Command power

From Hearts of Iron 4 Wiki
(Redirected from Commander ability)
Jump to navigation Jump to search

Command power (CP) Command power.png 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. Waking the Tiger icon.png

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]

Command Power Investment For Commanders
Investment Description Command power.png CP cost 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 Command power.png 40 Command power is only a base cost, it can be further modified by personality traits.

Abilities for field marshals and generals[edit | edit source]

Abilities For Field Marshals and Generals
Icon Command Ability Ability Description Command power.png CP cost per battalion Notes
Extra Supplies.png Extra Supplies Duration: 7 days, Cooldown: 21 days

Supply Grace +168.0 Hour(s)

0.20 Unlocked by getting the Logistics Wizard.png Logistics Wizard Field Marshal trait.
Staff Office Plan.png Staff Office Plan Duration: 7 days

Planning Speed +400.0%

0.12 All Generals and Field Marshals start with this ability.
Force Attack.png Force Attack Add following effects to the armies for 7 days:
  • Offense 20.0%
  • Breakthrough 25.0%
  • Organization damage taken -100.0%
  • Strength damage taken 60.0%
  • War Support reduction on damaged 20.0%
  • Cannot retreat while attacking Yes
0.22 All Generals start with this ability.
Chi Force Attack.png Force Attack

(upgrade)

Add following effects to the armies for 7 days:
  • Offense 25.0%
  • Breakthrough 25.0%
  • Organization damage taken -100.0%
  • Strength damage taken 25.0%
  • War Support reduction on damaged 20.0%
  • Cannot retreat while attacking Yes
0.11 Exclusive to Flag of China China available after Goal generic special forces.png Dare-to-Die Corps focus is taken.
Last Stand.png Last Stand Add following effects to the armies for 7 days:
  • Defense 20.0%
  • Entrenchment 25.0%
  • Organization damage taken -100.0%
  • Strength damage taken 60.0%
  • War Support reduction on damaged 20.0%
  • Cannot retreat while defending Yes
0.22 All Generals start with this ability.
Last Stand.png Last Stand

(upgrade)

Add following effects to the armies for 7 days:
  • Defense 20.0%
  • Entrenchment 25.0%
  • Organization damage taken -100.0%
  • Strength damage taken 60.0%
  • Cannot retreat while defending Yes
0.05 Unlocked by Flag of Japan Japan available after Focus generic japanese imperial glory.png Warrior Spirit focus is taken.

Unlocked by Flag of Nationalist Spain Nationalist Spain available after Goal generic secret weapon.png Cultivate Fanaticism focus is taken.

Probing Attack.png Probing Attack Attack -20.00%

No Entrenchment Lose On Attack Yes

0.10 Unlocked by getting the Skirmisher.png Skirmisher General trait.
Siege Artillery.png Siege Artillery Add following effects to the armies for 7 days:
  • Fort Damage from Combat +200.0%
  • Fort Combat Damage Chance +200.0%
  • Fort Attack +20.0%
0.10 Unlocked by getting the Fortress Buster.png Fortress Buster General trait.
Glider Planes.png Glider Planes Add following effects to the armies for 7 days:
  • Paratrooper per Plane +100.0%
  • Paratrooper Organization Factor +200.0%
  • Paratrooper Anti Air Defense +50.0%
0.10 Unlocked by getting the Paratroopers (trait).png Paratroopers General trait.
Makeshift Bridges.png Makeshift Bridges Add following effects to the armies for 7 days:
  • River Crossing Speed Penalty -40.00%
  • River Attack +20.0%
0.10 Unlocked by getting the Improvisation Expert.png Improvisation Expert General trait.
Naval Assault Plan.png Naval Assault Plan Add following effects to the armies for 7 days:
  • Invasion Preparation Speed +50.0%
0.10 Unlocked by getting the Amphibious (trait).png Amphibious General trait.

Other operations[edit | edit source]

Other Command Power Military Operations
Icon Command Operation Operation Description CP cost
Air Supply Mission.png 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]
More Ground Crews.png 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) Political power.png to send the attaché and 50[7] Command power (CP) Command power.png to maintain the attaché. For more information see Attaché.

References[edit | edit source]