1.4.0 DoD Front Line Positioning Madness

  • 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.

jamesd

Colonel
22 Badges
Aug 23, 2009
1.083
1.247
  • Europa Universalis IV: Art of War
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV
  • Victoria 2
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
I've been war gaming since I was 6, back in 1981, and part of what I love in the HOI series is controlling the troops - deciding where to attack, when to attack and which units to attack with. In HOI1 & 2 the base grouping was usually corps sized and with HOI3's expansion in the number of provinces controlling every division was great and in line with my WW2 board gaming preferences.

In HOI4 I've made do with the lack of an OB and the clunky battle plan system, mainly using more or less historically army sized groupings. I've done this because the designers placed great store in the planning bonus being a key feature of land warfare in the game and indeed there are doctrines that are useless research sinks without it. I suffered with the AI consistently making very poor decisions about where to position troops along a front line, and me having to override the AI by manually deciding where every division went. The AI would often try to override my placements but once I told a division to stay put it did. This even worked in low density areas where I may have a front line of say 4 provinces in Spain with only 2 German volunteer divisions - I could have both divisions stay in a single front line province leaving the other 3 completely empty and the AI would acquiesce. The AI would often try other stupid manoeuvres after an offensive had started as well. Probably the worst two were:

1. I have a province adjacent to a single enemy province and all my divisions in that province are attacking. I have another province where I have sufficient divisions dug in to hold it against counter attacks. The AI thinks that the province from which I'm attacking is empty and needs filling, so it takes one of the dug in divisions and orders it to move to the province which will no longer be in the front line once the divisions in it take the province they're attacking. So my defence at a key point is weakened, even if I picked up the move and ordered the division to stay as it just trashed its dig in bonus, and if the division reaches the province its moving to, it won't be adjacent to an enemy province and will need to move again.

2. I have a province adjacent to multiple enemy provinces and some of the divisions are attacking one of those provinces, but not all of them. The additional division/s in the province not attacking have been designated to hold the province once the attacking divisions have moved into the newly captured province. The AI thinks those dug in troops are surplus and orders them to move somewhere else where they're not needed, thus trashing the dig in bonus if I catch it, or leaving the province vacant after the attacking divisions move out.

Now I lived with these sort of problems because I wanted those divisions temporarily holding the line to rebuild their planning bonus, but with 1.4.0 this is no longer possible. This is because the AI keeps trying to override my positioning every hour. A division starts moving and I tell it to stay, then next hour the AI starts moving it again and I have to tell it to stay again. In order to play the couple of games I have so far with 1.4.0, which have only been with minors with small armies or German volunteer forces in Spain, I've had to frequently delete and redraw battle plans, countermand AI orders much more often and even order attacks earlier than I wanted to because I didn't want to delete and redraw. Needless to say my enjoyment from playing the game has plummeted greatly and if I take a major to war it will be even worse.

Some of you may say, why not just delete the battle plan just before you start the offensive, but doing that means I'm stuck with the absolutely horrible AI assignment of divisions to a front line. For example, as Germany I assigned 11 divisions to the front line in East Prussia, which is 8 provinces. I selected the 3 provinces in which I wanted 2 divisions, all being provinces adjacent to multiple enemy provinces. The AI kept ordering a division in one of those provinces to move to a province adjacent to only 1 enemy province. That enemy province was in fact adjacent to a total of 3 of my provinces and the divisions I had assigned were already overkill in terms of defeating the 1 enemy division positioned there. So instead of having one of the most vulnerable provinces, or alternatively one of the provinces with the most opportunities to attack the enemy, covered by 2 divisions, I have overkill off on the eastern flank. This sort of poor positioning occurs all the time in game. Now in the past I could overcome that as I said, but no longer with 1.4.0. It's as though whoever programmed that part of the AI has never played a war game in their life.

So my choices are as follows:

1. Let the AI exercise command of my troops, making its poor decisions and taking away the enjoyment of commanding them myself.

