I always hate this design, literally you end up with almost no command point to store once you have appointed all the positions.
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One small note here is that leveling up a commander with an existing role will increase his level of high command if he is the appropriate level. A specialist will thus level up to expert when he reaches level 6 and an expert will level up to genius if he is level 8. The only exception to this is commanders with air traits assigned. Those can unfortunately not be leveled up and I think this should change. For example Japan who has only got air force specialists, but Kenji Dohaira is also a general. Leveling him up to level 6 should be rewarded with him becoming an expert.Let's put some numbers to this. Specialists allocate 30 CP, Experts 20, and Geniuses 10. So if you fill all three High Command slots and all three Chiefs with Experts, you'll have a CP cap of 80. Now remember that NSB increased the base CP cap from 100 to 200, so this is only 20 less than you would have had before the change to this system (you'd also have spent 600 PP to get here, which would have been 900 under the old system, so you're also up the equivalent of a couple of design companies or political advisors). Now, of course, using different levels changes these numbers. Few Geniuses are available right away and Specialists are relatively common (I haven't actually run the numbers but I estimate there are more Experts than Specialists, but still a large number of the latter) so the effective average, especially if you obsessively try to fill all High Command slots, is probably lower than 80. But surely this is just an argument not to use Specialists unless you desperately need their bonus, or they are field commanders who may advance to Expert or even Genius later.
On that last point, this makes generals without scripted advisor roles even more valuable. It is this that I would like to see Paradox's content designers look at, rather than the conceptual structure of Command Power allocation and High Command costs. Recent expansions have tended towards larger casts of characters with more roles; compare the officer corps from BftB countries with those from TfV or DoD for starters, and note how many of the former also have advisor roles. But the new system of promoting arbitrary generals to the High Command has paradoxically created a disincentive for using characters who are scripted as both. While there could be adjustments made to encourage the use of such characters (interestingly, making such a character a Genius-tier advisor to start with would solve both problems, eliminating the opportunity cost of using them as a commander over a character with the capacity to level up - because they are already Genius - and also lessening the CP allocation involved in filling an advisor slot), I think consideration ought to be given to the balance implications of having generals capable of promotion versus having generals with pre-scripted advisor roles that cannot benefit from service in the field.
Huh, I didn't realise that. I keep seeing content creators talk about promoting fresh generals so that they have the option of levelling up so I assumed they were right and you couldn't do that. That completely invalidates the second paragraph of my post, thanks for telling me!One small note here is that leveling up a commander with an existing role will increase his level of high command if he is the appropriate level. A specialist will thus level up to expert when he reaches level 6 and an expert will level up to genius if he is level 8. The only exception to this is commanders with air traits assigned. Those can unfortunately not be leveled up and I think this should change. For example Japan who has only got air force specialists, but Kenji Dohaira is also a general. Leveling him up to level 6 should be rewarded with him becoming an expert.
Rundstedt boosts org regain, not reinforcement, and frankly the former hasn't been much trouble.Rundstedt is an easy 3rd slot choice, especially in multiplayer but in singleplayer as well. You will be swimming in PP as Germany by Africa/Barb, no reason not to boost reinforce rate - even just a ~4-6 hour reduction on reorg time can make a world of difference in multiplayer. Fristch is also not a bad choice, no reason NOT to save ICs if you have no other use for the PP or advisor slot. you will survive just fine with 1 fewer last stand in store.
They have several, most of them not that great, but Lutjens enlarging your naval range can be useful to let your subs raid a bit farther from home.The naval AA guy? Very fringe use.
Asking for port use is easily the better option, which is why I didn't even bother with himThey have several, most of them not that great, but Lutjens enlarging your naval range can be useful to let your subs raid a bit farther from home.
I missed it the first time I read it as well. They say it helps your reinforcements by spending less time hanging around re-orging.Rundstedt boosts org regain, not reinforcement, and frankly the former hasn't been much trouble.
when i said "reorg" i meant reorganization, not reinforcement.Rundstedt boosts org regain, not reinforcement
in SP you'd probably never notice the difference since there's never any "race" to click. but even there i'd argue something is better than nothing.and frankly the former hasn't been much trouble.
again, something is better than nothing.Von Fritsch is practically useless, as he lowers the attrition rate by (100-80)*.08.
the attack is pretty useless, the 15% defense isn't. that's 15% fewer crits taken, and even if it won't be enough for the infantry to win battles, not losing for longer means more time for you to outmaneuver the enemy. in SP where the enemy battleplans with infantry org waves it's even more useful. finally if you make any AT inf, which is actually somewhat viable now, the attack will have some use.Schörner isn't useful as infantry has low stats to begin with and they don't need to destroy enemy units, we have tanks for that.
All fair, but comes down to "do I value the little gains over CP expenditure", and air zone priority, quick planning, makeshift bridges, logistics or last stand/force attack, not to mention trait purchase might be the better deal. It's situational, sure, but I hope we can agree most of the offered boni from high command aren't must takes.when i said "reorg" i meant reorganization, not reinforcement.
in SP you'd probably never notice the difference since there's never any "race" to click. but even there i'd argue something is better than nothing.
MP it's far more valued. there's a reason no one (good) ever grinds generals with harsh leader, even though stacking attack pips is meta.
again, something is better than nothing.
the attack is pretty useless, the 15% defense isn't. that's 15% fewer crits taken, and even if it won't be enough for the infantry to win battles, not losing for longer means more time for you to outmaneuver the enemy. in SP where the enemy battleplans with infantry org waves it's even more useful. finally if you make any AT inf, which is actually somewhat viable now, the attack will have some use.
I did. In peacetime, it makes perfect sense, especially the air advisors, since you can get them very cheaply.No one here has even mentioned the army xp gain that you get from high command now. Sure it's not much, but over a few years it can add up to an extra doctrine or better equipment variants.
also going to disagree here. even as the USSR or France the 500-600 XP from volunteers is only going to get you 3-5 doctrines + division designs + tanks. the extra ~35 a year is definitely worth it. they're also XP which you get without having to sacrifice equipment, men or stability.I did. In peacetime, it makes perfect sense, especially the air advisors, since you can get them very cheaply.
But with a major conflict, XP aren't the problem.
But you're already sacrificing equipment and men and stability, you can also send attachees, you probably won't have the high command advisors in the first two years anyway, cutting into the XP gain.also going to disagree here. even as the USSR or France the 500-600 XP from volunteers is only going to get you 3-5 doctrines + division designs + tanks. the extra ~35 a year is definitely worth it. they're also XP which you get without having to sacrifice equipment, men or stability.