Difference between revisions of "Command group"

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(Traits: Forgot earned traits. Still need to go back and edit each individual table, aside from personality and field marshal traits, which I have already reorg'd.)
(Exercise: fix)
 
(47 intermediate revisions by 22 users not shown)
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{{Version|1.3}}
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{{hatnote|For naval command groups, see [[Fleet]].}}
{{hatnote|For naval command groups, see [[fleets]].}}
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{{Version|1.8}}
A '''command group''' is a collection of divisions that can be assigned to and led by a commander. A command group is tied to the [[theater]] in which it operates.
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{{LandWarfareNavColumn}}
 +
A '''command group''' is a collection of [[division]]s that can be assigned to and led by a [[commander]]. It is either an army or an army group. A command group is tied to the [[theater]] in which it operates.
  
== Colours ==
+
== Colors and Insignia ==
The game uses a limited number of colours for command groups. To change the colours, select the command group and click on the coloured bar to the right of the command group's name above the list of divisions.
+
The game uses a limited number of preset colors for command groups, but allows for color customization. To change the colors, select the command group and click on the colored bar to the right of the command group's name above the list of divisions, or the icon of the command group.
 +
Command groups can be assigned icons to differentiate between command groups or for historical immerersion. The insignia can be changed the same way as colors.
  
 
== Battle plan ==
 
== Battle plan ==
 
{{main|Battle plan}}
 
{{main|Battle plan}}
{{SVersion|1.3}}
+
Battle plans are a mechanic to give orders to command groups as a whole or may include different specific orders for different parts of the command group.
Battle plans are a mechanic to give orders to command groups (an army or army group) as a whole or may include different specific orders for different parts of the command group.
 
  
 
An army group can be commanded like any other group of units and simply given a right-click move order to a destination. However, they fight better if they are given "plans" – a general order that is coordinated along a front, either to advance, defend or make an orderly withdrawal. Once the player hits the execute button, the AI will direct forces through the plan, although the player can still micromanage to correct the AI and for complex maneuvers such as encircling. The player may also decide whether the AI should act carefully, balanced or rushed.
 
An army group can be commanded like any other group of units and simply given a right-click move order to a destination. However, they fight better if they are given "plans" – a general order that is coordinated along a front, either to advance, defend or make an orderly withdrawal. Once the player hits the execute button, the AI will direct forces through the plan, although the player can still micromanage to correct the AI and for complex maneuvers such as encircling. The player may also decide whether the AI should act carefully, balanced or rushed.
Line 17: Line 18:
 
== Commander ==
 
== Commander ==
 
{{anchor|Commander}}<!-- Used in the game, if this section changes name then make sure to keep the anchor ~~~~ -->
 
{{anchor|Commander}}<!-- Used in the game, if this section changes name then make sure to keep the anchor ~~~~ -->
{{SVersion|1.3}}
+
{{Main|Commander}}
 
Command groups may be assigned a commander, increasing their effectiveness in combat.
 
Command groups may be assigned a commander, increasing their effectiveness in combat.
  
Additional commanders can be recruited at a cost of 5 [[File:Political power.png|24px]] [[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.
+
== Exercise ==
 
+
Military exercises including drill, weapons practice, and field maneuvers are a less deadly way to gain experience than combat, although at some level there is no substitute for experiencing combat conditions. Any command group may exercise, which can provide two separate benefits. While exercising, the divisions gain experience until they reach regular status, after which they need combat experience to improve further. The country, however, gains land combat [[experience]] whenever troops that are trained or better are conducting an exercise. Such experience is needed to edit or create new divisions. Training is one way to provide needed land experience while at peace. Commanders do not gain experience from exercising, only combat time.
=== Ranks ===
 
There are two ranks of commander:
 
 
 
==== General ====
 
Generals can command up to 24 divisions effectively unless they are in 'Garrison area' mode,during which the limit is tripled to 72 divisions (as of the Cornflakes (v.1.5.0) Update).  Above this limit, their bonuses and XP gain are reduced proportionally. Traits of generals are oriented towards combat strength. Generals may be promoted to Field Marshals at the cost of one skill level and all their positive traits (in effect, losing everything except "Old Guard"). The loss of bonuses if over limit mean large garrison armies in contact with the enemy should be switched to other orders by breaking off armies of 24 divisions or less.
 