2. Use the battle plans to build up planning bonuses and delete them a few days before I want to start an offensive so that I can reposition the troops properly. This will probably only work for new declarations of war due to the reshuffling.

3. Stop using battle plans altogether, losing the bonuses and having to research useless doctrines.

4. Go back to playing HOI3 to wait and see if Paradox can improve things at least back to the point they were before 1.4.0.

I haven't made a final decision as of now, but HOI3 is looking good.

Before someone accuses me of just whinging and not offering a solution, this would fix all my problems:

Allow all divisions not moving, digging in, training, counting down for an amphibious assault or assigned to garrison orders to build up planning bonuses.

This would mean that I could choose to never use the battle plan mechanics again. It would mean that reserve divisions could be left behind the front lines to counter attack enemy break throughs, or to prepare for an offensive with a chance the enemy wouldn't realise they were there to give us a chance of simulating surprise offensives. It would also mean that amphibious assaults and attacks across straights could actually benefit from the planning bonus and may actually make the pacific war more viable.
 
Last edited:

Noble713

Professional Warfighter
25 Badges
Jul 19, 2002
263
72
  • Crusader Kings II: Horse Lords
  • Hearts of Iron IV: Expansion Pass
  • Shadowrun: Hong Kong
  • Hearts of Iron IV: Expansion Pass
  • Age of Wonders III
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Together for Victory
  • Tyranny: Archon Edition
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Cities: Skylines - After Dark
  • Crusader Kings II
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Cities: Skylines
  • 500k Club
  • Semper Fi
  • Europa Universalis III Complete
  • Hearts of Iron III
  • For the Motherland
  • Darkest Hour
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: The Old Gods
4. Go back to playing HOI3 to wait and see if Paradox can improve things at least back to the point they were before 1.4.0.

I haven't made a final decision as of now, but HOI3 is looking good.

Before someone accuses me of just whinging and not offering a solution, this would fix all my problems:

Allow all divisions not moving, digging in, training, counting down for an amphibious assault or assigned to garrison orders to build up planning bonuses.

This would mean that I could choose to never use the battle plan mechanics again. It would mean that reserve divisions could be left behind the front lines to counter attack enemy break throughs, or to prepare for an offensive with a chance the enemy wouldn't realise they were there to give us a chance of simulating surprise offensives. It would also mean that amphibious assaults and attacks across straights could actually benefit from the planning bonus and may actually make the pacific war more viable.

All of that sounds reasonable to me. Unfortunately I ordered HOI3 through Gamestop rather than Steam, so I'm SOL going back to the good HOI game, especially since I now run Linux exclusively.

In HOI4 there is no provision for planned reserves, or for attack forces to mass BEHIND a front line, in an offensive battle plan. And on a defensive battleplan where you draw multiple fallback lines, you don't earn a planning bonus there either (even though planning a fighting withdrawal/mobile defense in depth can be difficult, a meticulously-planned defense is frickin SAVAGE, and should be reflected accordingly).
 

jamesd

Colonel
22 Badges
Aug 23, 2009
1.083
1.247
  • Europa Universalis IV: Art of War
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV
  • Victoria 2
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
In HOI4 there is no provision for planned reserves, or for attack forces to mass BEHIND a front line, in an offensive battle plan. And on a defensive battleplan where you draw multiple fallback lines, you don't earn a planning bonus there either (even though planning a fighting withdrawal/mobile defense in depth can be difficult, a meticulously-planned defense is frickin SAVAGE, and should be reflected accordingly).

Spot on - having strategically placed reserves was a key part of WW2, but in this game every division is in the front lines all the time.
 

Meglok

Grognard
32 Badges
Feb 29, 2012
7.462
3.771
  • Europa Universalis 4: Emperor
  • Europa Universalis IV
  • Imperator: Rome
  • Imperator: Rome - Magna Graecia
  • 500k Club
  • Battle for Bosporus
  • Hearts of Iron III
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Conquest of Paradise
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
Spot on - having strategically placed reserves was a key part of WW2, but in this game every division is in the front lines all the time.

