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HOI4 Dev Diary - Chain of Command

Hi everyone and welcome back to regular dev diaries. This and upcoming diaries will be covering stuff happening in the 1.5 "Cornflakes" update as well as the unannounced expansion that will come out together with it. One of the main focuses of those can be summarized as "making players care more about armies, leaders and troops" (our DLCs tend to have 1-3 main focuses or missions). The first feature that touches on this, and the topic of today's dev diary is adding a military chain of command to the game.

After Hearts of Iron III, where something like organizing the soviet chain of command could take about an hour of the players time we decided that we wanted something that was a lot less effort to work with for HOI4. We basically settled on a flat level with field marshals with no restriction on commanded divisions, and generals with a limit on division count but with a different set of traits. Over time we felt that we lost a bit too much of the WW2 military flavor with this abstraction, so we started thinking about how to do it in a more interesting way.

Pasted image at 2017_09_13 02_48 PM.jpg

What we have done now for 1.5 is that field marshals are now leading an Army Group, which is a certain number of Armies (what we had before) led by Generals. There are then places in theaters as before. Theaters are like before just a geographical organizational tool for the player and don't have a commander or the like to keep them as flexible as possible. This means that we have a Theaters->Army Groups->Armies->Divisions structure now.
While the Generals still come with a soft cap for how many divisions they can efficiently command, the field marshals will now have a number of armies they can efficiently command.

I also want to make sure to point out that this is still very early on in development, so stuff is very likely to change, and some stuff aren't completely working as it should yet. So we are showing you this in progress rather than showing a completely finished feature, and as always any numbers you see are extremely subject to change ;) Also I very sneekily hid the topbar for now ;)
upload_2017-9-13_15-27-6.png


When it comes to controlling your troops the new system introduces some changes to the battle planner. You can either do a plan for each army in the army group, or have a central plan for the whole Army Group where each army has a part of the frontline assigned as its responsibility. You can also do a mix, in which case an Army will finish its plan and then fall back to executing the Army Group's plan. We are still iteration on this stuff though but I figured you all wanted to know how it would work in practice.

upload_2017-9-13_15-26-30.png


Something that does not really come across in the images is that we are working on ways to streamline the process for setting up fronts using the new army groups. This should make at least the basic cases feel smooth to set up, even with one more command level and more armies without a ton of extra clicking.

upload_2017-9-13_15-23-51.png


The sharp eyed reader will also notice that we have removed the skill level for generals. This is now replaced with separate skills of different kinds. Attack, Defense, Planning and Logistics. Attack and Defense do what you expect while Planning improves planning speed and Logistics lowers supply consumption. Field marshal stats apply together with army general stats at a reduced capacity, so you will always want to have a chain of command for best efficiency.

The chain of command feature is going to be part of the free update, although there is some cool DLC features that tie into it we will be revealing in later diaries. Also expect to read more details about the system itself like how things in combat are affected etc.

See you next week when we will be taking a look at national unity...
 
Oh and PLLLLLLSSSSSSSSSSSSSSS..... Fix this teleporting Air force bulshit and let the air Units have to move like all other units on the Map. Like it was In HOI III for example. Something like that. has to be more important that just a few optical changes like the ones you did to the Airforce last time.
 
Imo, you should still add a theatre commander, that way you'd have Theater commander (IE, Army group)-> Army Commander->Corps commander->Division structure. It'd be essentially the same levels as HoI3. Except there'd be no division commanders, which frankly was the bane of my existence in HoI3 anyways. In my opinion, this way of flavoring would not only be fun, in terms of enjoyability, it would beat the quality of life we currently get from the sort of "flexible" theater system we have now.
 
One of the things I really dislike is losing the abilities and Skill level when a general gets promoted to FM. You Promote those who demonstrate ability. As it stands now, its better to promote a general of skill level one and no special abilities to FM then set up situations where the FM gains special abilities and skill levels.
 
One of the things I really dislike is losing the abilities and Skill level when a general gets promoted to FM. You Promote those who demonstrate ability. As it stands now, its better to promote a general of skill level one and no special abilities to FM then set up situations where the FM gains special abilities and skill levels.
It would be great if a general promoted to field marshal got new traits related to their old ones.
Edit: Seeing how there's going to be a Diary on traits I'd guess there's going to be some changes to how traits work , maybe even what I just suggested.
 
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Oh and PLLLLLLSSSSSSSSSSSSSSS..... Fix this teleporting Air force bulshit and let the air Units have to move like all other units on the Map. Like it was In HOI III for example. Something like that. has to be more important that just a few optical changes like the ones you did to the Airforce last time.

It wasn't that way in HoI3...
 
Fix this teleporting Air force bulshit and let the air Units have to move like all other units on the Map. Like it was In HOI III for example.

Airplanes in HoI3 teleported from one province to the next each hour. Any enemy wings set to intercept between the two provinces they teleported between could not catch them.
 
Well, chain of command is great news to hear (pleased to see that PDX are listening to what the players say).

BTW, can we expect something, adding more immersion and specific mechanics as communist power? We already have British-leaning puppet system, the one specific for fascist powers, how about autonomy system for communists? That is something relatively easy to add, after all.
 
It would be great if a general promoted to field marshal got new traits related to their old ones.
Edit: Seeing how there's going to be a Diary on traits I'd guess there's going to be some changes to how traits work , maybe even what I just suggested.
Maybe have it so skilled generals with lots of traits promoted to field marshalls have unique, more powerful traits that you can't get normally?
 
