Commander traits

*Panzer Corps 2* allows you to create your own commander at the start of the game - name and all - and select unique traits to distinguish him, with implications across the entire campaign. The sum of commander trait points must be positive at the end of commander creation.

## Positive

* Infantry General (2): Infantry units cost -25% slots.
* Panzer General (2): Tank units take -25% slots.
* Industry Connection (1): 15 or 20 random prototypes in every mission
* Liberator (2): +50% prestige for capturing flags.
* Deep Recon (1): Reveals map around primary objectives; Recon accuracy bonus +5%
* Operational Initiative (1): Units gain +4 initiative on first turn, bonus reduced by 1 for every turn down to +1 that remains for mission.
* Master of Blitzkrieg (1): +1 movement for tanks, easier minor river crossing.
* Battle Academy (2): +25% experience growth rate.
* Auxiliary Force (1): More auxiliary forces per mission (+50%, based on available core slots)
* Trophies of War (2): Double captured equipment and prestige when enemy units surrender.
* Deadly Grasp (1): Encircled enemy units suffer twice the penalties.
* Flexible Command (1): Splitting units does not take up unit slots; units can split and merge unlimited times per turn.
* Killer Team (2): +3 heroes at the start of the campaign.
* Anti-Air Veteran (2): Anti-air units kill instead of suppressing targets.
* Perimeter Control (1): Friendly unit in a hex cancels enemy ZOC.
* Meticulous Planning (2): All ground units get two movement actions instead of one, which allows them to move in two steps (without increasing the total amount of movement points).
* Force Concentration (1): Can assign one extra hero to every unit.
* Terrain Expert (1): Friendly units get +1 base entrenchment in any terrain, even in open ground and when crossing rivers.
* Aggressive Deployment (2): Friendly units do not lose their attack action when deploying from organic transports.
* Old Guard (1): At the end of each mission all dead units are reformed with 1 point of strength and halved experience.

## Negative

* Inept Logistics (-2): -10% core slots
* No Overstrength (-2): Cannot overstrength units.
* Denied Air Force (-3): Cannot purchase air units.
* Denied Artillery (-3): Cannot purchase artillery.
* Retrograde (-2): Upgrades are delayed by six months.
* Green Army (-3): Cannot use elite replacements more than three times per mission.
* Delayed Reinforcements (-2): Cannot use replacements during a mission (deployment is fine).
* Poor Maintenance (-2): Units randomly lose move points and attack actions per turn.
* Chaotic Fire (-1): Units spend two points of ammo on each attack; if only one unit is left, attack is made at half strength.
* Inefficient Supply (-1): Units get reduced supply at beginning of turn.
* Poor Ground Control (-3): No ZOC for friendly units.
* Bad Luck (-1): Combat results can never be better than predicted.
* Trench Slog (-2): -1 entrenchment damage.
* Slow Modernization (-2): Upgrades limited to three units per mission (excluding transports and overstrength).
* Fear of Unknown (-1): Cannot move units into the fog of war.
* Arrogant (-1): Does not get any combat predictions.
* Force Dispersion (-2): Can assign maximum 1 hero per unit.
* Ruthless (-1): Never accepts surrender.
* Slow Reaction (-2): Friendly units do not shoot back when attacked by the enemy.