I have been playing HOI both 3 and 4 for about 16 years now, on and off. Total of about 3,500 hours. Along the way, certain problems have been fixed, others ignored, some fixes caused new problems. Throughout, however, there have been a number of concerns that seem relatively easy to address, such that the explanation that there is a shortage of development resources doesn't really wash.
1. Supply
Those of you who remember HOI 3 remember the Great Supply Uprising. Users got so fed up with the supply screw ups that Paradox finally addressed them. Actually did a pretty credible job. For those of you too new to know of them, it used to be that all the supply ran to the end of the supply line.....and then just dropped in place. So that units on the front line would be getting supplies while units further back were literally withering away (units used to really suffer when they were out of supply) non-sensically. So, if you were doing Operation Sealion, for example, the units landing in Britain would be in supply, but all of the units behind still in France would be dying. Contrariwise, when you did D-Day, the units still behind in Britain would be withering for lack of supply.
Now we have a different problem that seems to have arisen out of nowhere. Supply is really easy to interdict, just a few planes dedicated to doing it can succeed in completely cutting off a whole sector of a front, so the computer starts running supply by convoy. Problems are: firstly, this is pretty ridiculous, especially early in the game before the US and Britain really mastered the resources and techniques for interdicting supply, and secondly, the convoys run in really unwise ways. Germans running supply convoys into the English Channel did not happen and it didn't happen for a good reason: it's suicidal, both in the real world and in the game. Even the Allies, late in 1944, didn't feel the need to run supply by ship past Antwerp. For a reason. There were immense numbers of mines in the Channel, and, even late into the war, the prospect of a visiting E-Boat was an issue. Beyond this, there is a logic problem. I have German convoys running supply from Venice to Dubrovnik even though there are no German convoy units in the Med (Gibraltar and Sinai Canal both still in UK hands and no German controlled shipyards in the Med) and the railways in Yugoslavia are still completely serviceable. How do units simply appear where they cannot be based on the logic of the game?
2. Convoys (separate but related)
Why can we not control our own convoys? Why cannot I not choose to let a unit go without supply rather than losing scads of convoy units trying to run supply to them? This has been an issue since forever, is not really that hard to work on and yet never has been.
3. Ship Movement (separate but related)
Why can we not have ships move in smart ways without having to do it by hand? Right now, if you send U-Boats, for example, from Germany to the Atlantic, they will promptly head straight to the English channel even though they would not have done this because, both in reality and in the game, it is suicidal. What the player ends up having to do is either suffer the out-sized losses of allowing the machine to do the ridiculous thing or manually guide naval units around such obstacles (e.g. said U-Boat is manually moved to the Norwegian sea, then to the North Atlantic off Iceland, then south into the convoy routes). This really detracts from the game when the player has to waste their time on this. Seems like a pretty simple fix since we already have something similar with ship units and convoys avoiding heavily mined sea routes.
4. Minesweeping (separate but related)
Why do the computer players never sweep or lay mines? It creates a terrible cheat temptation for a German player: just mine the North Sea, the English Channel and the Bay of Biscay and your worries of an Allied return to the continent (other than through Italy) are over. Have the Italians mine the areas around it in the Med and it's impregnable Fortress Europe time! This would also seem to be a rather easy fix.
5. The Amazing Logistical Skills of the US Army Air Corps (and the RAF and the L'Ad'lA).
Air units have the most amazing ability, currently, to instantaneously deploy all over the world. For example, within a day or two of the German invasion of Poland, there will be RAF, Armee de L'Air, Indian, South African, and sometimes even RCAF units not only deployed to Eastern Poland, but flying missions. I am thinking whoever created this functionality never served in a real military or worked for a real company. Not only is this monumentally risky and unwise on a tactical level, and put aside that the Allies would never have even considered it, how the heck do you fly a plane either over hostile German territory or neutral territory, get it to a Polish airbase, get your ground staff there, have them set up fueling, provisioning and arming.....get the picture? But wait, there's more, this is a Ginsu Knife thing. Check out the USAAC, three days after Pearl Harbor, has B-17's on the ground in the UK and flying strategic bombing missions in Northern Italy, the Low Countries and Western Germany. Better still, bombers based near Boston and Richmond, Virginia are bombing targets in Central Europe! Wow! In reality, such a mission was impossible until probably the late '60's with B-52's. Apparently, the AI is not constrained by silly considerations like aircraft's stated operational ranges.
