Additional commanders can be recruited at a cost of 5 Political Power for each existing commander of the same type (admirals do not count when recruiting generals, or vice versa). Commanders cannot normally die or be dismissed, though some country-specific events will remove particular historical commanders.
Generals can command up to 24 divisions effectively unless they are in "Garrison Area" mode, during which the limit is tripled to 72 divisions. Above this limit, their bonuses and XP gain are reduced proportionally. The traits of generals are oriented towards specialization in different units (e.g., tanks, foot infantry), adverse terrain/climates and tactical situations (e.g., attacking forts). Generals may be promoted to field marshals at the cost of command power and the temporary loss of one skill level.
A field marshal commands army groups, large formations comprised of several armies. A field marshal initially may command up to five armies; with the Expert Delegator trait, this limit can be increased to seven. Their traits give general bonuses, helping any kind of unit, such as, for example, +10% recovery rate, or increasing maximum army sizes. All armies assigned to the field marshal's army group receive these bonuses.
They can still be used as generals, but their field marshal traits will be disabled when they aren't commanding an army group.
Admirals can command up to 10 task forces. Above this limit, their bonuses and experience gain are reduced proportionally.
Commanders have a generic skill level and specialized skills for different aspects of warfare. Only admirals gain immediate benefits from their generic level.
|level||general & field marshal||admiral||hit chance||coordination|
When leveling up a commander gains three points in specialized skill, randomly distributed (many generals' traits skew the distribution). For generals and field marshals they are:
- attack, increasing the damage done to enemy divisions
- defense, reducing damage taken
- logistics, reducing supply consumption
- planning, increasing the speed and value of plan preparation
- attack, increasing the damage done to enemy ships by your weapons
- defense, increasing ship armor and decreasing enemy damage
- positioning, getting ships into and out of combat faster
- coordination, increasing hit chance and improving mission execution
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.5.
Commanders gain experience when the units under their command engage in combat. With enough experience, they will advance a skill level. For generals, the rate of XP gain is proportional to the total number of divisions engaged (including the reserve) times the number of combats. Experience is shared between all commanders participating in the fight. For example, if commander A commands armor units on the frontline, and commander B commands infantry units in the reserve, commander B will gain armor experience.
|XP type||Division-combat-hours per XP|
|Field Marshal trait||200|
|Field Marshal level||400|
- Main article: Commander trait
Each commander may have a number of traits, represented by medal icons. Traits are acquired when units do a certain action in combat; for instance, if an army under a general manages to encircle and destroy an amount of enemy divisions, the general may acquire the 'trickster' trait which boosts reconnaissance.