Hi everyone and welcome back to regular dev diaries. This and upcoming diaries will be covering stuff happening in the 1.5 "Cornflakes" update as well as the unannounced expansion that will come out together with it. One of the main focuses of those can be summarized as "making players care more about armies, leaders and troops" (our DLCs tend to have 1-3 main focuses or missions). The first feature that touches on this, and the topic of today's dev diary is adding a military chain of command to the game.

After Hearts of Iron III, where something like organizing the soviet chain of command could take about an hour of the players time we decided that we wanted something that was a lot less effort to work with for HOI4. We basically settled on a flat level with field marshals with no restriction on commanded divisions, and generals with a limit on division count but with a different set of traits. Over time we felt that we lost a bit too much of the WW2 military flavor with this abstraction, so we started thinking about how to do it in a more interesting way.

View attachment 298539
What we have done now for 1.5 is that field marshals are now leading an Army Group, which is a certain number of Armies (what we had before) led by Generals. There are then places in theaters as before. Theaters are like before just a geographical organizational tool for the player and don't have a commander or the like to keep them as flexible as possible. This means that we have a Theaters->Army Groups->Armies->Divisions structure now.
While the Generals still come with a soft cap for how many divisions they can efficiently command, the field marshals will now have a number of armies they can efficiently command.

I also want to make sure to point out that this is still very early on in development, so stuff is very likely to change, and some stuff aren't completely working as it should yet. So we are showing you this in progress rather than showing a completely finished feature, and as always any numbers you see are extremely subject to change ;) Also I very sneekily hid the topbar for now ;)
View attachment 298543

When it comes to controlling your troops the new system introduces some changes to the battle planner. You can either do a plan for each army in the army group, or have a central plan for the whole Army Group where each army has a part of the frontline assigned as its responsibility. You can also do a mix, in which case an Army will finish its plan and then fall back to executing the Army Group's plan. We are still iteration on this stuff though but I figured you all wanted to know how it would work in practice.

View attachment 298541

Something that does not really come across in the images is that we are working on ways to streamline the process for setting up fronts using the new army groups. This should make at least the basic cases feel smooth to set up, even with one more command level and more armies without a ton of extra clicking.

View attachment 298540

The sharp eyed reader will also notice that we have removed the skill level for generals. This is now replaced with separate skills of different kinds. Attack, Defense, Planning and Logistics. Attack and Defense do what you expect while Planning improves planning speed and Logistics lowers supply consumption. Field marshal stats apply together with army general stats at a reduced capacity, so you will always want to have a chain of command for best efficiency.

The chain of command feature is going to be part of the free update, although there is some cool DLC features that tie into it we will be revealing in later diaries. Also expect to read more details about the system itself like how things in combat are affected etc.

See you next week when we will be taking a look at national unity...


I LOVE the look of these army organization improvements! It seems to be a happy middle ground between the super complex command chain in Hoi3 and in Vanilla Hoi4!
I do miss being able to deploy units smaller than a division as was possible in Hoi3 though. This was especially helpful for areas that you didn't need a whole division to cover still needed a troop presence.
 
Is good idea, but i as player of hoi4, i prefer see a update with more attention in marine, ships amphib invasions, battle naval etc..., since army part is good but need some details as this.
 
Another good DD! Not really familiar with the Chain of command mechanic since I never played HOI3, but it sounds really promising. Really excited about the upcoming features in update 1.5!
 
I like the idea of swapping the blanket "skill level" with 4 stats, to make generals more fleshed out and varied. However, one thing which is still somewhat immersion breaking is the ability to assign generals to any rank from the beginning.

This basically means from the 1.1.1936 you assign the best skilled guys to top command (this especially applies to major powers, who start with a reasonable pool of recruited generals), even if at that point they did not even hold a "general" rank. The whole issue that many countries had (old guards who had political clout and could not just be removed and ignored with no consequences) is bypassed.
 
A problem I have when assigning multiple "chained" frontlines like in the screenshot you provided is that they tend to start overlapping once the frontlines move a bit. Is this going to be addressed?

^^ This! For this reason I usually use the whole battle planner system only for the initial attack because few days into the battle the frontlines turn into a complete mess. Frontlines overlapping, armies splitting and shuffling around unless you constantly micro them to keep them organized. At some point I just delete them all and control each unit manually until I reach some new frontline before the next big push.

On a side note - I think I read somewhere that the idea with HOI4 is to present as much information via the map as possible. I'd like to argue against that - it's very easy to miss important event this way especially when fighting on multiple fronts half across the world. I think it would be really good to have some sort of comprehensive report system. It can be something as simple as a message log (which is not ideal because it can easily get full of messages that is not easy to sift through in some small side window) but it would be cool to even have a whole new menu system for chiefs of staff with various reports on the activities on the various fronts, battle reports, logistics reports, possible threats, perhaps even some "advisors" and so on.
Anyway, just an idea.
 
Awesome. Honestly. Well done guys. So happy you're finally making use of this games excellent UI to create a decent OOB.
 
Something that might be neat to go along with this are events from the clashing personalities of WW2's biggest generals. Maybe some don't like serving in the same army group and cause some PP events, or others (like the Patton slapping incident) make you remove a popular general for a time. Perhaps another mediocre general scores a big win and you get a PP or morale bonus for keeping them in the field, even if they might not be the best for the job.