6. The Amazing Logistical Skills of the US Army and Marine Corps (separate but related)
Not to be outdone by the Zoomies, the US Army also has remarkable logistical skills. Within four days of Pearl Harbor, more than a half million American troops are on their way to Europe and just about to land in Britain. Better still, all of these units didn't actually exist in December, 1941, and they include Marine Corps units, precisely zero of which served in Europe! Indeed, of the divisions I looked at, almost all of them never left the US during the war in reality. Funnier still, among these units are the Attu Garrison (yes, that Attu, in the Aleutian Islands), the Corregidor Garrison, and the Canal Zone (yes, that canal down in Panama) garrison. Which leads us to....
7. Europe Uber Alles
Start a game as any country that doesn't have a colonial empire (Germany, USSR, any of several small companies). Stop the game about 3 game hours in and then use the console command "tag ___" the underscore being the country tag (e.g. Eng for the UK, Hol for the Netherlands, Fra for France) to see what is happening. EVERY unit in EVERY colonial location is on the move.....away from the place it is supposed to be defending. They are on the way to either defend the home country in Europe or to stage to the East Coast of the US so that they can go promptly to Europe. Nonetheless, all those good colonial subjects don't take advantage of the colonial powers' absence to rise up and throw off the yoke of oppression. You end up with the hilarious result that most of the units defending the Netherlands, for example, are Indonesians, and most of the defenders of the UK and France are either Africans or Asians....right out of Gemini AI.
8. The Mice That Roar (separate but related)
In HOI 3, we used to have the phenomenon of the world-beating Nepalese and Bhutanese armies travelling the world, making it safe for tea-drinking. It seems that has been corrected in HOI 4, but now we have the same phenomenon with the Mongolians, Tannu Tuvans, the Malaysians, the Indonesians, the Tunisians, the Moroccans, the Syrians, the Lebanese, the Palestinian Mandate, the various Indochinese nations and the Italian East Africans. For the life of me, I cannot fathom why these countries were even included as none, in reality, contributed anything particularly meaningful to the war. And, because the production system is in severe need of a revisit (see below), they produce outsized militaries that, in the grand tradition of their predecessors Nepal and Bhutan, travel all over the world making it safe for.....well, I can't come up with a unifying goal.
9. Production
This problem is a little harder. Let me give you an example. Play through to just before Germany attacks Poland. Be any country other than Norway, the UK or France. Stop the game and tag over to Norway (console command tag NOR). You will see an Army has been built that is more than 10 times too large, a Navy that is even worse (probably 20 times too powerful), but the Air Force will be about right....tiny. Tag over to the UK (tag ENG). You will see an RAF that is probably 50% too large, an Army that is about 100% too large and a Navy that is about right. With France (tag FRA), the too large will be the Navy and the Air Force with the Army about right (once you account for all the African and Asian units that are in Metro France as well...). If you're playing Germany, this is going to be really frustrating because you will (inaccurately) lose control of the air from day one (not to mention face UK and French aircraft in Poland.....). The error arises from one large gap: money. The inputs to production are, quite logically, manpower, factory capacity and raw materials. This is fine as far as it goes, but, because there is no financial constraint, every country's military grows like topsy (which they didn't and couldn't). In reality, the Norwegians (as an example) didn't have the cash to replace their 35 year old + naval craft or to add new ones, could hardly afford the few planes they bought (mostly from the UK) and they did not have the social and cultural determination to build an army. Now, to simulate this, you don't actually have to include money, you can just use an approach similar to the existing civilian demands on the civilian factory output to constrain building of new plant and infrastructure. Say only some portion of the military factories are available based on threat level and government type. Norway, for example, believed that NOT arming was the right approach because it would make them look unthreatening. So, liberal democracies that perceive threat respond to it more slowly at first than the authoritarians do. Just a suggestion, I am sure there are other ways to approach the challenge.
