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HoI4 Dev Diary - Officer Corps Recap & AI Improvements

Hi all, and welcome back to today’s developer diary!

It can be very easy to get super-focused on details when looking at individual systems or parts of features - something we often tend to do when writing developer diaries. Each week, we’re going to give you an overview of a core system that we’ve so far introduced in parts, and will include all of the changes we’ve made to that system over the course of development, since we first looked at it.

In addition to this, we’ll also take a look at some changes coming to the AI in No Step Back, so if that’s more your jam, feel free to skip to the end ;D

We’ll begin with an overview of the Officer Corps:

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This image represents a near-final take on what the office corps screen will look like.

As you can see, the branch chiefs, theorist, and military high command have found their way to the officer corps screen, though for ease of access you may still view and appoint them in the country overview screen like before. This kind of change is the sort of thing that comes up during playtesting - while it made sense to collect similar things together, there was no good reason to change the player’s flow expectations.

The manner in which you’ll appoint advisors has changed a bit. We decided during the officer corps development process, to make a bigger deal out of the advisor ‘level’ (specialist, expert, genius) that all non-theorist advisors possess. In addition to adding a flat command power allocation (reduction of max command power) which is reduced by high advisor ranks, political power costs are raised by having a higher rank advisor.

Branch advisors now grant daily experience gain, meaning stacking your command cadre well is vitally important to the pre-war development of your military. To add to the choices, doctrines now cost experience rather than being something you spend a research line on:

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For owners of No Step Back, military branches also possess several specialization options in the form of Military Spirits, which are also unlocked with experience:

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We found during development that less was more when it came to creating a tightly balanced set of choices, and we’ve limited the number of options in each category to around six, with each category being strongly themed around Academy, Military Service, and Command.

To add slightly more nuance to choices here, we ensured that several options in each category would be made available based on situational factors - ideology, doctrine branch, and in rare cases, country choice, can all make new choices available.

The most important part of cultivating a strong officer corps, is the ability to give your trusted commanders advisory roles. Commander traits earned in active combat can make your characters eligible for specific advisory roles:

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Characters promoted to advisory duties this way will continue to advance their advisory rank as their commander level increases - a highly experienced field commander will grow from specialist to genius over the course of their career.

Lastly, we are introducing the preferred tactics weighting system. This allows you to set a national, field marshal, and commander-level preferred tactic, which will weight the chances of picking said tactic in a combat situation. While the national preferred tactic can be switched out for a cost, selecting a preferred tactic for your commanders and field marshals is something that remains a permanent choice, representing their adherence to a particular doctrinal theory.

Of course, a host of minor changes accompany the officer corps, including new alerts, better resource tooltips, and adding some of this information into intel ledgers for opponent countries.

The AI

And now, on to a topic that is sure not to evoke strong opinions from anybody here: the AI.

During the development of La Resistance, work was begun on adding additional tools through an imgui that allow modders and users to see various internal data. In NSB, a significant amount of time was spent adding to this tooling and providing support for future AI development, as well as laying the groundwork for easier iteration on AI behaviour and more.

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One of our new in-game tools for assessing AI font priorities. These tools will be available for modders, who can continue to fine-tune AI for their own needs through the use of strategies and defines. Here, you can see that the AI has evaluated the topmost defense order as desiring a minimum of 7 divisions, an 'ideal' count of 8, and a maximum count of 50. Defense orders tend to fluctuate quite heavily in 'ideal' unit counts: they tend to be quite elastic to make up for units not needed elsewhere.

While much of the work done here was investment for the future, we’ve also made some pretty big changes to the way the AI evaluates where it commits its troops and more.

While it can be hard to indicate objective improvements in terms of AI, there are several key areas we aimed to improve for this release:

Use of specialized divisions - the AI for assigning armor and special forces to appropriate fronts has received some improvement. The practical upshot of this means you ought to see fewer armor divisions assigned to inappropriate orders (garrisons, pure defensive lines etc), and mountaineers used in frontlines that have the right terrain types.

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Did I mention the AI likes tanks?

