

Ca_fhrSAYuvbrDTCfDUrbZIfigYchtBCU-6h7nkLC1akCNII-QqGAyVxuCPkFHKCp80FxDoLZZ_7hmYVo-dI-u2zVpZI0N-g8KqKjtZnawMC6gbElaB4aO2gQ26K5NIdqTb4i612

edit: bruh checked back and now it is showing... very odd
 
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Underwhelming.

-No doctrine rework for land warfare focused update
-No changes to generals XP gain. Your stars, that went through 1939-1942 campaign being on the edge of decisive victories gain no levels. Generals beating back hopeless attacks gain all the exp. Why is it so hard to reward offensive generals with good XP gain?
-No land unit stats rework as well, presumably?
 
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Is there a way to read the Dev Diaries in the old format or is this "Dev Diary Post" now the only way to see them?
 
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What do you dislike about the new format

The fact you see the OP on every single page, rather than just page 1, is quite annoying. PDX has done it in a few DDs and it's worse when the OP is really long (which ironically we customers of course hope it is when it comes to these diaries).

EDIT: At least clicking on the next/previous page button no longer takes the reader to the top of the OP like in the past when this format was tried, but instead to its end, so it's a good bit less annoying.
 
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I hope you'll also add Corps level commanders below armies and overall fleet admirals over regular fleets. With the way officer specialization works, I can't help but keep putting my tank forces in a single army under a Panzer Leader who commands all tank forces no matter where they are located on the map while all the generals of my 'regular' army are just infantry experts. This is pretty boring and not reflective of how these forces were organized IRL, but mixing different types of units into one army is sub-optimal in most cases making it necessary.

Allow smaller Corp sized formations under armies where you can assign specialized leaders to command more specialized troops would be the best solution.
 
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Not gonna lie: When I read officer corps I was hyped for hoi3 style officer training. Reading what it is actually about was a little bit of a downer but overall I think it looks good. I like that doctrines are removed from technologies and "paid" for with experience. I think that's a better system.
 
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It would also mean that no-artillery templates won't get any bonuses. Which they shouldn't.
Re: superior firepower, while i understand that having massed artillery may provide benefits for your infantry, shouldn't that require you to actually have artillery in your division? Assuming no changes from superior firepower as it is now, you don't actually need to have artillery to benefit from most of its bonuses.

I believe both of you are on to something here. How can the Superior Firepower doctrine give superior firepower bonuses to infantry and other units if the division template does not have artillery units in it to provide the bonus?
 
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Will the different doctrines have an impact for using supplies? E.g. if you have superior firepower chosen, your infantry will have a higher cost of supplies than with mass attack?
That is exactly what the downside of Superior Firepower doctrine should be, a substantial increase in supply consumption.


Regarding Generals becoming Advisors, while there were exceptions, it would be best that holding a Advisor position keeps them from a field command.

I do like the concept of the changes to XP and Command Power. Will be interesting to see how it is implemented.

Ignore the requests for "Corps". What is needed is a correction/fix to the front overlap issue.
 
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Im not sure if this was covered, but would it be a good idea to make recruiting new generals cost command power instead of political power? It makes more sense to emulate that generals would come from your officers, not from spending political power/money. It frees up more PP for smaller nations and gives a logical use for CP.
 
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