10. Casualties
This issue gets very little effective attention. Casualties will decrease your stability, but it is far too easy to overcome the stability losses and just plow ahead getting masses of troops killed. Needless to say, this is both illogical and horrifically a-historical. As an example, Canada suffered more than 70K casualties in the first eight weeks in my most recent game. In light of living memory of the UK's conduct at Gallipoli, there is no way the Canadian population would have stood for this. Canada would have withdrawn from the war post-haste. In reality, Canada suffered about 100K casualties, but that was over six years, not two or three months. I have created a house rule that the Netherlands withdraws when casualties hit 10K, Belgium when they hit 25K, France (pre-Vichy) when they hit 250K, Canada when they hit 100K, Australia when they hit 75K, New Zealand when they hit 25K, India when they hit 100K and South Africa when they hit 10K. Withdrawal, in this instance, means I eliminate their armed forces, take down the PP (in PP's case to -1,000) and CP and XP, delete all their production lines and then just allow them to surrender as their undefended territory is overrun. The Dominions dropping out would be a bigger problem if you are playing Japan than Germany. Germany will never get anywhere near any of them, but Japan could be in a position to invade India, Australia or New Zealand, so eliminating their military entirely is not necessarily a good solution. On the Axis side, Italy should try to get out as soon as casualties hit 250K (like France but any time, not just early on), Hungary when they hit 250K, and Romania should either drop out or try to switch sides when casualties hit 500K. Among the majors, I would propose 500K for the UK and the US, and 25,000K for the USSR, with no limit for Japan and a different limit for Germany: at 3,000K, you start having assassination attempts and then conditional surrender when an attempt succeeds (or civil war, which will also rapidly end Germany....). How to simulate that? Excellent question. Another, easier way for Paradox to solve this would be just to make the casualty related stability losses much worse and much harder to fix. This would encourage players to think twice about that brilliant move they just thought of, if it might also bring with it large piles of dead.
1. Supply
Those of you who remember HOI 3 remember the Great Supply Uprising. Users got so fed up with the supply screw ups that Paradox finally addressed them. Actually did a pretty credible job. For those of you too new to know of them, it used to be that all the supply ran to the end of the supply line.....and then just dropped in place. So that units on the front line would be getting supplies while units further back were literally withering away (units used to really suffer when they were out of supply) non-sensically. So, if you were doing Operation Sealion, for example, the units landing in Britain would be in supply, but all of the units behind still in France would be dying. Contrariwise, when you did D-Day, the units still behind in Britain would be withering for lack of supply.
Now we have a different problem that seems to have arisen out of nowhere. Supply is really easy to interdict, just a few planes dedicated to doing it can succeed in completely cutting off a whole sector of a front, so the computer starts running supply by convoy. Problems are: firstly, this is pretty ridiculous, especially early in the game before the US and Britain really mastered the resources and techniques for interdicting supply, and secondly, the convoys run in really unwise ways. Germans running supply convoys into the English Channel did not happen and it didn't happen for a good reason: it's suicidal, both in the real world and in the game. Even the Allies, late in 1944, didn't feel the need to run supply by ship past Antwerp. For a reason. There were immense numbers of mines in the Channel, and, even late into the war, the prospect of a visiting E-Boat was an issue. Beyond this, there is a logic problem. I have German convoys running supply from Venice to Dubrovnik even though there are no German convoy units in the Med (Gibraltar and Sinai Canal both still in UK hands and no German controlled shipyards in the Med) and the railways in Yugoslavia are still completely serviceable. How do units simply appear where they cannot be based on the logic of the game?
2. Convoys (separate but related)
Why can we not control our own convoys? Why cannot I not choose to let a unit go without supply rather than losing scads of convoy units trying to run supply to them? This has been an issue since forever, is not really that hard to work on and yet never has been.