Unit weight distribution - combined with the new supply system, the AI evaluation of where to put units has been totally overhauled. In practical terms, this is likely to manifest as seeing the AI commit more troops to defend key areas (ports & coasts), care more about the active supply situation on frontlines, and provide something slightly resembling a defense in depth for their own core territory, even during active frontline pushes elsewhere.


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You can see that the AI considers supply carefully when assessing front unit distribution. There are certain circumstances in which the logical supply capacity of a front can be exceeded by the AI - notably when a defensive frontline is facing a numerically superior foe, or when the AI determines that it needs to win a war fast.

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Once Moscow has fallen, the supply situation can get pretty dire as you push east.

Naval Invasions - logic for AI naval invasions has seen significant improvement. You should be encountering larger, less frequent naval invasions overall. The Ai will try to take advantage of weak points in coastal defences, and generally be more keen to invade to support theaters. This got so scary we had to turn the new capabilities down several times (of course, these can be tuned back up).

Counters - while it can be difficult to determine a ‘right’ time to switch templates or create a specialized template, we’ve improved logic for majors utilizing specialized divisions such as Tank Destroyers in relevant circumstances. You should see the AI care a little more about what you throw at it.

Buffer Fronts - Several AI strategies now involve the use of buffer fronts. These are specially defined area defense orders which will request a proportion of national divisions to man them. Where these differ from regular garrison orders, is that these fronts will ‘loan’ their unit distribution counts to nearby fronts or invasion orders.

For example, the heatmap below show the distribution of US troops several months prior to Overlord. The troops stationed in Alexandria and the UK are using buffer fronts, which will supply frontlines in europe, in order to avoid having to relocate troops from much further away. Here you can see the (somewhat anachronistic) defense of Greek territory being supplied by the buffer front in Alexandria, which is in turn supplied with divisions from the US mainland (arriving through the Mediterranean).


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The locations and weightings of these are instructional only.
 
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Was it really that simple? The Enigma and the break into the system played a major role.

It would be really awesome to reflect the war of encryption and decryption more, but that may be too much to ask at this time.
You are not wrong that the advances in decryption for the Allies contributed massively, but the description presented of the Battle of the Atlantic is not wrong. It was basically a nail biting 1940 and early-1941 for the Allies, followed by a stable late-1941 and 1942 (barring the US East Coast unpreparedness that allowed for the short-lived Second Happy Time) and then an increasingly lopsided "battle" as the German submarines started suffering massive losses while being unable to make meaningful attacks on the convoys and more convoys shipping more goods meant any losses were less dire then in 1940.

Modern research also suggests that even in 1940 it was never quite as dire as the UK government felt it was at the time. Dönitz was stretching his submarine forces to the limit just to get the results they got. While the UK feared even a slight escalation that could tip them over into a supply deficit, that was simply out of the realm of what the Kriegsmarine could accomplish with its limited number of submarines.
 
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Aha then the Disagreeer wanna have Games which are only 50 % done with no long Time Support. OK there I can give you some Gamedeveloper-Company-Names, but not Public.

Then don´t come Back and Cry that or that isn´t working, the Game is unplayable or you get an Ban for Help (Codeword: Modding to help the Devs).
 
If you look at the pic, you will see that the genius hc costs 200pp and 10cp, while expert costs 100pp and 20cp. So the higher the level, the lower the cp allocation (and higher pp). Which I really like as a dynamic, the less pp you spend on army, the less flexible it is as it leaves you with less cp to spare.
Oh I’m sorry. I misunderstood that. That is really good, I love that. Thank you once again, to my defense I was reading it on my phone, so the pictures were small
 
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I must say I dont really get the hype about the "Officers", they are simply ideas moved from the Politics tab, with the only new feature being turning unit leaders into ideas :( Could have been so much more
It is not just that. The officers levelling up increases the bonus the give (specialist/expert/genius) instead of always being stuck with the same level. Also you can appoint new advisors from generals who have learned certain things to get bonuses you don't have with the advisors you start with. It allows a little more depth and flexibility for what your military can specialize in. Also there is the roleplay aspect, it just feels good to have a general who learned certain things while fighting on the front and is really skilled/knowledgeable in something so you appoint him an advisor so he can help the rest of the military learn/improve/specialize in that area. I am not saying it is ground breaking or a huge change but it is a good one that fits well.
 