Unfortunately you have to micro manage "reserves" that are behind lines and send them in yourself. There is no "sit here until you are needed to plug a hole in the line" command, and frankly I would shudder to see the ai try to consider that. There might be smoke pouring out of my computer. I just keep them under a decent general in a separate corps on a fall back line to the rear and plug them in when I have to. Not really worry about generating a planning bonus for reserves, they might now even get a chance to attack as they walk into a hole.
 

Paglia

a.k.a. Asafetida & Otto Steiner (WoT)
34 Badges
Dec 29, 2010
6.572
909
forum.paradoxplaza.com
  • Crusader Kings II
  • Semper Fi
  • Magicka
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Divine Wind
  • Europa Universalis III Complete
  • Europa Universalis III: Chronicles
  • Europa Universalis III
  • Dungeonland
  • Deus Vult
  • Cities in Motion
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Steel Division: Normand 44 Sign-up
  • Imperator: Rome Sign Up
  • Steel Division: Normandy 44
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: Holy Knight (pre-order)
  • 500k Club
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Old Gods
I've been war gaming since I was 6, back in 1981, and part of what I love in the HOI series is controlling the troops - deciding where to attack, when to attack and which units to attack with. In HOI1 & 2 the base grouping was usually corps sized and with HOI3's expansion in the number of provinces controlling every division was great and in line with my WW2 board gaming preferences.

In HOI4 I've made do with the lack of an OB and the clunky battle plan system, mainly using more or less historically army sized groupings. I've done this because the designers placed great store in the planning bonus being a key feature of land warfare in the game and indeed there are doctrines that are useless research sinks without it. I suffered with the AI consistently making very poor decisions about where to position troops along a front line, and me having to override the AI by manually deciding where every division went. The AI would often try to override my placements but once I told a division to stay put it did. This even worked in low density areas where I may have a front line of say 4 provinces in Spain with only 2 German volunteer divisions - I could have both divisions stay in a single front line province leaving the other 3 completely empty and the AI would acquiesce. The AI would often try other stupid manoeuvres after an offensive had started as well. Probably the worst two were:

1. I have a province adjacent to a single enemy province and all my divisions in that province are attacking. I have another province where I have sufficient divisions dug in to hold it against counter attacks. The AI thinks that the province from which I'm attacking is empty and needs filling, so it takes one of the dug in divisions and orders it to move to the province which will no longer be in the front line once the divisions in it take the province they're attacking. So my defence at a key point is weakened, even if I picked up the move and ordered the division to stay as it just trashed its dig in bonus, and if the division reaches the province its moving to, it won't be adjacent to an enemy province and will need to move again.

2. I have a province adjacent to multiple enemy provinces and some of the divisions are attacking one of those provinces, but not all of them. The additional division/s in the province not attacking have been designated to hold the province once the attacking divisions have moved into the newly captured province. The AI thinks those dug in troops are surplus and orders them to move somewhere else where they're not needed, thus trashing the dig in bonus if I catch it, or leaving the province vacant after the attacking divisions move out.

Now I lived with these sort of problems because I wanted those divisions temporarily holding the line to rebuild their planning bonus, but with 1.4.0 this is no longer possible. This is because the AI keeps trying to override my positioning every hour. A division starts moving and I tell it to stay, then next hour the AI starts moving it again and I have to tell it to stay again. In order to play the couple of games I have so far with 1.4.0, which have only been with minors with small armies or German volunteer forces in Spain, I've had to frequently delete and redraw battle plans, countermand AI orders much more often and even order attacks earlier than I wanted to because I didn't want to delete and redraw. Needless to say my enjoyment from playing the game has plummeted greatly and if I take a major to war it will be even worse.