 
 
==== Field Marshal ====
 
A Field Marshal is in command of up to 5 generals, their traits are general buffs, helping any kind of unit, like for example +10% recovery rate. They give those buffs to all generals under them.
 
 
 
They can still be used as generals.
 
You can use [[Command Power]] to promote a General to Field Marshal through which he will loose one Level but keep all his traits.
 
 
 
For a list of commanders by country, see [[List of commanders]].
 
  
=== Skill level ===
+
In the simplest case, for a fully equipped, fully fueled division and a country that does not have training modifiers and did not reduce its division count recently, the amount of experience the country gets from an exercising division depends on the following components:
Commander skills are split in 4 categories since update 1.5:
+
* B: number of battalions and support companies in the division
 +
* S: {{hover|NMilitary.UNIT_EXPERIENCE_PER_TRAINING_DAY|0.0015}} * {{hover|NMilitary.TRAINING_EXPERIENCE_SCALE|62}}
 +
* C(day): the number of divisions in the field and in training on a given day
 +
<math>\text{experience} = B / 10 * S / C(\text{today}) = 0.0093 * B / C(\text{today})</math>
  
 +
More generally, the following additional inputs are considered:
 +
* T: country-specific {{hover|training_time_factor|Training time}} modifier, e.g. from [[idea]]s like Extensive Conscription<ref>bug report [[forum:1402246|Training time modifier increases experience gain
 +
]]</ref>
 +
* F: (for units needing fuel) fuel factor scales between 0 and 1 according to fuel availability in the division
 +
* R: the division's fighting strength ratio (reduced when lacking manpower or equipment)
 +
* I: interpolation factor; {{hover|NMilitary.ARMY_COUNT_DAILY_LERP_FOR_TRAINING_XP|0.002}}
 +
* D: interpolation decrease; {{hover|NMilitary.ARMY_COUNT_DAILY_DECREASE_FOR_TRAINING_XP|0.1}}
  
1. Attack, buffing division attack
+
<math>\text{interpolated division count}(\text{day}) = \text{max}(C(\text{day}), \text{interpolated division count}(\text{previous day}) + (C(\text{day}) - \text{interpolated division count}(\text{previous day})) * I - D)</math>
  
2. Defense, buffing division defense
+
<math>\text{experience} = B / 10 * S * T * F * R / \text{interpolated division count}(\text{day})</math>
  
3. Tactics, buffing planning bonus and speed
+
While in an exercise, divisions have a 6% increase in attrition of their equipment. Their [[Land units#Organization|organization]] is set to 20% and may take about a week after they stop to fully recover. Note that arming fresh troops with older weapons from inventory (by setting their division template equipment button setting to use the older equipment) conserves more expensive current weapons for combat units. To help with this, it is sound practice to attach all divisions that need exercising to a training Army during the training period by using the Army View (hotkey "o") to click or shift-click to select all those needing training and then right-clicking on the training army icon to assign them there before giving the exercise order at the army command level. By checking periodically, the same process can be used to re-assign back the divisions that have completed their intended training.
  
4. Logistics lowering supply use
+
You can shift-click to have the exercises automatically cancel when all troops are at regular level.
 
 
Each level up of a general gives him 2 points split up randomly in the above categories
 
 
 
=== Experience ===
 
 
 
Commanders gain experience when the units under their command engage in combat. With enough experience, they will advance a skill level. The rate of XP gain is proportional to the total number of divisions engaged times the number of combats.
 
 
 
{|class = "wikitable"
 
! XP type !! Division-combat-hours per XP
 
|-
 
| General trait || 25
 
|-
 
| General level || 50
 
|-
 
| Field Marshal trait || 200
 
|-
 
| Field Marshal level || 400
 
|}
 
 
 
=== Traits ===
 
 
 
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.
 
