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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.
Contents
- 1 Commander upgrades
- 2 Abilities for field marshals and generals
- 3 Other operations
- 4 Attaché
- 4.1 Strategy
- 5 References
Commander upgrades[edit | edit source]
Investment | Description | 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 | 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]
Icon | Command Ability | Ability Description | CP cost per battalion | Notes |
---|---|---|---|---|
Extra Supplies | Duration: 7 days, Cooldown: 21 days Supply Grace +168.0 Hour(s) | 0.20 | Unlocked by getting the Logistics Wizard Field Marshal trait. | |
Staff Office Plan | Duration: 7 days Planning Speed +400.0% | 0.12 | All Generals and Field Marshals start with this ability. | |
Force Attack | Add following effects to the armies for 7 days:
| 0.22 | All Generals start with this ability. | |
Force Attack (upgrade) | Add following effects to the armies for 7 days:
| 0.11 | Exclusive to China available after Dare-to-Die Corps focus is taken. | |
Last Stand | Add following effects to the armies for 7 days:
| 0.22 | All Generals start with this ability. | |
Last Stand (upgrade) | Add following effects to the armies for 7 days:
| 0.05 | Unlocked by Japan available after Warrior Spirit focus is taken. Unlocked by Nationalist Spain available after Cultivate Fanaticism focus is taken. | |
Probing Attack | Attack -20.00% No Entrenchment Lose On Attack Yes | 0.10 | Unlocked by getting the Skirmisher General trait. | |
Siege Artillery | Add following effects to the armies for 7 days:
| 0.10 | Unlocked by getting the Fortress Buster General trait. | |
Glider Planes | Add following effects to the armies for 7 days:
| 0.10 | Unlocked by getting the Paratroopers General trait. | |
Makeshift Bridges | Add following effects to the armies for 7 days:
| 0.10 | Unlocked by getting the Improvisation Expert General trait. | |
Naval Assault Plan | Add following effects to the armies for 7 days:
| 0.10 | Unlocked by getting the Amphibious General trait. |
Other operations[edit | edit source]
Icon | Command Operation | Operation Description | CP cost |
---|---|---|---|
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 | Improves air efficiency by +10% in a zone[4]. | 20 per zone[5] |
Attaché[edit | edit source]
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Available only with the Waking the Tiger DLC enabled. |
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.
The sending country receives the following benefits:
- Military intelligence sharing.
- Army, Air and Naval Experience equal to 15%[8] of what the receiving country generates for itself
- +10% War Support[9]
The receiving country gets the following benefits:
- +2% Division Organization[10]
- +10% Planning Speed[10]
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 demanding country or spending a variable (apparently depending on the demanding country's relative strength) amount of PP and worsening relations to the demanding country.
Strategy[edit | edit source]
The below is one of many player suggested strategies for Command power. Bear in mind, due to the dynamic nature of the game, it may unfold differently for other players.
As attachés are neither raising world tension nor limited by it, they are a viable alternative to volunteers 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, only 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 reasonably fast (in case of the Sino-Japanese War and Land XP). The opportunity cost can be regarded as fairly low.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.
In order for the receiving country to accept the attaché, it might be necessary to briefly improve relations first. If their opinion of your country is below +20, the request gets a -50 acceptance malus.
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 NCountry BASE_SEND_ATTACHE_COST = 100
- ↑ Defines NCountry BASE_SEND_ATTACHE_CP_COST = 50
- ↑ Defines NCountry ATTACHE_XP_SHARE = 0.15
- ↑ file Hearts of Iron IV\common\modifiers\00_static_modifiers.txt
- ↑ 10.0 10.1 confirmed by in-game testing HOI4v 1.11.12.
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