• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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:
pasted image 0.png


(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.

pasted image 0 (3).png


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:

pasted image 0 (1).png



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.

pasted image 0 (2).png


(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
 
Last edited by a moderator:
  • 254Like
  • 101Love
  • 14
  • 9
  • 1
Reactions:
what happened to intelligence agency? i see its not on the top bar (with production, research, etc) anymore. has it been moved somewhere?
 
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?
While I am a tad disappointed and surprised land doctrines don't appear to be receiving the overhaul the community expects after the devs stated that they wanted to rework land warfare and shake the meta, I think it is still too early to begin pointing out flaws before we've gone through all the dev diaries. With a USSR focus tree still yet to be revealed, as well as the full features of the new supply mechanics, tank reworks, and other features in previous diaries, we may not see NSB released until early 2022. I just feel we haven't even reached the half way point for dev diaries and the devs will be gone for vacation for the Summer very soon.
 
It is very disappointing to see 0 changes to doctrines while this is happening. Very slight touches, like bonus manpower on grand battleplan (you'll be having a lot of losses pushing) or on superior firepower; increased supply usage or a greater out of supply penalty, could go a long way to rebalancing the doctrines.
 
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:
View attachment 732206

(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.

View attachment 732207

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:

View attachment 732208


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.

View attachment 732211

(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
There are a lot of issues im seeing with how this will effect balance in multiplayer. One of the most glaring issues I feel will be the effect of doctrine cost on the Pacific. The US has the luxury to train its fleet from day one while Japan starts with basically no oil production, so US will be miles ahead in naval doctrine every game. When in reality Japan had the arguably the strongest naval doctrine at the start of the war that was adopted by the allies in response to their dominance over the Pacific.
 
  • 5
  • 1Like
Reactions:
It just got up to my mind, that composition system in troop templates also should get added in ships, people just put 1 medium battery in light cruiser to get capital ship attack bonusses.
 
While I am a tad disappointed and surprised land doctrines don't appear to be receiving the overhaul the community expects after the devs stated that they wanted to rework land warfare and shake the meta, I think it is still too early to begin pointing out flaws before we've gone through all the dev diaries.
It is too early to point out a problem with devs clearly stating they will not do the thing many people expected them to do in this update?
Do notify us when it is perfectly fine to point this out.

With a USSR focus tree still yet to be revealed,
There is like 5-10 focus trees mods for USSR, and usually modders make one a particular person likes most, so this is hardly a huge selling point at least to some players.
as well as the full features of the new supply mechanics,
That is nice and all,..
tank reworks,
Tanks will still function same, unless game mechanics changes, even if you will get slightly more whistles and bells. If only there was something that could shake up current meta, like, IDK, doctrine rework.
and other features in previous diaries, we may not see NSB released until early 2022. I just feel we haven't even reached the half way point for dev diaries and the devs will be gone for vacation for the Summer very soon.
And that is a reason to not be disappointed about doctrine rework why exactly?
 
  • 1
  • 1Like
  • 1
Reactions:
Nope. Freed slots will go to tank tech instead.

Eh. I don't think so. I think they will be adding the tank tech to the arrty tech. Research 1939 arty and grt 1939 guns and such. Like when you resesrch the AA you get the naval alongside it. But we will have to wait and see how they do it but hopefully this frees up for naval.
 
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.
You forgot to mention it is also the most casualty producing weapon system when compared to say small arms, tanks, or any other weapon system.
 
  • 1Like
Reactions:
Are there any plans to address the lack of Generals, particularly for countries which go a-historical and have great success or for world conquest campaigns which often result in field marshalls commanding 5-7 armies but no army commanders available?

It always seemed highly unrealistic to me. If a country manages to field a large army, win numerous battles but can't assign generals due to lack thereof and insufficient spare political power to keep adding more, an army group fighting with no active commander would eventually result in a lower level commander being put in charge and gaining enough experience to become a fully fledged General in his own right as well as name. So effectively the army earns general points while fighting with no commander until it reaches the level that a real commander is granted to that army as if you had spent the political power to gain a commander but gained through experience. Italy is a prime example in a world conquest as they run out of generals very quickly and cost in political power very quickly adds up when that is needed for so many other things.

Alternatively can we have a general training school or mechanic which periodically pumps out new commanders to our pool based on total army combat experience gain, simulating lower level commanders gaining experience/promotion naturally or replace the spending of political PP with spending of experience points for new commanders?
 
  • 1Like
  • 1
Reactions:
It'd be nice if there were some enhancements to doctrine. I posted a few ways to thicken it out without requiring a dramatic overhaul.


I very much hope some of these style of changes come in the near future.

Tactics as a mechanic needs some love, and might help empower doctrines outside of simple % changes.

Imagine if grand battleplan's well planned attack replaced the standard attack, or if the night warfare bonus added a surprise night attack tactic.

They could even push this a little more by synergizing tactics with general abilities. Probing attack could unlock night raids, staff office plan make counter tactics more likely to be used. A blitkrieg officer ability might greatly improve the chances of the tactic being used, but be very expensive and/or give the enemy initiative bonuses (as their scouts might see it coming - to balance blitz spam)

Tactics as they are are pretty barebones, fixing would be another way of rebalancing doctrines.


btw for some reason if I reply to your post and the url is functioning, the forums block me from posting
 
kinda sad there is no officer mechanic like hoi3.
Agreed. I liked that system, and I felt that it was a good simulation of certain aspects of the nations.
 
  • 1
Reactions:
Is there an increase to the Command Power cap? Needing to spend 100 when the cap is 100 and there are systems in the game that can reduce your cap will make these advisor slots unfillable for several nations.
 
  • 1
Reactions:
I really, truly appreciate the hoi4 dev team, you guys got me addicted to paradox dev diaries in general. You can tell that this team really wants to continually improve these titles man. I just think its so cool to not only make generals / field commanders more dynamic but to incorporate the officer corps as a function really excites me especially in terms of what modders might do with it.
I think this is my first ever post in a dev diary, but I was moved by how the eu4 team was hurt by the forum community and it kinda inspired me to come out and recognize you guys when you're doing stuff we appreciate. I probably sound like im over-complimenting, but im an academic advisor and I spend all day complimenting so get used to it lol I appreciate this development, and the No Step Back DLC keeps looking better and better. Keep up the great work !
 
  • 2Like
  • 1
Reactions: