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Manage advisors and theorists, choose your army, navy, and air spirits, and unlock doctrines.
The officer corps tab
gives an overall summary of the status of the armed forces and allows management of the military leadership and way of warfare. It was added in Patch 1.11 (Barbarossa).
In this tab,all players can see their allocated command power, as well as daily army, navy, and air experience gain. Hovering over any of these will display a tooltip with more details.
You may review and edit your military advisors from this tab, just as you would from your political tab.
Additionally, this area displays the modifiers that affect the whole of the army, navy, and air force, such as army reinforce rate, max planning, sortie efficiency, air support efficiency, etc.
However, the primary purpose of this tab is to review and unlock land, naval, and air doctrines. Players with
No Step Back can also boost their armies, navies, and air wings with brand new 'spirits'. The army and navy commands may have up to three spirits each, while the air force command may have up to two. There are many options to choose from, and many different combinations are possible. There are also spirits which are only accessible depending on the doctrines that have been selected, or even the nation's ideology. Any and all of these choices can be made in exchange for a varying amount of army, navy, or air experience. The bonuses and de-buffs from doctrines and spirits take effect immediately.
Players who have access to divisional commanders (with
By Blood Alone) can also access a window that allows them to review and promote those officers.
- See also: Land doctrine, Naval doctrine, Air doctrine
Doctrines are research paths that allow a country to specialize its army, navy, and air forces. Each doctrine has a base cost of 100 of its respective experience, which can be modified by spirits, advisors, and special bonuses from focuses, events, or decisions.
Not to be confused with: National spirits
Army spirits provide bonuses to land commanders, land battles, and the army generally.
These spirits provide bonuses to land commanders, such as increasing XP gain for certain traits, an improved chance of gaining stats, or reduced hiring cost.
Spirit
|
Effects
|
XP
|
Prerequisites
|
Bold Attack As the saying goes: a strong offense is the best defense.
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Officers: 50% chance of +1 Attack on level up.
|
20
|
|
Tenacious Defense They shall not Pass!
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Officers: 50% chance of +1 Defense on level up.
|
20
|
|
Meticulous Preparation War is chaos, but chaos can be prepared for.
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Officers: 50% chance of +1 Planning and Logistics on level up.
|
20
|
|
Best of the Best Few people have what it takes to lead soldiers into battle. Fewer still have what it takes to win that battle.
|
- Starting level of new army leaders: +2
- Army intelligence to others: −5%
- New Officers: no personality traits gained on hiring.
|
20
|
Democratic
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Academy Scholarships No one should be prevented from serving their nation due to a simple lack of money.
|
- Army Leader Cost: −30%
- Starting level of new army leaders: +1
- Commander as Advisor Cost: −75%
- New Officers: no personality traits gained on hiring.
|
20
|
Communist
|
Political Loyalty An unreliable military is a threat to the state it is meant to protect.
|
|
20
|
Fascist or Non-aligned
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Inventive Leadership A predictable General is a defeated General.
|
|
20
|
|
Embrace the Future Wherever future battles are fought, armored troops will play the decisive role.
|
|
20
|
Mobile Warfare
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Engineering Schools There is a lot of science involved in digging a proper ditch.
|
|
20
|
Superior Firepower
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Theatre Training Some officers may 'go native', but natives are very good at fighting on their chosen terrain.
|
|
20
|
Grand Battle Plan
|
The Queen of Battle Infantry is the Queen of Battle, and the Queen goes wherever she pleases.
|
|
20
|
Mass Assault
|
These spirits provide general bonuses to the army or allow for specializing toward certain battalion types.
