Alternative to the existing planning bonus mechanic

  • 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.

KiwiNoob

Colonel
50 Badges
Sep 26, 2015
804
1.409
  • Europa Universalis IV: Res Publica
  • Magicka
  • Leviathan: Warships
  • Hearts of Iron III: Their Finest Hour
  • Cities: Skylines - After Dark
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
  • BATTLETECH
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • BATTLETECH: Flashpoint
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Stellaris Sign-up
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Third Rome
  • Crusader Kings II
  • Europa Universalis IV: Cossacks
  • Cities: Skylines Deluxe Edition
  • Semper Fi
  • For the Motherland
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
I'm a fan of the planning bonus but not it's current implementation. Having to draw battle plans (BP) that will never get used simply to get a bonus on the off-chance you plan to counterattack is needless busy work and gamey.

My original idea was to simply remove the need for the battle plan and just let all stationary divisions build up their BP bonus (which I still think is a good fallback option and better than having to draw the plan)

My extended idea is to make it a 'offensive preparation' option toggled per army group that can be set on the leader portraits down the bottom that would follow these rules:
  • If its unchecked then your divisions will not build up any offensive bonus
  • If it is checked then all divisions in that army group that are stationary (even without a BP) will begin to accumulate their offensive bonus.
  • To accumulate the offensive bonus divisions require additional equipment (OE, offensive equipment). If a country is missing some of the equipment required by the division then that division will not be able to achieve 100% of it's offensive bonus. Once the offensive bonus is full their equipment need will return to normal or perhaps maintain a slightly higher attrition.
  • If a division moves, half it's OE is returned to the stockpile and half the offensive bonus is lost
  • If a division strategic re-deploys, all it's OE is returned to the stockpile and all it's offensive bonus is lost
  • If a division with offensive bonus is attacked and retreats the OE is lost and a portion of it captured by the countries that forced the retreat. (You could go one step further and make the calculation of the percentage of equipment lost (25 + ((org / max_org) * 75)). This way there would be a difference between a division being forced to retreat because they are broken vs. an early deliberate decision to pull back. In this case any remaining (not lost) OE would be returned to the stockpile and the unit would lose its offensive preparation bonus)

This system would be good because:
  • It means that there is a cost/benefit to preparing for offensive actions and it will not simply be the default choice because it's always better in all situations.
  • Requiring additional equipment is realistic as a large part of offensive planning was building up the necessary equipment to support it.
  • Countries that don't even have enough equipment to supply their divisions normal needs will not be able to benefit from the offensive bonus. It then become a player choice between having more divisions but not having the offensive bonus (potentially better when defending) or having less divisions but having a slight equipment surplus for offensive planning.
  • We'll see more captured equipment from successful offensives. And having the 'offensive preparation' option on in areas where an offense is unrealistic will result in more lost equipment.
  • It gets rid of the need to draw up battle plans simply to acquire a bonus which is gamey
  • People can have a large, more stationary front that is not planning for an offensive (to conserve equipment) but then create separate smaller army groups that are on the same front that are planning for an offense - these would be the breakthrough divisions.
  • It would make it harder to acquire an offensive bonus in areas with low supply. If the infrastructure can barely support the existing units it will take a long time to build up the equipment for an offensive.

Edit: Would be good to see the equipment used to build up the planning bonus expended as the bonus is used up. This would mean that the bonus has an oppertunity cost under all circumstances and not only if your divisions are attacked and forced to retreat.

Just a thought. Hope people like it.
 
Last edited:
  • 7
  • 5
Reactions:

BigBobBear

Corporal
17 Badges
May 3, 2014
38
69
  • Crusader Kings II: Legacy of Rome
  • Semper Fi
  • Magicka
  • Leviathan: Warships
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Crusader Kings II
  • Europa Universalis IV
  • Cities: Skylines
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
why would a division take more attrition for having a plan drawn out and ready to execute? that just seems like a silly idea and why would an attacking army get more offensive bonus from attacking a defending army?

as it is the game is only a few weeks from coming out and any ideas to change the plans radically like this will not have the time and shouldnet, if anything they should just make the planing bonus apply only when and during the plan is being executed
 
  • 5
Reactions:

KiwiNoob

Colonel
50 Badges
Sep 26, 2015
804
1.409
  • Europa Universalis IV: Res Publica
  • Magicka
  • Leviathan: Warships
  • Hearts of Iron III: Their Finest Hour
  • Cities: Skylines - After Dark
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
  • BATTLETECH
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • BATTLETECH: Flashpoint
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Stellaris Sign-up
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Third Rome
  • Crusader Kings II
  • Europa Universalis IV: Cossacks
  • Cities: Skylines Deluxe Edition
  • Semper Fi
  • For the Motherland
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
why would an attacking army get more offensive bonus from attacking a defending army?

I'm not sure what you mean. The defender makes no difference to any offensive bonus the attacker gets. Any offensive bonus is applied to the attackers soft/hard attack.
 