Some of you may say, why not just delete the battle plan just before you start the offensive, but doing that means I'm stuck with the absolutely horrible AI assignment of divisions to a front line. For example, as Germany I assigned 11 divisions to the front line in East Prussia, which is 8 provinces. I selected the 3 provinces in which I wanted 2 divisions, all being provinces adjacent to multiple enemy provinces. The AI kept ordering a division in one of those provinces to move to a province adjacent to only 1 enemy province. That enemy province was in fact adjacent to a total of 3 of my provinces and the divisions I had assigned were already overkill in terms of defeating the 1 enemy division positioned there. So instead of having one of the most vulnerable provinces, or alternatively one of the provinces with the most opportunities to attack the enemy, covered by 2 divisions, I have overkill off on the eastern flank. This sort of poor positioning occurs all the time in game. Now in the past I could overcome that as I said, but no longer with 1.4.0. It's as though whoever programmed that part of the AI has never played a war game in their life.

So my choices are as follows:

1. Let the AI exercise command of my troops, making its poor decisions and taking away the enjoyment of commanding them myself.

2. Use the battle plans to build up planning bonuses and delete them a few days before I want to start an offensive so that I can reposition the troops properly. This will probably only work for new declarations of war due to the reshuffling.

3. Stop using battle plans altogether, losing the bonuses and having to research useless doctrines.

4. Go back to playing HOI3 to wait and see if Paradox can improve things at least back to the point they were before 1.4.0.

I haven't made a final decision as of now, but HOI3 is looking good.

Before someone accuses me of just whinging and not offering a solution, this would fix all my problems:

Allow all divisions not moving, digging in, training, counting down for an amphibious assault or assigned to garrison orders to build up planning bonuses.

This would mean that I could choose to never use the battle plan mechanics again. It would mean that reserve divisions could be left behind the front lines to counter attack enemy break throughs, or to prepare for an offensive with a chance the enemy wouldn't realise they were there to give us a chance of simulating surprise offensives. It would also mean that amphibious assaults and attacks across straights could actually benefit from the planning bonus and may actually make the pacific war more viable.


HoI4 main flaw in a nutshell

I tried door #3, then I switched back to door #4 (HoI3)...
Honestly, having to tell my own troops all the time to not move is way more micromanaging then managing the Soviet OOB in HoI3.
 

endoflaven

Recruit
Apr 25, 2017
4
0
I think a simple fix would be add a new button to battle plans that the player can toggle to ALLOW or FORBID units to reshuffle themselves on a frontline. Seems like it would be a quick and dirty change that would have huge impact. But this is kind of pushing the game in a direction that starts to beg the question of 'why not scrap battle plans altogether?'
 

Noble713

Professional Warfighter
25 Badges
Jul 19, 2002
263
72
  • Crusader Kings II: Horse Lords
  • Hearts of Iron IV: Expansion Pass
  • Shadowrun: Hong Kong
  • Hearts of Iron IV: Expansion Pass
  • Age of Wonders III
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Together for Victory
  • Tyranny: Archon Edition
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Cities: Skylines - After Dark
  • Crusader Kings II
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Cities: Skylines
  • 500k Club
  • Semper Fi
  • Europa Universalis III Complete
  • Hearts of Iron III
  • For the Motherland
  • Darkest Hour
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: The Old Gods
The problem is that because there is no OOB, there are no Corps or Armies, so there are no boundaries aka "Area of Operations" for any formation smaller than 24 divisions (or however small you make your armies). Drawing multiple parallel Offensive Lines helps only slightly. If we had an "AO" command, kinda like the Garrison command except at province-level instead of state-level, it would help to keep certain divisions restricted to particular areas. AOs combined with the existing Offensive Line would basically communicate to the AI "this group of divisions will attack from Line A to Line B, but only attacking/moving through Provinces, W, X, Y, Z. Unlike the current Offensive Line where you assign divisions and they sit at the opposite end of the Battleplan, then try to attack diagonally across enemy territory or something equally crazy.
 

amalric de g.