Spirit
|
Effects
|
XP
|
Prerequisites
|
Professional Officer Corps We are professionals, and war is our profession.
|
|
35
|
|
Proper Heritage A good General may be trained, but a great General must be bred. Like horses, in a way.
|
- Supply Combat Penalties on Core Territory: −20%
Cavalry Attack: +5%
Cavalry Unit Design Cost: −100%
|
35
|
|
Elevated Engineering Corps The best judge of a man's ability and character is to give him a shovel and a day to do something useful with it.
|
Entrenchment speed: +10%
- Railway Gun Bombardment: +20%
Engineer Company Unit Design Cost: −100%
Engineer Trait XP gain: +25%
|
35
|
|
Quick Improvisation Understand faster, think faster, act faster - that is the key to victory.
|
Planning Speed: +20%
- Daily
Command power gain: +0.20
- Commander Abilities Cost: −20%
|
35
|
|
Relief of Command The army does not exist to feed the ego of its Generals.
|
|
35
|
Democratic
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Ideological Loyalty Someone who does not have the correct ideology can not be expected to achieve the correct result in battle.
|
Weekly Manpower: +500
- Encirclement penalty: −20%
|
35
|
Communist
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State serves the Military The purpose of the state is to wage war against other states. Anything else is either in support of that or a useless distraction.
|
|
35
|
Fascist
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Tip of the Spear The dagger in the night is often more effective than the longsword in the day.
|
Naval Invasion Capacity: +10
- Extra
Paratrooper/ Marine Supply Grace: +24 Hour(s)
- Naval Invasion Planning: +20%
Marine/ Mountaineer/ Paratroop Unit Design Cost: −100%
|
35
|
Grand Battle Plan
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Overwhelming Firepower If artillery doesn't win you battles, you're not using enough of it.
|
Artillery experience gain from combat: +10%
Support/Line/Motorized Artillery Unit Design Cost: −100%
Infantry Unit Design Cost: −100%
All SP Artillery (except Modern) Unit Design Cost: −100%
|
35
|
Superior Firepower
|
Bayonett Strength When all is said and done, a tank or airplane can't hold a patch of ground.
|
Infantry experience gain from combat: +10%
Infantry Unit Design Cost: −100%
Motorized/ Mechanized Infantry Unit Design Cost: −100%
|
35
|
Mass Assault
|
Motorization Drive Strike faster, go further, win harder!
|
Motorized/ Mechanized experience gain from combat: +10%
All Tank Unit Design Cost: −100%
Motorized/ Mechanized Infantry Unit Design Cost: −100%
|
35
|
Mobile Warfare
|
Accomplished Heritage The history and accomplishments of our regiments stands testament to the heroism of our soldiers. By habitually recognizing great deeds, every man might aspire to that same greatness.
|
- Grant Medal Cost: −50.0%
- Field Officer Division Penalty: −100%
|
35
|
By Blood Alone DLC
|
Spirit of Division Command[edit | edit source]
These spirits provide bonuses to land battles and increase the chance of certain combat tactics being used
Spirit
|
Effects
|
XP
|
Prerequisites
|
Static Warfare There is no such thing as too much trench work. There is only 'insufficient' and 'barely adequate'.
|
Entrenchment speed: +10%
Max Entrenchment: +10%
- Additional chance for Preferred tactic: +100%
|
50
|
|
Flexible Organization What counts is getting the job done, not following orders to the letter.
|
Divisions speed: +5%
- Org Loss when Moving: −15%
- Preferred Tactics Selection cost: −15
|
50
|
|
Aggressive Reconnaissance If you want to know what the other side is up to, go over there and ask them directly!
|
- Reconnaissance: +15%
- Intel from combat: +15%
- Additional chance for Preferred tactic: +100%
|
50
|
|
Reserve Officers Not everyone needs to make the military their profession. But in times of war, they can still serve.
|
- Division training time: −15%
- Additional chance for Preferred tactic: +100%
|
50
|
|
Victory or Death It is better to die with glory than to live in the shame of defeat.
|
- Organization loss when below 25%: −15%
- Additional chance for Preferred tactic: +100%
|
50
|
|
Logistical Focus The troops can eat their belts but the tanks got to have gas.
|
Supply Consumption: −5%
- Navy/Air Fuel Consumption: −5%
- Additional chance for Preferred tactic: +100%
|
50
|
Grand Battle Plan
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Smoke and Fire A rolling barrage of shells is surprisingly effective at keeping the enemy from shooting back.
|
Breakthrough: +5%
- Additional chance for Preferred tactic: +100%
|
50
|
Superior Firepower
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Operational Reserves Always have something up your sleeve. Always.
|
- HP: +10%
- Additional chance for Preferred tactic: +100%
|
50
|
Mass Assault
|
Maneuver Warfare A proper, civilized war is more like a chess match than a brawl. Why fight an enemy you can maneuver around?
|
Divisions Speed: +5%
- Coordination: +5%
- Additional chance for Preferred tactic: +100%
|
50
|
Mobile Warfare
|
Navy spirits provide bonuses to admirals, naval battles, and naval research and design.
These spirits provide a bonus to admirals, such as increasing XP gain for certain traits, an improved chance of gaining stats, or reduced hiring cost.
Spirit
|
Effects
|
XP
|
Prerequisites
|
Instilled Aggression Attack, attack, attack!
|
Admirals: 20% chance to gain +1 Attack on level up
|
20
|
|
Calculated Restraint After careful consideration...
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Admirals: 20% chance to gain +1 Defense on level up
|
20
|
|
Signals Training In order for every man to do his duty, he must know what his duty is.
|
Admirals: 20% chance to gain +1 Maneuvering and Coordination on level up
|
20
|
|
Academy Scholarships It's all about giving the right people the chance to shine.
|
- −40% Navy Leader Cost
- Starting level of new navy leaders: +1
- New Admirals: no personality traits gained on hiring.
|
20
|
|
Best of the Best Tough competition and strict selection breeds the captains we want.
|
- Starting level of new navy leaders: +2
- −5% Navy intelligence to others
- New Admirals: no personality traits gained on hiring.
|
20
|
|
Grand Fleet Large scale tactics training.
|
|
20
|
Fleet In Being
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Convoy Warfare Merchant convoys require special tactics and training.
|
|
20
|
Trade Interdiction
|
Integrated Air Arm Close co-operation between air and sea units is vital!
|
|
20
|
Base Strike
|
These spirits provide bonuses to research speed, design cost, repair and refit speed, or experience gain.
Spirit
|
Effects
|
XP
|
Prerequisites
|
Jeune École Destroyers are the future!
|
Destroyer Research Speed: +20%
- Light Ship Design Cost: −60%
|
35
|
|
Flexible Contracts The best contract is one that can be terminated.
|
- Cruiser Design Cost: −60%
- Naval Designer Cost: −80%
|
35
|
|
Integrated Designers Constantly adapting our designs is top priority.
|
- Ship Modules Research Speed: +20%
|
35
|
|
Naval Reform War always changes.
|
Navy experience gain: +15%
|
35
|
|
Naval Refit Yards Minimizing time in the dock, maximizes the time a ship can be at sea.
|
- Ship Refitting Speed: +25%
- Ship Repair Speed: +15%
|
35
|
|
Global Presence Our ships shall patrol the oceans around the globe.
|
|
35
|
Fleet In Being
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Submarine Primacy Without supplies, a country cannot fight a war.
|
|
35
|
Trade Interdiction
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Mobile Force Being able to strike anywhere, anytime.
|
|
35
|
Base Strike
|
These spirits provide bonuses to naval battles.
Spirit
|
Effects
|
XP
|
Prerequisites
|
Close Combat Getting in close is the key to victory.
|
- Screen Attack: +5%
- Torpedo screen penetration: +5%
|
50
|
|
Night Fighting Being used to fighting in the dark gives distinct advantages.
|
- Night-time Attack +10%
- Night-time Spotting +10%
- Visibility −5%
|
50
|
|
Efficient Communications Communication, communication, and communication.
|
Positioning: +15%
|
50
|
|
Inclement Weather Experience There's no such thing as bad weather...
|
Bad Weather Penalty: −40%
|
50
|
|
Brave Commanders Damn the torpedoes, full speed ahead!
|
- Retreat Decision Chance: −5%
- Chance to score Critical Hit: +15%
|
50
|
|
Bureau of Ordnance The Bureau of Ordnance influences any ship design made.
|
Torpedo Hit Chance: −10%
|
50
|
United States
|
Decisive Battle Going all in for the battle will always give you the initiative.