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Probably reading too much into this image but looks like way less divisions. Is this the end of division spam? Realistic amounts of divisions meaning no lag and it being clean to look at. Can only hope.


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Cheers for the DD Arheo, and the extra info - things are looking sensational, and I can't wait to get my hands on NSB and give it a good play :) All of those AI changes sound excellent - at the end of the day, the AI is what players play (with the game mechanics), so the AI is what determines game longevity (particularly for a game like HoI4 where it's impractical to have every nation played by a human other than amongst the most dedicated and time-available fans).

These tools will be available for modders, who can continue to fine-tune AI for their own needs through the use of strategies and defines.

This is so, sooo, soooooo good - many, many thanks :)

Naval Invasions - logic for AI naval invasions has seen significant improvement. You should be encountering larger, less frequent naval invasions overall. The Ai will try to take advantage of weak points in coastal defences, and generally be more keen to invade to support theaters. This got so scary we had to turn the new capabilities down several times (of course, these can be tuned back up).

This sounds brilliant :) Very glad to hear we can turn the capabilities up as well. Are these defines, or is it possible to set AI strategies to favour more aggressive invasions when there's a greater advantage in relative force, for example?

This was a bug actually, which we have fixed.

Great news - well-squashed, that bug :)

there's a lot more scaling based on supply status now.

Also great news - this should hopefully help a bit with supply-based unit reallocation as well being a bit less 'lumpy'.

Naval invasions are the biggest hook for today's DD, so here's a naval-invasion themed pic. Given the DD talks about big and scary invasions, and because D-Day is so well covered, here's an image from the invasion of Okinawa, of amphibious tractors (amphibious mech in HoI4-speak) travelling towards the beaches while USS Tennessee bombards enemy defenses (all things we can do in HoI4 :) ):


Tennessee at Okinawa copy.jpg
 
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Is it still going to be possible for leaders to be advisors and commanders simultaneously (e.g., Rommel, Guderian, Dönitz, Raeder, etc)? They shouldn't, but just curious.
 
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Am I the only one scared of the new AI?

It sounds good - I want to be scared of the AI (as in, I want the AI to be as scary as possible, as long as it's still plausible - ie, not cheating*) :)

* At least in ways that break immersion.
 
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I would love if the AI was more proactive in punishing the player for putting all their troops in the front while leaving zero area defense orders for their victory point provinces. But I am happy that at least they will have some sort of defense against the player just sniping them for a quick surrender on minors.
 
It sounds good - I want to be scared of the AI (as in, I want the AI to be as scary as possible, as long as it's still plausible - ie, not cheating*) :)

* At least in ways that break immersion.
If this was an RTS with no pause like aoe2 then sure I want the AI to be limited so they don't micro me to death. But since I can take as long as I want planning I want the smartest, most vicious AI ever at least as an option. I don't mind if they play it safe by leaving some troops behind as defense or reinforcing their supply lines, but if they DO have a way to perform highly effective naval invasions on any unprotected coast, then I want that no matter how brutal!
 
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This really begs the creation of Corps level structures, that contain say 10 to twelve support companies and up to say 7 divisions. The armies would have a greater support company structure say 15 to 20 plus some depots. Arm group more depots and support and say up to 6 armies.
 
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Is it still going to be possible for leaders to be advisors and commanders simultaneously (e.g., Rommel, Guderian, Dönitz, Raeder, etc)? They shouldn't, but just curious.
Considering that appointed advisors can continue to grow in skill (and get better in their advisory role), I would say that yes they can still do both jobs at the same time.
 
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@Arheo
Please consider adding a pilot pool to prevent the fielding of thousands of planes flying at any one time. With a pool in place it will make committing your planes more tactical instead of a mass of fighters and CAS blanketing the skies at all times.
 
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@Arheo
Please consider adding a pilot pool to prevent the fielding of thousands of planes flying at any one time. With a pool in place it will make committing your planes more tactical instead of a mass of fighters and CAS blanketing the skies at all times.
Aren't pilots already drawn from the overall Manpower pool?
 
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