Lt. General
85 Badges
Aug 24, 2011
1.373
664
  • Stellaris - Path to Destruction bundle
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Third Rome
  • Tyranny: Gold Edition
  • Stellaris: Leviathans Story Pack
  • Victoria 2: A House Divided
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Digital Anniversary Edition
  • Cities: Skylines - Mass Transit
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: No Step Back
  • Victoria 2
  • Rome: Vae Victis
  • War of the Vikings
  • 500k Club
  • BATTLETECH
  • Stellaris: Galaxy Edition
  • Mount & Blade: Warband
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
I've been war gaming since I was 6, back in 1981, and part of what I love in the HOI series is controlling the troops - deciding where to attack, when to attack and which units to attack with. In HOI1 & 2 the base grouping was usually corps sized and with HOI3's expansion in the number of provinces controlling every division was great and in line with my WW2 board gaming preferences.

In HOI4 I've made do with the lack of an OB and the clunky battle plan system, mainly using more or less historically army sized groupings. I've done this because the designers placed great store in the planning bonus being a key feature of land warfare in the game and indeed there are doctrines that are useless research sinks without it. I suffered with the AI consistently making very poor decisions about where to position troops along a front line, and me having to override the AI by manually deciding where every division went. The AI would often try to override my placements but once I told a division to stay put it did. This even worked in low density areas where I may have a front line of say 4 provinces in Spain with only 2 German volunteer divisions - I could have both divisions stay in a single front line province leaving the other 3 completely empty and the AI would acquiesce. The AI would often try other stupid manoeuvres after an offensive had started as well. Probably the worst two were:

1. I have a province adjacent to a single enemy province and all my divisions in that province are attacking. I have another province where I have sufficient divisions dug in to hold it against counter attacks. The AI thinks that the province from which I'm attacking is empty and needs filling, so it takes one of the dug in divisions and orders it to move to the province which will no longer be in the front line once the divisions in it take the province they're attacking. So my defence at a key point is weakened, even if I picked up the move and ordered the division to stay as it just trashed its dig in bonus, and if the division reaches the province its moving to, it won't be adjacent to an enemy province and will need to move again.

2. I have a province adjacent to multiple enemy provinces and some of the divisions are attacking one of those provinces, but not all of them. The additional division/s in the province not attacking have been designated to hold the province once the attacking divisions have moved into the newly captured province. The AI thinks those dug in troops are surplus and orders them to move somewhere else where they're not needed, thus trashing the dig in bonus if I catch it, or leaving the province vacant after the attacking divisions move out.

Now I lived with these sort of problems because I wanted those divisions temporarily holding the line to rebuild their planning bonus, but with 1.4.0 this is no longer possible. This is because the AI keeps trying to override my positioning every hour. A division starts moving and I tell it to stay, then next hour the AI starts moving it again and I have to tell it to stay again. In order to play the couple of games I have so far with 1.4.0, which have only been with minors with small armies or German volunteer forces in Spain, I've had to frequently delete and redraw battle plans, countermand AI orders much more often and even order attacks earlier than I wanted to because I didn't want to delete and redraw. Needless to say my enjoyment from playing the game has plummeted greatly and if I take a major to war it will be even worse.

Some of you may say, why not just delete the battle plan just before you start the offensive, but doing that means I'm stuck with the absolutely horrible AI assignment of divisions to a front line. For example, as Germany I assigned 11 divisions to the front line in East Prussia, which is 8 provinces. I selected the 3 provinces in which I wanted 2 divisions, all being provinces adjacent to multiple enemy provinces. The AI kept ordering a division in one of those provinces to move to a province adjacent to only 1 enemy province. That enemy province was in fact adjacent to a total of 3 of my provinces and the divisions I had assigned were already overkill in terms of defeating the 1 enemy division positioned there. So instead of having one of the most vulnerable provinces, or alternatively one of the provinces with the most opportunities to attack the enemy, covered by 2 divisions, I have overkill off on the eastern flank. This sort of poor positioning occurs all the time in game. Now in the past I could overcome that as I said, but no longer with 1.4.0. It's as though whoever programmed that part of the AI has never played a war game in their life.

