Command power

From Hearts of Iron 4 Wiki
Revision as of 14:30, 21 February 2020 by Zauberelefant (talk | contribs)
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 100, however, both the growth and the cap can be increased by Doctrines and National Spirits. Command power is limited to promotion of Field Marshals unless you have the Waking the Tiger DLC. Waking the Tiger icon.png

Command power is used for promoting generals to field marshalls, 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.

Operations for field marshals and generals

Command Power Military Operations For Field Marshals and Generals
Icon Command Operation Operation Description Notes
Extra Supplies.png Extra Supplies Increases the time troops can be without supplies before suffering penalties. Unlocked by getting the Logistics Wizard Field Marshal trait.
Staff Office Plan.png Staff Office Plan Increases planning speed for the cases when you need to finish and launch a new plan quickly. All Generals and Field Marshals start with this ability.
Force Attack.png Force Attack Units gain attack bonuses and take no organization damage while attacking, but take increased strength damage. They are also unable to retreat from attacks when this is active. As the active units take damage this will also hurt your nation’s war support. All Generals start with this ability.
Last Stand.png Last Stand Similar to Force Attack but when on defense. Use it if you must absolutely hold somewhere no matter what while attacking elsewhere. Be aware that this action will most likely result in complete destruction of the unit. There is also some national flavor version of these for China and Japan. All Generals start with this ability.
Probing Attack.png Probing Attack Divisions can launch attacks without losing entrenchment, but have a penalty to attack while doing so. Unlocked by getting the Skirmisher General trait.
Siege Artillery.png Siege Artillery Combat bonus vs fortifications and also substantially increases damage to the fortifications themselves. Unlocked by getting the Fortress Buster General trait.
Glider Planes.png Glider Planes Used in combination with paratroopers, they let you drop more paratroopers per transport plane and give them a boost to organization and defense towards enemy AA. Unlocked by getting the Paratroopers General trait.
Makeshift Bridges.png Makeshift Bridges Gives a substantial reduction to the river crossing penalty. Unlocked by getting the Improvisation Expert General trait.
Naval Assault Plan.png Naval Assault Plan Cuts down the time needed to complete preparations for naval invasions. Unlocked by getting the Amphibious General trait.

Other operations

Other Command Power Military Operations
Icon Command Operation Operation Description
Air Supply Mission.png Air Supply Mission Allows transport planes to conduct air supply drop missions.
More Ground Crews.png More Ground Crews Improves air efficiency in a zone.
Send military attaché Boosts war support and gains military experience from combat performed by foreign nations.

Attaché

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 Political Power (PP) Political power.png to send the attaché and 50 Command Power (CP) Command power.png to maintain the attaché.

The sending country receives the following benefits:

  • Military intelligence sharing.
  • 20% of the receiving country's Army, Air and Naval Experience while being generated.
  • +10% War Support

The receiving country gets the following benefits:

  • +10% Division Organization
  • +10% Planning Speed

Any country at war with the receiving country may ask the sending country to recall the attaché. This is a one time event that gives a choice of either recalling the attaché, improving relations with the with the demanding country or spending a variable (apparently depending on the demanding country's relative strength) amount of PP Political power.png, worsening relations to the demanding country.

Strategy

As attachés are neither raising world tension nor limited by it, they are a viable alternative to volounteers and lend-leasing for any country. The Spanish Civil War and the Sino-Japanese War are both great sources of XP through attachés. Sourcing XP this way does not put a strain on equipment, manpower, world tension limits or fuel stockpiles, but the blocked CP and invested PP (and the ongoing cost of dismissing requests to recall the attaché) are to be considered. This however still allows for a rapid expansion of the army, as division templates can be expanded and new units created without losing equipment to training, while XP ramps up resonably fast (in case of the Sino-Japanese War and Land XP). The added 10% war support can go a long way to move towards at least early mobilization for democracies or, in case of Germany, to quickly convert to war economy, with the according benefits.