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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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The agency tab is gone, is there something I missed about that?
Maybe they are playing without L:R enabled for testing purposes.
 
Looks really cool but there needs to be changes and additions to the doctrines. There are two doctrines which are overwhelmingly better than the others, and there is one doctrine which is horrible. They absolutely need to mix doctrines up so that the game can have some new life pushed into it.
 
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For modding, will there be a way to override the automatically generated portrait of a General converted to a Minister? I know for some mods Ministers have black and white portraits, which may clash with automatically generated ones
 
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Do you mean there are more ways to gain command power? Because that is what's shown in the screen as a cost for advisors. Most countries have a max of 100cp and an advisor costs all of that. You will also be unable to get advisors while having an active attaché, which is most of the time. Either in Spain or China or one of my allies during the great war.
they will surely modify and increase the command point gain in general although this will surely be explained later in another devs
 
Will Field Commanders being assigned to desk duty have a harder time doing both jobs? Or will it still be abstracted that they can do both at the same time?

I'd support something along these lines. Guderian was made Inspector-General of Armoured Troops (Generalinspekteur der Panzertruppen) in 1943 and never held a field command again.
 
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I'd support something along these lines. Guderian was made Inspector-General of Armoured Troops (Generalinspekteur der Panzertruppen) in 1943 and never held a field command again.
only if the increase the number of generals for other nations, not every country has such an abundance like Germany.
 
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This very screenshot shows something remarkably unrealistic with doctrines:

Superior Firepower doctrine level 1
Name: Superior Firepower
Symbol: An artillery cannon, suggesting it buffs artillery
Effect: Buffs everything *except* artillery

Or more generally here is a letter sent by Abram, a soviet officer, on December 43:

"Early that morning, when it was still dark, our artillery opened fire so fierce that it became light as day. Behind us was a solid wall of artillery fire. Overhead, an ocean of fire raged. This lasted a whole hour. Shells burst without let-up on the German side, nothing living remained there. Then we attacked. By evening we were already very far ahead."

So summing up, it would be good if artillery was as useful in the game, as it was in reality. I'd make Line Art have zero width (as you can read above it fires overhead your own troops, and no it is not only 12 guns per division that fired overhead), but allow only placing 1 art battalion for every regiment with at least 3 frontline battalions.

Even with modern weapons, indirect fire in the most prodigious quantities rarely annihilates a determined, entrenched defender, nor can it reliably compel him to abandon his position without a subsequent assault. Its chief effect is disruptive, impeding the enemy's effective fire and movement so your own troops from the close combat arms can close with and destroy him. The doctrine represents how friendly infantry and other frontline units have an easier time overcoming defenders when covered by a hail of supporting fires.
 
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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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Totally agree, even Germany also needs to implement more generals because there are still notable absences that I have commented on in another post
My hope would be that current advisors could be transferred to field service.
 
In reference to artillery fire effects: I haven't read too many accounts of artillery effectively removing or forcing the retreat of the enemy. I was recently reading Julian Jackson's book on the fall of France. In it, French troops describe the demoralizing effect of artillery fire. No one ran from their position, but it certainly cause defending troops to be less effective. This was describing the "B" reserves on the French line.

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I actually like the Dotrine has being part of this new system. It makes more sense that it is done this way. I always thought it was odd that military doctrine was placed within the tech stuff. Doctrine ins't so much something tht needs to develop, but rather something to be accepted and then trained to accomplished.
 
My hope would be that current advisors could be transferred to field service.

Speaking of advisers, Von Blommerg should be added to the game and there would be some kind of account behind to skip an event to remove him and Von Fritsch from his position or keep him within the structure of the army that would have different consequences.
 
Yeah sorry cant brain today ;D

numbers are always subject to change. Often when we show stuff like this its just random stuff pulled from thin air altho these have had some testing
There are indeed. The CP cap is now also increased to 200 by default, and the gain is now flat, rather than related to the current maximum.
Thanks!

Also, would the XP cap increased? If yes, my guess is at 800