So my choices are as follows:

1. Let the AI exercise command of my troops, making its poor decisions and taking away the enjoyment of commanding them myself.

2. Use the battle plans to build up planning bonuses and delete them a few days before I want to start an offensive so that I can reposition the troops properly. This will probably only work for new declarations of war due to the reshuffling.

3. Stop using battle plans altogether, losing the bonuses and having to research useless doctrines.

4. Go back to playing HOI3 to wait and see if Paradox can improve things at least back to the point they were before 1.4.0.

I haven't made a final decision as of now, but HOI3 is looking good.

Before someone accuses me of just whinging and not offering a solution, this would fix all my problems:

Allow all divisions not moving, digging in, training, counting down for an amphibious assault or assigned to garrison orders to build up planning bonuses.

This would mean that I could choose to never use the battle plan mechanics again. It would mean that reserve divisions could be left behind the front lines to counter attack enemy break throughs, or to prepare for an offensive with a chance the enemy wouldn't realise they were there to give us a chance of simulating surprise offensives. It would also mean that amphibious assaults and attacks across straights could actually benefit from the planning bonus and may actually make the pacific war more viable.

Thanks for the well written threat.
I gave up messing with the battleplaner, the whole thing is a pain in the butt for me. I only use it to move my army´s to the frontline and delete it the moment my Divs arrived. I give nothing on the bonus i miss, in SP i didn´t need it.
I don´t play MP, because i didn´t have the time and patience for it.
 

jamesd

Colonel
22 Badges
Aug 23, 2009
1.083
1.247
  • Europa Universalis IV: Art of War
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV
  • Victoria 2
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
Unfortunately you have to micro manage "reserves" that are behind lines and send them in yourself. There is no "sit here until you are needed to plug a hole in the line" command, and frankly I would shudder to see the ai try to consider that. There might be smoke pouring out of my computer. I just keep them under a decent general in a separate corps on a fall back line to the rear and plug them in when I have to. Not really worry about generating a planning bonus for reserves, they might now even get a chance to attack as they walk into a hole.

I probably should have emphasised the surprise attack aspect more - keeping your panzer divisions or tank corps behind the front line while they build up planning bonuses and then moving them into the lines just before launching the attack. If the enemy doesn't detect them behind the lines then they could have a chance to surprise as to the location of your new offensive. Think Ardennes 1940, Barbarossa, Kiev 1943 & Ardennes 1944.
 

sionprawn

Captain
33 Badges
Sep 21, 2010
309
85
  • Crusader Kings II
  • Europa Universalis IV: Pre-order
  • Supreme Ruler: Cold War
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • March of the Eagles
  • Hearts of Iron III: Their Finest Hour
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Hearts of Iron III
  • Arsenal of Democracy
  • Battle for Bosporus
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Steel Division: Normand 44 - Second Wave
  • Age of Wonders III
  • Hearts of Iron IV: Death or Dishonor
  • Steel Division: Normandy 44
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Victoria 2
  • Europa Universalis IV
having strategically placed reserves was a key part of WW2, but in this game every division is in the front lines all the time.

frankly I would shudder to see the ai try to consider that. There might be smoke pouring out of my computer

I think this could be sorted reaaasonably easily (I don't know poo about programming) by having an additional Front command "Reserve" which could be Applied to a normal Front, to follow that normal Front arround.
The AI could say something like have a 1/10 or 1/5 as reserves to the normal Front it was applied to.
This AI/orYou Reserve Front could then follow the main Front by say 2 provinses and in the middle of the main Front. I could expand but don't want to waffle.
And ideally be Mobile.
The Reserve Font should react to whatever the worst RED combat region in the main Front.