3. Ship Movement (separate but related)
Why can we not have ships move in smart ways without having to do it by hand? Right now, if you send U-Boats, for example, from Germany to the Atlantic, they will promptly head straight to the English channel even though they would not have done this because, both in reality and in the game, it is suicidal. What the player ends up having to do is either suffer the out-sized losses of allowing the machine to do the ridiculous thing or manually guide naval units around such obstacles (e.g. said U-Boat is manually moved to the Norwegian sea, then to the North Atlantic off Iceland, then south into the convoy routes). This really detracts from the game when the player has to waste their time on this. Seems like a pretty simple fix since we already have something similar with ship units and convoys avoiding heavily mined sea routes.
4. Minesweeping (separate but related)
Why do the computer players never sweep or lay mines? It creates a terrible cheat temptation for a German player: just mine the North Sea, the English Channel and the Bay of Biscay and your worries of an Allied return to the continent (other than through Italy) are over. Have the Italians mine the areas around it in the Med and it's impregnable Fortress Europe time! This would also seem to be a rather easy fix.
5. The Amazing Logistical Skills of the US Army Air Corps (and the RAF and the L'Ad'lA).
Air units have the most amazing ability, currently, to instantaneously deploy all over the world. For example, within a day or two of the German invasion of Poland, there will be RAF, Armee de L'Air, Indian, South African, and sometimes even RCAF units not only deployed to Eastern Poland, but flying missions. I am thinking whoever created this functionality never served in a real military or worked for a real company. Not only is this monumentally risky and unwise on a tactical level, and put aside that the Allies would never have even considered it, how the heck do you fly a plane either over hostile German territory or neutral territory, get it to a Polish airbase, get your ground staff there, have them set up fueling, provisioning and arming.....get the picture? But wait, there's more, this is a Ginsu Knife thing. Check out the USAAC, three days after Pearl Harbor, has B-17's on the ground in the UK and flying strategic bombing missions in Northern Italy, the Low Countries and Western Germany. Better still, bombers based near Boston and Richmond, Virginia are bombing targets in Central Europe! Wow! In reality, such a mission was impossible until probably the late '60's with B-52's. Apparently, the AI is not constrained by silly considerations like aircraft's stated operational ranges.
6. The Amazing Logistical Skills of the US Army and Marine Corps (separate but related)
Not to be outdone by the Zoomies, the US Army also has remarkable logistical skills. Within four days of Pearl Harbor, more than a half million American troops are on their way to Europe and just about to land in Britain. Better still, all of these units didn't actually exist in December, 1941, and they include Marine Corps units, precisely zero of which served in Europe! Indeed, of the divisions I looked at, almost all of them never left the US during the war in reality. Funnier still, among these units are the Attu Garrison (yes, that Attu, in the Aleutian Islands), the Corregidor Garrison, and the Canal Zone (yes, that canal down in Panama) garrison. Which leads us to....
7. Europe Uber Alles
Start a game as any country that doesn't have a colonial empire (Germany, USSR, any of several small companies). Stop the game about 3 game hours in and then use the console command "tag ___" the underscore being the country tag (e.g. Eng for the UK, Hol for the Netherlands, Fra for France) to see what is happening. EVERY unit in EVERY colonial location is on the move.....away from the place it is supposed to be defending. They are on the way to either defend the home country in Europe or to stage to the East Coast of the US so that they can go promptly to Europe. Nonetheless, all those good colonial subjects don't take advantage of the colonial powers' absence to rise up and throw off the yoke of oppression. You end up with the hilarious result that most of the units defending the Netherlands, for example, are Indonesians, and most of the defenders of the UK and France are either Africans or Asians....right out of Gemini AI.