|
- Naval Hit chance: +10%
- Retreat Decision Chance: −10%
- Fleet speed while retreating: −10%
- Torpedo hit chance: +10%
|
50
|
Fleet In Being
|
Surface Raiders Why just let the subs do all the raiding?
|
- Retreat Decision Chance: +10%
- Fleet speed while retreating: +10%
- Screening bonus when using only capital ships: +20%
|
50
|
Trade Interdiction
|
Surprise Attacks Hitting the enemy before he is aware of the threat.
|
- Retreat chance after initial stage: +10%
- Retreat Speed after initial stage: +10%
|
50
|
Base Strike
|
Air spirits provide bonuses to aircraft research and air missions
Spirit
|
Effects
|
XP
|
Prerequisites
|
Independent Air Force The Air Force is an independent branch, and just as important as the Army or the Navy.
|
Air Advisor Cost: −75%
|
50
|
|
Industry Liasons Only frictionless cooperation between the aircraft industry, military, and government will ensure the highest quality.
|
- Light Aircraft Research speed: +15%
- Medium Aircraft Research speed: +15%
- Heavy Aircraft Research speed: +15%
- Naval Aircraft Research speed: +15%
|
50
|
|
Effective Training Programs Nothing beats a good education.
|
Air Wing Training experience gain: +25%
|
50
|
|
Branch Independence Spirit No army or navy guy can order us around. We do things our way.
|
|
50
|
|
Air Crew Surveys After all, they are the ones using the equipment, so why not ask them?
|
- Air Accidents Chance: −25%
- Air Doctrine Cost: −15%
|
50
|
|
Industrial Destruction 1000 bombers can change the course of the war in a single strike.
|
- Heavy Aircraft Research Speed: +5%
Strategic Bomber Design Cost: −75%
Jet Strategic Bomber Design Cost: −75%
|
50
|
Strategic Destruction
|
Dive Bombing Scratch one flat top.
|
Close Air Support Research Speed: +5%
Close Air Support Design Cost: −75%
Carrier Close Air Support Design Cost: −75%
|
50
|
Battlefield Support
|
Material Destruction Destruction of equipment and disruption of the enemy's lines of communication shall seal victory faster than any number of inflicted casualties.
|
Tactical Bomber Research Speed: +5%
Tactical Bomber Design Cost: −75%
Jet Tactical Bomber Design Cost: −75%
|
50
|
Operational Integrity
|
Spirit of Air Force Command[edit | edit source]
Spirit
|
Effects
|
XP
|
Prerequisites
|
Battlefield Air Interdiction Close cooperation between air and ground forces.
|
Escort Efficiency: +5%
- Ground attack factor: +5%
|
50
|
|
Veteran Air Instructors Letting the best train the rest.
|
Air Wing Experience loss when killed: −25%
|
50
|
|
Centralized Control Effective management of resources ensures that planes reach the locations where they are needed the most.
|
Fighter Detection: +10%
- Air Mission Efficiency: +10%
|
50
|
|
Airborne Heroes The vast expanse of the sky holds untold promise for those in search of a legacy.
|
Ace Effectiveness: +50%
|
50
|
|
Air Power Projection A special daring is necessary when fighting away from home.
|
Air power projection factor: +10%
|
50
|
|
CAG Night Fighting You think just flying in the dark is hard? Try landing on an aircraft carrier in the middle of the night!
|
Carrier night penalty reduction: +33%
|
50
|
United Kingdom
|
Steel Wings, Steel Hearts It takes a certain type of courage to wage war at 10,000 feet.
|
Untrained pilots penalty for new Air Wings: −33%
|
50
|
Communist
|
Total Devastation Massive strategic strikes at the heart of the enemy's core will break their ability to fight.
|
Strategic Bombing: +10%
|
50
|
Strategic Destruction
|
Continuous Strike Destruction of key enemy equipment is vital.
|
Air Support Mission Efficiency: +25%
|
50
|
Battlefield Support
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Massed Strike Disrupting the enemy ground forces is the best way to defeat them.
|
Air Superiority: +5%
|
50
|
Operational Integrity
|