• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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...
 
Looks very promising. You get the OOB without the mess of HQ brigades to untangle and more variations in skill for each leader. (Though I reckon Rommel will have a logistics skill between 0 and -78.)
You are being a little unfair to poor Rommel. The German army as a whole didn't emphasize logistics; neither did the Soviets or Japanese. No one did logistics like the US (As a retired US Army logistician I may be a bit biased) in WW2.
 
The two questions that occur to me are (1) will we still be able to have "independent armies" and (2) would it be possible for a General to command a army group, albeit with a lower number of armies he is able to oversee then a Field Marshall*.
they have to be field marshals to do it. independent armies still work, but generally you will want to have a full chain for the bonuses
 
Well, there we have it. A solution that probably won't make me want to hang myself with the lines connecting my HQ"s while at the same time making a chain of command that exists. I love the new general stats too. Makes you think of who to assign to which army and makes generals have more than a flat number as a relevant stat.

Now, assign a general good with supply to places like Africa (or be like Hitler and assign Rommel with a full panzer army and die from supply), assign a general good with defense to the Maginot line, etc.

A question though, do the stats level with things associated with them? (For example, being on the defending side of a battlr gives you defensive skill, fighting while out of supply gives logistics skill etc.)
 
You are being a little unfair to poor Rommel. The German army as a whole didn't emphasize logistics; neither did the Soviets or Japanese. No one did logistics like the US (As a retired US Army logistician I may be a bit biased) in WW2.

The Soviets actually did do overland logistics as well as the US in terms of skill (as early as 1939 at Nomonhan/Khalkin Ghol they showed a capacity to support significant mechanized forces operating offensively up to 700 kilometers from their main railheads in what was otherwise roadless steppe for two months), but they were inferior in that they didn't have the same enormous mass of material assets the US did. They also didn't have as much experience when it came to overseas and airborne logistics for obvious reasons.

they have to be field marshals to do it. independent armies still work, but generally you will want to have a full chain for the bonuses

That's reasonable...
 
Last edited:
can you mod it to add more layers?
 
Hooray for real Development diaries again :D

This looks fantastic! Excited to see a return of OOB and a reason to use Field Marshalls for things other than garrison duty. How has promoting generals changed? I feel Rommel doesn't deserve to be just a general forever.

Thrilled to see changes for National unity! Hopefully it means something now!
 
Would it be possible to add something similar to the naval command structure? Like you assign ships to divisions, which you then in turn assign to fleets, because the way the interface works right now it's really annyoing to make a new fleet when you want to help out your troops on land by doing shore bombardment or using carrier airwings while keeping the sea area patrolled at the same time, since it dumps the ship you seperate at random points if you don't place a hold order beforehand. It would be nice, if I could just pick a BatDiv or a CarDiv with a DesDiv or two out of the fleet while the remaining ships continue their mission.
 
Thank you. Thank you. Thank you. I can't tell you the number of times I've almost thrown my laptop at the wall because I couldn't organise armies properly.
 
Does an army group need to have the armies it contains be near each other? That is, could I put two armies in the same group, then order one army to fight in France, and send the other off to China, and still retain the bonuses and such?
 
Good to see (a streamlined) chain of command back to HoI!

Land doctrines should interact with this feature. It would buff the now-not-so-impressive mass assault doctrine, i.e. increasing the number of armies in a group.
 
Breakthrough is still a defensive based thing, although its "defense on the offense". Its based on the defense stat atm (also otherwise I fear aggressive players will ignore the stat completely)

Wouldn't it make more sense to have attack skill boost all stats while attacking and defensive skill boost all stats while defending? Soft attack on the defense is very useful even for aggressive players, especially with an AI that frequently counterattacks. If you feel defensive skill doesn't have enough value still you could have it boost other things as dug in or give a bigger raw boost as well. Plenty of options.

Edit:
Apparently Military staff works the same way you describe ( Division defense helps breakthrough while attacking and division attack helps soft attack while defending ), but I still think it's confusing :p
 
Last edited:
Wouldn't it make more sense to have attack skill boost all stats while attacking and defensive skill boost all stats while defending? Soft attack on the defense is very useful even for aggressive players, especially with an AI that frequently counterattacks. If you feel defensive skill doesn't have enough value still you could have it boost other things as dug in or give a bigger raw boost as well. Plenty of options.

That's what the modifiers in the Military Staff does, and would be quite confusing to split it up in a different way here IMO.

Military Staff modifiers currently work this way:
+Attack modifiers appear as 'country' modifier during combat and affect both soft and hard attack, both on offense and defense.

+Defense modifiers appear as 'country' modifier during combat and affect defense and breakthrough.

Unless you meant something else, then apologies :)
 
Military Staff modifiers currently work this way:
+Attack modifiers appear as 'country' modifier during combat and affect both soft and hard attack, both on offense and defense.

+Defense modifiers appear as 'country' modifier during combat and affect defense and breakthrough.

Unless you meant something else, then apologies :)

Yeah sorry, just tested myself as you wrote the reply and your right as usual :)