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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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Adds realism and immersion, frees up research slots, more use for XP and CP, more flxibility with commanders and advisors. I like it.
 
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We currently dont have any plans for a big change to doctrine balance, which doesnt mean we might not tweak a few numbers if we think its needed.
There are some inconsistencies in doctrines, are these WAD or could these be fixed in the next patch?

MW L - Mobile Infantry - Does not affect truck-drawn rocket artillery and motorized rocket artillery (don't know if this is intentional, but I don't see a reason.) It also does not affect motorized recon company.

On that note, truck-drawn rocket artillery is affected by Mech 1 tech, but motorized rocket artillery is not.
 
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"a collection of new features that will be included as part of No Step Back and the Barbarossa update." Wait so is it a part of free update OR dlc because this seems like both but it cannot be both.
 
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"a collection of new features that will be included as part of No Step Back and the Barbarossa update." Wait so is it a part of free update OR dlc because this seems like both but it cannot be both.
If it's part of the free update, you can also call it part of both. That's how i would interpret that sentence, anyway
 
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"a collection of new features that will be included as part of No Step Back and the Barbarossa update." Wait so is it a part of free update OR dlc because this seems like both but it cannot be both.

It will probably be like the spy agency - everybody gets the panel & ability to assign people in the patch but parts of the (upgraded) functionality, like upgrading skills, will be part of the DLC (same as general skills are in WtT)
 
It will probably be like the spy agency - everybody gets the panel & ability to assign people in the patch but parts of the (upgraded) functionality, like upgrading skills, will be part of the DLC (same as general skills are in WtT)
They do?
I don't remember having any sort of spy agency in my game without owning the DLC. There are remnants of the decisions for collaborationist regimes in there, but those can't be chosen either, they just sit there without the necessary flag.
 
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While making advisors changes, can you please change designer system so that (unlocked) designers are available for selection for each weapon research, rather than only one at a time?
And would it be too much to (again) ask for naval units obtained from other original country (*cough Anglo-French Union cough*) become adjustable through templates, please?
Oh, and Czechoslovak government in exile? :)
Oh and... well I better shut up.
 
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Wonder if this an exclusive dlc feature such as espionage or comes as a free update?
OP said it...
will be included as part of No Step Back and the Barbarossa update.
So yes? Maybe some parts of it will require NSB to use fully. More dev diaries to come.
 
I might have missed this answer but...

1) Can an advisor/theorist still exist that is NOT an active general?
2) Will you still be able to unlock a general as advisor/theorist through focuses? Right now there are quite a few focus trees (France and Germany notably) that put specific advisors behind focuses like Rommel and De Gaulle.
 
I might have missed this answer but...

1) Can an advisor/theorist still exist that is NOT an active general?
2) Will you still be able to unlock a general as advisor/theorist through focuses? Right now there are quite a few focus trees (France and Germany notably) that put specific advisors behind focuses like Rommel and De Gaulle.
1. Yes, Ferdinand Schorner is still there even though he isn't a general.
2. Probably.
 
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