Zankoas

Kaiserreich Developer
81 Badges
Mar 11, 2013
332
249
  • Hearts of Iron IV: No Step Back
  • Tyranny: Gold Edition
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Hearts of Iron IV Sign-up
  • Magicka 2
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Sons of Abraham
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria 2
  • The Showdown Effect
  • Sword of the Stars II
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Magicka
  • Leviathan: Warships
  • Hearts of Iron III Collection
  • Hearts of Iron III
  • Crusader Kings II
  • Arsenal of Democracy
  • Darkest Hour
  • Dungeonland
  • Europa Universalis III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Victoria 3 Sign Up
  • Surviving Mars: First Colony Edition
  • Steel Division: Normand 44 Sign-up
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • PDXCon 2017 Awards Winner
  • Europa Universalis IV: Dharma
  • Shadowrun: Dragonfall
  • Surviving Mars: First Colony Edition
I really, really, really, like this idea. It is in the flavor if hoi4 choice focus and makes sense, as well as seeming like a fun mechanic, here's hoping paradox use your suggestion!
 
  • 1
Reactions:

KiwiNoob

Colonel
50 Badges
Sep 26, 2015
804
1.409
  • Europa Universalis IV: Res Publica
  • Magicka
  • Leviathan: Warships
  • Hearts of Iron III: Their Finest Hour
  • Cities: Skylines - After Dark
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
  • BATTLETECH
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • BATTLETECH: Flashpoint
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Stellaris Sign-up
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Third Rome
  • Crusader Kings II
  • Europa Universalis IV: Cossacks
  • Cities: Skylines Deluxe Edition
  • Semper Fi
  • For the Motherland
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
that sounds like the attacking army would gain said bonus, unless i read that wrong

Gottcha. The OE is the additional 'offensive equipment' the division has stored to support their offense. The attacking country would capture part of the offensive equipment of any retreating divisions (which would go to their stockpile) but they would not gain the offensive bonus that division had.
 

Marfach

First Lieutenant
18 Badges
Jul 28, 2015
227
432
  • Europa Universalis III
  • Europa Universalis III Complete
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Magicka
  • Semper Fi
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Prison Architect
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Cities: Skylines
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Darkest Hour
My original idea was to simply remove the need for the battle plan and just let all stationary divisions build up their BP bonus (which I still think is a good fallback option and better than having to draw the plan)
You could also prevent a unit with an attacking bonus from achieving a full dig-in bonus (maybe only 50%? or 75%), this would add more opportunity cost.
Also, rather than have them require more equipment you could require they be at full equipment and create an equipment attrition to simulate them drilling and training for the upcoming operations, similar to on-map training.

why would a division take more attrition for having a plan drawn out and ready to execute? that just seems like a silly idea and why would an attacking army get more offensive bonus from attacking a defending army?
The planning bonus afaik is supposed to emulate the way in which divisions would perform specific training before large offensives to prepare them for the enviroments and conditions they would be exposed to. Eg if a division is going to be fighting in Marshes (central Belarus) they will need to learn how to maintain their weapons in the environment, keep equipment clean and how to safely and effectively traverse marshland, and that is before they do any drills on firefights in marshes.
 

AOW

Captain
16 Badges
Oct 19, 2002
356
218
Visit site
  • Europa Universalis IV
  • For the Motherland
  • Hearts of Iron III
  • 500k Club
  • Stellaris
  • 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
  • Hearts of Iron IV: La Resistance
  • Battle for Bosporus
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
How about leaving it as it is except that the attacking units do not get the bonus until the plan is activated? It's the simplest solution imho. It eliminates the gamey plans that are designed just to get a bonus for a plan that will never be implemented and keeps the good parts of the planning bonus intact.
 
  • 3
  • 1
Reactions:

KiwiNoob

Colonel
50 Badges
Sep 26, 2015
804
1.409
  • Europa Universalis IV: Res Publica
  • Magicka
  • Leviathan: Warships
  • Hearts of Iron III: Their Finest Hour
  • Cities: Skylines - After Dark
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
  • BATTLETECH
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • BATTLETECH: Flashpoint
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Stellaris Sign-up
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Third Rome
  • Crusader Kings II
  • Europa Universalis IV: Cossacks
  • Cities: Skylines Deluxe Edition
  • Semper Fi
  • For the Motherland
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
How about leaving it as it is except that the attacking units do not get the bonus until the plan is activated? It's the simplest solution imho. It eliminates the gamey plans that are designed just to get a bonus for a plan that will never be implemented and keeps the good parts of the planning bonus intact.

  1. This means you must use battle plans and turn over at least partial control of your units to the AI. For Major nations this might work fine because of the sheer number of divisions. People who play regional/minor powers tend to micro their troops a lot more and doing this would hamper them
  2. It's not granular enough. I may find myself in the situation where I want to start pushing only a small part of my front but with this approach I have to start pushing all or none.
 

KiwiNoob

Colonel
50 Badges
Sep 26, 2015
804
1.409
  • Europa Universalis IV: Res Publica
  • Magicka
  • Leviathan: Warships
  • Hearts of Iron III: Their Finest Hour
  • Cities: Skylines - After Dark
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
  • BATTLETECH
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • BATTLETECH: Flashpoint
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Stellaris Sign-up
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Third Rome
  • Crusader Kings II
  • Europa Universalis IV: Cossacks
  • Cities: Skylines Deluxe Edition
  • Semper Fi
  • For the Motherland
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
Also, rather than have them require more equipment you could require they be at full equipment and create an equipment attrition to simulate them drilling and training for the upcoming operations, similar to on-map training.