 
 
==== Personality Traits ====
 
{| class="wikitable sortable"
 
|-
 
! Trait !! Modifier !! Skill Factor
 
|-
 
| [[file:Old Guard.png]] {{anchor|Old Guard}} Old Guard || +1 max entrenchment <br> -25% experience gain ||
 
|-
 
|| [[file:Brilliant Strategist.png]] Brilliant Strategist || +1 Attack skill <br> +1 Planning skill <br> Allows Aggressive Assaulter field marshal trait || +1 Attack skill factor <br>+1 Planning skill factor
 
|-
 
|| [[file:Inflexible Strategist.png]] Inflexible Strategist || +1 Defense skill <br> +1 Logistic skill <br> Allows Unyielding Defender field marshal trait || +1 Defense skill factor <br> +1 Logistic skill factor
 
|-
 
|| [[file:Politically Connected.png]] Politically Connected || -10% experience gain <br> -50% promotion cost ||+1 Planning skill factor <br> +1 Logistics skill factor
 
|-
 
|| [[file:Career Officer.png]] Career Officer || -25% promotion cost ||  +1 Logistics skill factor <br>+1 Planning skill factor
 
|-
 
|| [[file:Cautious.png]] Cautious || -20% planning speed ||  +1 Logistics skill factor <br>+1 Defense skill factor
 
|-
 
|| [[file:Reckless.png]] Reckless || +20% planning speed <br> +100% wounding chance|| +1 Attack skill factor <br>+1 Planning skill factor <br> -1 Defense skill factor
 
|-
 
|| [[file:Media Personality.png]] Media Personality|| +100% reassignment duration || +1 Attack skill factor <br>+1 Defense skill factor
 
|-
 
|| [[file:Harsh Leader.png]] Harsh Leader || -10% division recovery || +1 Attack skill factor <br>+1 Logistics skill factor
 
|-
 
|| [[file:Infantry Officer.png]] Infantry Officer|| +100% XP for infantry leader|| +1 Planning skill factor <br>+1 Defense skill factor
 
|-
 
|| [[file:Cavalry Officer.png]] Cavalry Officer|| +100% XP for cavalry leader|| +1 Attack skill factor <br>+1 Logistics skill factor
 
|-
 
|| [[file:Armor Officer.png]] Armor Officer|| +100% XP for panzer leader|| +1 Attack skill factor <br>+1 Planning skill factor
 
|-
 
|| [[file:Samurai Lineage.png]] Samurai Lineage|| ||
 
|-
 
|| [[file:Communist Sympathizer.png]] Communist Sympathizer|| ||
 
|-
 
|}
 
 
 
==== Earned Traits ====
 
{{SVersion|1.3}}
 
{| class="wikitable sortable"
 
|-
 
! Trait !! Effect !! Action required !! XP required
 
|-
 
| [[file:Trickster.png]] {{anchor|Trickster}} Trickster || {{green|+25%}} Reconnaissance || The general or their opponent is flanking
 
| style="text-align: right;"| 500
 
|-
 
| [[file:Engineer (trait).png]] {{anchor|Engineer}} Engineer || {{iconify|River}}:
 
:{{green|+10%}} Attack
 
| Attacking a fort or across a river
 
| style="text-align: right;"| 1000
 
|-
 
| [[file:Fortress Buster.png]] {{anchor|Fortress Buster}} Fortress Buster || {{iconify|Fort}}:
 
:{{green|+20%}} Attack
 
| Attacking a fort
 
| style="text-align: right;"| 700
 
|-
 
| [[file:Panzer Leader.png]] {{anchor|Panzer Leader}} Panzer Leader || {{green|{{0}}+5%}} Armor speed<br />{{green|+10%}} Armor Division Attack || 40% hardness or more
 
| style="text-align: right;"| 700
 
|-
 
| [[file:Commando.png]] {{anchor|Commando}} Commando || {{green|−50%}} Out of supply || Temperature is under -10° or in a paradropped/amphibious attack
 
| style="text-align: right;"| 700
 
|-
 
| [[file:Invader.png]] {{anchor|Invader}} Invader || {{green|+30%}} Amphibious invasion speed<br />{{green|−30%}} Invasion Preparation Time || In amphibious invasions
 
| style="text-align: right;"| 100
 
|-
 
| [[file:Bearer of Artillery.png]] {{anchor|Bearer of Artillery}} Bearer of Artillery || {{green|+15%}} Artillery Attack || Not gainable. Only available to Wojtek by the event “[[Polish events#Wojtek Never Drops A Crate|Wojtek Never Drops A Crate]]”.
 
|
 
|}
 
 
 
==== General Traits ====
 
{{SVersion|1.3}}
 
{| class="wikitable sortable"
 
|-
 
! Trait !! Effect !! Action required !! XP required
 
|-
 
| [[file:Trickster.png]] {{anchor|Trickster}} Trickster || {{green|+25%}} Reconnaissance || The general or their opponent is flanking
 
| style="text-align: right;"| 500
 
|-
 
| [[file:Engineer (trait).png]] {{anchor|Engineer}} Engineer || {{iconify|River}}:
 
:{{green|+10%}} Attack
 
| Attacking a fort or across a river
 
| style="text-align: right;"| 1000
 
|-
 
| [[file:Fortress Buster.png]] {{anchor|Fortress Buster}} Fortress Buster || {{iconify|Fort}}:
 
:{{green|+20%}} Attack
 
| Attacking a fort
 
| style="text-align: right;"| 700
 
|-
 
| [[file:Panzer Leader.png]] {{anchor|Panzer Leader}} Panzer Leader || {{green|{{0}}+5%}} Armor speed<br />{{green|+10%}} Armor Division Attack || 40% hardness or more
 
| style="text-align: right;"| 700
 
|-
 
| [[file:Commando.png]] {{anchor|Commando}} Commando || {{green|−50%}} Out of supply || Temperature is under -10° or in a paradropped/amphibious attack
 
| style="text-align: right;"| 700
 
|-
 
| [[file:Invader.png]] {{anchor|Invader}} Invader || {{green|+30%}} Amphibious invasion speed<br />{{green|−30%}} Invasion Preparation Time || In amphibious invasions
 
| style="text-align: right;"| 100
 
|-
 
| [[file:Bearer of Artillery.png]] {{anchor|Bearer of Artillery}} Bearer of Artillery || {{green|+15%}} Artillery Attack || Not gainable. Only available to Wojtek by the event “[[Polish events#Wojtek Never Drops A Crate|Wojtek Never Drops A Crate]]”.
 
|
 
|}
 
 
 
==== Field Marshal Traits ====
 
{{SVersion|1.5}}
 
{| class="wikitable sortable"
 
|-
 
! Trait !! Prerequisites !! Effect
 
|-
 
| [[file:Logistics Wizard.png]] {{anchor|Logistics Wizard}} Logistics Wizard || || Supply Consumption: {{green|−20%}} <br> Enables Ability: <span style="color: orange;">'''Extra Supplies'''
 
|-
 
| [[file:Fast Planner.png]] {{anchor|Fast Planner}} Fast Planner || || Planning Speed: {{green|+10%}}
 
|-
 
| [[file:Thorough Planner.png]] {{anchor|Thorough Planner}} Thorough Planner || || Max Planning: {{green|+10%}}
 
|-
 
| [[file:Unyielding Defender.png]] {{anchor|Unyielding Defender}} Unyielding Defender || Has trait <span style="color: orange;">'''Inflexible Strategist''' || Defense: {{green|+10%}} <br> Increased chance of executing <span style="color: orange;">'''Counterattack'''<span style="color: black;"> tactics
 
|-
 
| [[file:Aggressive Assaulter.png]] {{anchor|Aggressive Assaulter}} Aggressive Assaulter || Has trait <span style="color: orange;">'''Brilliant Strategist''' || Increased chance of executing <span style="color: orange;">'''Assault'''<span style="color: black;"> and <span style="color: orange;">'''Shock'''<span style="color: black;"> tactics
 
|-
 
| [[file:Offensive Doctrine.png]] {{anchor|Offensive Doctrine}} Offensive Doctrine || || Organization Loss when Moving: {{green|−10%}}
 
|-
 
| [[file:Defensive Doctrine.png]] {{anchor|Defensive Doctrine}} Defensive Doctrine || || Max Entrenchment: {{green|+30%}}
 
|-
 
| [[file:Organization First.png]] {{anchor|Organization First}} Organization First || || Reinforce Rate: {{green|+2%}}
 
|-
 
| [[file:Charismatic.png]] {{anchor|Charismatic}} Charismatic || || Division Recovery Rate: {{green|+10%}}
 
|}
 
 
 
==== Terrain Traits ====
 
{{SVersion|1.5}}
 
{| class="wikitable sortable"
 
|-
 
! Trait !! Effect !! Action required !! XP required
 
|-
 
| [[file:Desert Fox.png]] {{anchor|Desert Fox}} Desert Fox || {{iconify|Desert}}:
 
:{{green|{{0}}+5%}} Movement
 
:{{green|+10%}} Attack
 
:{{green|+10%}} Defense
 
| Fighting in desert
 
| style="text-align: right;"| 700
 
|-
 
| [[file:Winter Specialist.png]] {{anchor|Winter Specialist}} Winter Specialist || {{green|−50%}} Winter attrition || Temperature is under -10°
 
| style="text-align: right;"| 500
 
|-
 
| [[file:Swamp Fox.png]] {{anchor|Swamp Fox}} Swamp Fox || {{iconify|Marsh}}:
 
:{{green|{{0}}+5%}} Movement
 
:{{green|+10%}} Attack
 
:{{green|+10%}} Defense
 
| Fighting in marsh
 
| style="text-align: right;"| 700
 
|-
 
| [[file:Mountaineer.png]] {{anchor|Mountaineer}} Mountaineer || {{iconify|Mountain}}:
 
:{{green|{{0}}+5%}} Movement
 
:{{green|+10%}} Attack
 
:{{green|+10%}} Defense
 
| Fighting in mountain
 
| style="text-align: right;"| 700
 
|-
 
| [[file:Hill Fighter.png]] {{anchor|Hill Fighter}} Hill Fighter || {{iconify|Hills}}:
 
:{{green|{{0}}+5%}} Movement
 
:{{green|+10%}} Attack
 
:{{green|+10%}} Defense
 
| Fighting in hills
 
| style="text-align: right;"| 700
 
|-
 
| [[file:Jungle Rat.png]] {{anchor|Jungle Rat}} Jungle Rat || {{iconify|Jungle}}:
 
:{{green|{{0}}+5%}} Movement
 
:{{green|+10%}} Attack
 
:{{green|+10%}} Defense
 
| Fighting in jungle
 
| style="text-align: right;"| 700
 
|-
 
| [[file:Ranger.png]] {{anchor|Ranger}} Ranger || {{iconify|Forest}}:
 
:{{green|{{0}}+5%}} Movement
 
:{{green|+10%}} Attack
 
:{{green|+10%}} Defense
 
| Fighting in forests or hills.
 
| style="text-align: right;"| 1000
 
|-
 
| [[file:Urban Assault Specialist.png]] {{anchor|Urban Assault Specialist}} Urban Assault Specialist || {{iconify|Urban}}:
 
:{{green|{{0}}+5%}} Movement
 
:{{green|+10%}} Attack
 
:{{green|+10%}} Defense
 
| Fighting in urban terrain
 
| style="text-align: right;"| 700
 
|-
 
|}
 
 
 
== Exercise ==
 
{{SVersion|1.3}}
 
Military exercises including drill, weapons practice, and field maneuvers are a less deadly way to gain experience than combat, although at some level there is no substitute for experiencing combat conditions. Any command group may exercise, which can provide two separate benefits. While exercising, the divisions gain experience until they reach regular status, after which they need combat experience to improve further.  The country, however, gains land combat [[experience]] whenever troops that are trained or better are conducting an exercise Such experience is needed to edit or create new divisions. Training is one way to provide needed land experience while at peace. Commanders do not gain experience from exercising, only combat time.
 
  
While in an exercise, divisions have a 6% increase in attrition of their equipment. Their [[Land units#Organization|organization]] is set to 20%<ref name=defines>See in {{path|defines}}</ref> and may take about a week after they stop to fully recover. Note that arming fresh troops with older weapons from inventory (by setting their division template equipment button setting to use the older equipment) conserves more expensive current weapons for combat units. To help with this, it is sound practice to attach all divisions that need exercising to a training Army during the training period by using the Army View (hotkey "o") to click or shift-click to select all those needing training and then right clicking on the training army icon to assign them there before giving the exercise order at the army command level. By checking periodically, the same process can be used to re-assign back the divisions that have completed their intended training.
 
  
== Footnotes ==
+
{{Template:WarfareNavbox}}
<references/>
 
  
 +
{{Mechanics_Navbox}}
 
[[Category:Military]]
 
[[Category:Military]]
  

Latest revision as of 09:31, 27 June 2020

For naval command groups, see Fleet.

A command group is a collection of divisions that can be assigned to and led by a commander. It is either an army or an army group. A command group is tied to the theater in which it operates.

Colors and Insignia[edit]

The game uses a limited number of preset colors for command groups, but allows for color customization. To change the colors, select the command group and click on the colored bar to the right of the command group's name above the list of divisions, or the icon of the command group. Command groups can be assigned icons to differentiate between command groups or for historical immerersion. The insignia can be changed the same way as colors.

Battle plan[edit]

Main article: Battle plan

Battle plans are a mechanic to give orders to command groups as a whole or may include different specific orders for different parts of the command group.

An army group can be commanded like any other group of units and simply given a right-click move order to a destination. However, they fight better if they are given "plans" – a general order that is coordinated along a front, either to advance, defend or make an orderly withdrawal. Once the player hits the execute button, the AI will direct forces through the plan, although the player can still micromanage to correct the AI and for complex maneuvers such as encircling. The player may also decide whether the AI should act carefully, balanced or rushed.

When selecting a command group, the player will see a row of general orders appear at the bottom of the screen. Each of these has rollover text that explains in detail how to use this instruction.

Commander[edit]

Main article: Commander

Command groups may be assigned a commander, increasing their effectiveness in combat.

Exercise[edit]

Military exercises including drill, weapons practice, and field maneuvers are a less deadly way to gain experience than combat, although at some level there is no substitute for experiencing combat conditions. Any command group may exercise, which can provide two separate benefits. While exercising, the divisions gain experience until they reach regular status, after which they need combat experience to improve further. The country, however, gains land combat experience whenever troops that are trained or better are conducting an exercise. Such experience is needed to edit or create new divisions. Training is one way to provide needed land experience while at peace. Commanders do not gain experience from exercising, only combat time.

In the simplest case, for a fully equipped, fully fueled division and a country that does not have training modifiers and did not reduce its division count recently, the amount of experience the country gets from an exercising division depends on the following components:

  • B: number of battalions and support companies in the division
  • S: 0.0015 * 62
  • C(day): the number of divisions in the field and in training on a given day

More generally, the following additional inputs are considered:

  • T: country-specific Training time modifier, e.g. from ideas like Extensive Conscription[1]
  • F: (for units needing fuel) fuel factor scales between 0 and 1 according to fuel availability in the division
  • R: the division's fighting strength ratio (reduced when lacking manpower or equipment)
  • I: interpolation factor; 0.002
  • D: interpolation decrease; 0.1

While in an exercise, divisions have a 6% increase in attrition of their equipment. Their organization is set to 20% and may take about a week after they stop to fully recover. Note that arming fresh troops with older weapons from inventory (by setting their division template equipment button setting to use the older equipment) conserves more expensive current weapons for combat units. To help with this, it is sound practice to attach all divisions that need exercising to a training Army during the training period by using the Army View (hotkey "o") to click or shift-click to select all those needing training and then right-clicking on the training army icon to assign them there before giving the exercise order at the army command level. By checking periodically, the same process can be used to re-assign back the divisions that have completed their intended training.

You can shift-click to have the exercises automatically cancel when all troops are at regular level.



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