8. The Mice That Roar (separate but related)
In HOI 3, we used to have the phenomenon of the world-beating Nepalese and Bhutanese armies travelling the world, making it safe for tea-drinking. It seems that has been corrected in HOI 4, but now we have the same phenomenon with the Mongolians, Tannu Tuvans, the Malaysians, the Indonesians, the Tunisians, the Moroccans, the Syrians, the Lebanese, the Palestinian Mandate, the various Indochinese nations and the Italian East Africans. For the life of me, I cannot fathom why these countries were even included as none, in reality, contributed anything particularly meaningful to the war. And, because the production system is in severe need of a revisit (see below), they produce outsized militaries that, in the grand tradition of their predecessors Nepal and Bhutan, travel all over the world making it safe for.....well, I can't come up with a unifying goal.
9. Production
This problem is a little harder. Let me give you an example. Play through to just before Germany attacks Poland. Be any country other than Norway, the UK or France. Stop the game and tag over to Norway (console command tag NOR). You will see an Army has been built that is more than 10 times too large, a Navy that is even worse (probably 20 times too powerful), but the Air Force will be about right....tiny. Tag over to the UK (tag ENG). You will see an RAF that is probably 50% too large, an Army that is about 100% too large and a Navy that is about right. With France (tag FRA), the too large will be the Navy and the Air Force with the Army about right (once you account for all the African and Asian units that are in Metro France as well...). If you're playing Germany, this is going to be really frustrating because you will (inaccurately) lose control of the air from day one (not to mention face UK and French aircraft in Poland.....). The error arises from one large gap: money. The inputs to production are, quite logically, manpower, factory capacity and raw materials. This is fine as far as it goes, but, because there is no financial constraint, every country's military grows like topsy (which they didn't and couldn't). In reality, the Norwegians (as an example) didn't have the cash to replace their 35 year old + naval craft or to add new ones, could hardly afford the few planes they bought (mostly from the UK) and they did not have the social and cultural determination to build an army. Now, to simulate this, you don't actually have to include money, you can just use an approach similar to the existing civilian demands on the civilian factory output to constrain building of new plant and infrastructure. Say only some portion of the military factories are available based on threat level and government type. Norway, for example, believed that NOT arming was the right approach because it would make them look unthreatening. So, liberal democracies that perceive threat respond to it more slowly at first than the authoritarians do. Just a suggestion, I am sure there are other ways to approach the challenge.
10. Casualties
This issue gets very little effective attention. Casualties will decrease your stability, but it is far too easy to overcome the stability losses and just plow ahead getting masses of troops killed. Needless to say, this is both illogical and horrifically a-historical. As an example, Canada suffered more than 70K casualties in the first eight weeks in my most recent game. In light of living memory of the UK's conduct at Gallipoli, there is no way the Canadian population would have stood for this. Canada would have withdrawn from the war post-haste. In reality, Canada suffered about 100K casualties, but that was over six years, not two or three months. I have created a house rule that the Netherlands withdraws when casualties hit 10K, Belgium when they hit 25K, France (pre-Vichy) when they hit 250K, Canada when they hit 100K, Australia when they hit 75K, New Zealand when they hit 25K, India when they hit 100K and South Africa when they hit 10K. Withdrawal, in this instance, means I eliminate their armed forces, take down the PP (in PP's case to -1,000) and CP and XP, delete all their production lines and then just allow them to surrender as their undefended territory is overrun. The Dominions dropping out would be a bigger problem if you are playing Japan than Germany. Germany will never get anywhere near any of them, but Japan could be in a position to invade India, Australia or New Zealand, so eliminating their military entirely is not necessarily a good solution. On the Axis side, Italy should try to get out as soon as casualties hit 250K (like France but any time, not just early on), Hungary when they hit 250K, and Romania should either drop out or try to switch sides when casualties hit 500K. Among the majors, I would propose 500K for the UK and the US, and 25,000K for the USSR, with no limit for Japan and a different limit for Germany: at 3,000K, you start having assassination attempts and then conditional surrender when an attempt succeeds (or civil war, which will also rapidly end Germany....). How to simulate that? Excellent question. Another, easier way for Paradox to solve this would be just to make the casualty related stability losses much worse and much harder to fix. This would encourage players to think twice about that brilliant move they just thought of, if it might also bring with it large piles of dead.
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