I probably should have emphasised the surprise attack aspect more

Getting the above mentioned Reserve would be more difficult for the AI to turn into an attacking one for the AI

God I've whaffled far too much, sorry, but yea really would love reserves + surprise attack AI.
 

Meglok

Grognard
32 Badges
Feb 29, 2012
7.462
3.771
  • Europa Universalis 4: Emperor
  • Europa Universalis IV
  • Imperator: Rome
  • Imperator: Rome - Magna Graecia
  • 500k Club
  • Battle for Bosporus
  • Hearts of Iron III
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Conquest of Paradise
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
I probably should have emphasised the surprise attack aspect more - keeping your panzer divisions or tank corps behind the front line while they build up planning bonuses and then moving them into the lines just before launching the attack. If the enemy doesn't detect them behind the lines then they could have a chance to surprise as to the location of your new offensive. Think Ardennes 1940, Barbarossa, Kiev 1943 & Ardennes 1944.

Usually units going over to an offensive attack moved into the front lines. Now they didn't sit there for 30 days building up "preparation bonus" but they did move into their jumping off positions somewhere between 24 and 72 hours before an attack.

I think this could be sorted reaaasonably easily (I don't know poo about programming) by having an additional Front command "Reserve" which could be Applied to a normal Front, to follow that normal Front arround.

Units sitting in reserve for a counter stroke or riposte did sit behind the lines, ala the Germans at Kharkov 1943 or the Russians at Kursk 1943. The HOI4 mechanics as coded just don't cover that and getting them to do so would be a "challenging" task from my understanding of how the theater and front system works. The best way I can think of would be if fallback lines could be set to engage/do not engage if in contact with the enemy like fleets can be set.
 

jamesd

Colonel
22 Badges
Aug 23, 2009
1.083
1.247
  • Europa Universalis IV: Art of War
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV
  • Victoria 2
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
I think this could be sorted reaaasonably easily (I don't know poo about programming) by having an additional Front command "Reserve" which could be Applied to a normal Front, to follow that normal Front arround.
The AI could say something like have a 1/10 or 1/5 as reserves to the normal Front it was applied to.
This AI/orYou Reserve Front could then follow the main Front by say 2 provinses and in the middle of the main Front. I could expand but don't want to waffle.
And ideally be Mobile.
The Reserve Font should react to whatever the worst RED combat region in the main Front.

Getting the above mentioned Reserve would be more difficult for the AI to turn into an attacking one for the AI

God I've whaffled far too much, sorry, but yea really would love reserves + surprise attack AI.

Thanks for your thoughts and don't worry about waffle - did you see my opening post? Regarding reserves, it could even be tied to roles with Armoured and Motorised divisions pulled out of the line when possible. Historically mobile divisions tended to only defend front line positions for extended periods when there were no other troops available. When a battle plan is active, those divisions are going to be in the lead pushing for the objectives, but once they've been achieved and they've been relieved by infantry they could move into reserve to build up for the next offensive. If the front gets too long they could be stuck in the front lines as there is no infantry to relieve them.
 

sionprawn

Captain
33 Badges
Sep 21, 2010
309
85
  • Crusader Kings II
  • Europa Universalis IV: Pre-order
  • Supreme Ruler: Cold War
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • March of the Eagles
  • Hearts of Iron III: Their Finest Hour
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Hearts of Iron III
  • Arsenal of Democracy
  • Battle for Bosporus
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Steel Division: Normand 44 - Second Wave
  • Age of Wonders III
  • Hearts of Iron IV: Death or Dishonor
  • Steel Division: Normandy 44
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Victoria 2
  • Europa Universalis IV
When a battle plan is active, those divisions are going to be in the lead pushing for the objectives, but once they've been achieved

Yes, that's partially why I stopped where I did, because with the new Beta, the AI Front will activate sooner (even pre-bonus) and stay activated forever (as far as I can tell) so the Reserves changing to Assault would always be the case in the current setup (+ using my suggestion). I.e they'd always be on Assault mode.