I actually favor the idea of a unit 'stockpiling' the equipment over attrition for the reason that it will result in more captured equipment during successful offensives which I find realistic and immersive.
 

AOW

Captain
16 Badges
Oct 19, 2002
356
218
Visit site
  • Europa Universalis IV
  • For the Motherland
  • Hearts of Iron III
  • 500k Club
  • Stellaris
  • 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
  • Hearts of Iron IV: La Resistance
  • Battle for Bosporus
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  1. This means you must use battle plans and turn over at least partial control of your units to the AI. For Major nations this might work fine because of the sheer number of divisions. People who play regional/minor powers tend to micro their troops a lot more and doing this would hamper them
  2. It's not granular enough. I may find myself in the situation where I want to start pushing only a small part of my front but with this approach I have to start pushing all or none.

1. For smaller nations it should be easier to micro while a plan is being run by the AI. Not sure why that is a concern.

2. I am pretty sure you can assign as many divisions to an attack plan as you want. If you only want to push on a small section of the front with say 6-8 divisions you can. You could have as many plans as you have generals (I think), but of course that could get rather messy.
 

KiwiNoob

Colonel
50 Badges
Sep 26, 2015
804
1.409
  • Europa Universalis IV: Res Publica
  • Magicka
  • Leviathan: Warships
  • Hearts of Iron III: Their Finest Hour
  • Cities: Skylines - After Dark
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
  • BATTLETECH
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • BATTLETECH: Flashpoint
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Stellaris Sign-up
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Third Rome
  • Crusader Kings II
  • Europa Universalis IV: Cossacks
  • Cities: Skylines Deluxe Edition
  • Semper Fi
  • For the Motherland
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
2. I am pretty sure you can assign as many divisions to an attack plan as you want. If you only want to push on a small section of the front with say 6-8 divisions you can. You could have as many plans as you have generals (I think), but of course that could get rather messy.

And I think the planning bonus is lost if you switch generals around or units between army groups (though I may be wrong on that) so you couldn't break off a portion of the front on-the-fly
 

KiwiNoob

Colonel
50 Badges
Sep 26, 2015
804
1.409
  • Europa Universalis IV: Res Publica
  • Magicka
  • Leviathan: Warships
  • Hearts of Iron III: Their Finest Hour
  • Cities: Skylines - After Dark
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
  • BATTLETECH
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • BATTLETECH: Flashpoint
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Stellaris Sign-up
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Third Rome
  • Crusader Kings II
  • Europa Universalis IV: Cossacks
  • Cities: Skylines Deluxe Edition
  • Semper Fi
  • For the Motherland
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
Would also be good if the offensive equipment is used up as the planning bonus is used up. This would mean there is an opportunity cost of the bonus at all times and not only if your divisions are forced to retreat.
 

ASPGolan

Captain
66 Badges
Mar 9, 2012
426
172
  • Rome Gold
  • Europa Universalis IV
  • Imperator: Rome
  • Crusader Kings II
  • Crusader Kings III
  • Europa Universalis III Complete
  • Europa Universalis IV: Pre-order
  • Sengoku
  • March of the Eagles
  • Victoria 2
  • Darkest Hour
  • Hearts of Iron IV: Colonel
  • Hearts of Iron III
  • Cities: Skylines
  • Ancient Space
  • Stellaris: Galaxy Edition
  • Prison Architect
How about leaving it as it is except that the attacking units do not get the bonus until the plan is activated? It's the simplest solution imho. It eliminates the gamey plans that are designed just to get a bonus for a plan that will never be implemented and keeps the good parts of the planning bonus intact.
This would have solved whatever other digressions we had on different threads on this topic. The simple requirement of having enacted that plan would remove any other benefits the defender was trying to stack this way, making the bonus apply only for offensive operations. People want the ability to stack these effects, however.

The real benefit comes when the player has such plans as a smaller nation and then goes on and micro the defensive operations. Any counter-attack ordered by the player get that planning bonus. In the Poland WWW, the player benefits from the entrenchment bonus with the initial wave of attacks on the western border, then retreats and tries some manoeuvres when the german lines offer breaches. For these ops, the player would require the planning bonus to counter the invading AI planning bonus. The weird thing to me is that for the attacking player that enacted their plan, the bonus is already decaying, while the defender's planning bonus is still growing as it wasn't enacted. Here is the real issue. The defending player would want means to counter the enemy advance, but I think these should be in the form of: a) dig in your troops again after each retreat; b) make new offensive plans to push back the enemy and get the updated bonus on the counter attacks.

One other way to "fix" the impression people are getting from this feature would be to make the planning feature work in a generic way and not look necessarily as an offensive op. If the player wouldn't have drawn the arrow towards random regions he doesn't care about, nobody would have noticed anything, I assume.
 
  • 1
Reactions: