Command power
Command power (CP) represents the ability of the government to bypass the chain of command and directly influence the military.
Command power is capped at 200[1], however, both the growth and the cap can be increased by Doctrines and National Spirits. Command power is limited to promotion of Field Marshals and the "More Ground Crews" ability unless you have the Waking the Tiger DLC.
Command power is used for promoting generals to field marshals, taking certain military related decisions, managing air supply, assigning traits to field marshals, generals and admirals who qualify, and using special abilities to affect divisions. Note that in the case of military operations, command power can be spent on one-time operations or it can be allocated for continuous operations. Cost is based upon the total number of battalions in your army for which you activate a command ability.
Most of the command power abilities are unlocked by traits and apply to divisions under the general. These cost command power to trigger and run for a limited duration, giving bonuses or other effects such as offering up unique tactics.
Commander upgrades[edit | edit source]
Investment | Description | ![]() |
Notes |
---|---|---|---|
Assign trait | You can assign a trait to a Commander if they have an empty trait slot. | 15 | Generals, Field Marshals and Admirals are treated in a similar fashion. |
Promote General to Field Marshal | You can promote Generals to Field Marshals, thus making them capable of controlling an Army Group. | 40 | ![]() |
Abilities for field marshals and generals[edit | edit source]
Icon | Command Ability | Ability Description | ![]() |
Notes |
---|---|---|---|---|
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Extra Supplies | Duration: 7 days, Cooldown: 21 days
Supply Grace +168.0 Hour(s) |
0.20 | Unlocked by getting the ![]() |
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Staff Office Plan | Duration: 7 days
Planning Speed +400.0% |
0.12 | All Generals and Field Marshals start with this ability. |
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Force Attack | Add following effects to the armies for 7 days:
|
0.22 | All Generals start with this ability. |
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Force Attack
(upgrade) |
Add following effects to the armies for 7 days:
|
0.11 | Exclusive to ![]() ![]() |
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Last Stand | Add following effects to the armies for 7 days:
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0.22 | All Generals start with this ability. |
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Last Stand
(upgrade) |
Add following effects to the armies for 7 days:
|
0.05 | Unlocked by ![]() ![]() Unlocked by |
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Probing Attack | Attack -20.00%
No Entrenchment Lose On Attack Yes |
0.10 | Unlocked by getting the ![]() |
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Siege Artillery | Add following effects to the armies for 7 days:
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0.10 | Unlocked by getting the ![]() |
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Glider Planes | Add following effects to the armies for 7 days:
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0.10 | Unlocked by getting the ![]() |
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Makeshift Bridges | Add following effects to the armies for 7 days:
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0.10 | Unlocked by getting the ![]() |
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Naval Assault Plan | Add following effects to the armies for 7 days:
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0.10 | Unlocked by getting the ![]() |
Other operations[edit | edit source]
Icon | Command Operation | Operation Description | CP cost |
---|---|---|---|
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Air Supply Mission | Allows transport planes to conduct air supply drop missions (0.05 supply per supply plane at full efficiency)[2]. | 0.20 per plane[3] |
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More Ground Crews | Improves air efficiency by +10% in a zone[4]. | 20 per zone[5] |
Attaché[edit | edit source]
An attaché is a technical expert on a country's diplomatic staff at a foreign capital. Sending an attaché will result in higher military cooperation and give benefits to both countries. It costs the sending country 100[6] Political power (PP) to send the attaché and 50[7] Command power (CP)
to maintain the attaché. For more information see Attaché.
References[edit | edit source]
- ↑ Defines NCountry BASE_MAX_COMMAND_POWER = 200
- ↑ Defines NCountry AIR_SUPPLY_CONVERSION_SCALE = 0.05
- ↑ Defines NAir MISSION_COMMAND_POWER_COSTS = 0.2
- ↑ Defines NAir AIR_MORE_GROUND_CREWS_BOOST = 0.1
- ↑ Defines NAir AIR_MORE_GROUND_CREWS_COST = 20.0
- ↑ Defines NDiplomacy BASE_SEND_ATTACHE_COST = 100
- ↑ Defines NDiplomacy BASE_SEND_ATTACHE_CP_COST = 50.0