This thread is more about gameplay stuff than historical, and goes for purpose of streamlining micro needed for waging war manually and else. Now on soviet-german front it's quite hard for player to keep track on how offensive goes here and there. It comes, mostly, in my opinion from unit scale in HoI4.
Let's take a look at previuos HOI games(except first, didn't really play it). All series rotates around same base unit called division, you move it on the map to fight another divisions and paint land. But HoI2 has an army instrument granting you an ability to stack divisions into one unit called army. One shall not be decieved by this name, army can consist of one division or as many as you want. In HoI3 system was closer to HoI4 because there was no army tool, but there were HQ tool, allowing grouping divisions into corps, corps into arimes etc.
Now let's look at HoI4. For example on eastern front I generally have about 6 infantry divisions per province, so game automaticallu groups them into one unit on map, so i can select them one-click, and that's good. The problem is when I have let's say 9 divisions per province and I want to commence 3-way human wave attack - now I need to select all these 9 divs, select 3 of them, make attack and then repeat it with next 3 as first group fails. There's one more problem with it but we'll get to it later.
The solution is to allow player to make groups(or corps units) inside an army. They don't need to have commanders or any special mechanics(but they could of course) as this is purely an UI thing. This would allow greater control an faster army reorganisation after offensive or retreat, when divisions shuffle in god knows what order.
The next problem could be also linked to that 3 wave attack: Ideally one would want to stop attack at all when even one of these 3 divisions exausts org, as damage output would be really unoptimal. To less extent it sometimes can be said about defense, when a group retreat would be better that per-division.
I'm not really sure if division groups should have this ability to be "nailed" to each other just like in HoI2, because it's clearly unrealistic, but on the other side it helps to make less units on map allowing player to give more attention to each of them.
Next thing is generals portraits in the low screen. Pease add an option to hide them and turn army strusture view in some sort of ouliner, Generals portraits don't really give any gameplay information(I know that Zhukov and Rommel are on tanks and Timoshenko and Model on infantry) but take a lot of place on screen fo literally nothing. I goes really bad when you have a big army of several army groups. After these portraits stack on second row game goes near-unplayable, and you have to make a new theater even for units standing shoulder to shoulder.
Let's take a look at previuos HOI games(except first, didn't really play it). All series rotates around same base unit called division, you move it on the map to fight another divisions and paint land. But HoI2 has an army instrument granting you an ability to stack divisions into one unit called army. One shall not be decieved by this name, army can consist of one division or as many as you want. In HoI3 system was closer to HoI4 because there was no army tool, but there were HQ tool, allowing grouping divisions into corps, corps into arimes etc.
Now let's look at HoI4. For example on eastern front I generally have about 6 infantry divisions per province, so game automaticallu groups them into one unit on map, so i can select them one-click, and that's good. The problem is when I have let's say 9 divisions per province and I want to commence 3-way human wave attack - now I need to select all these 9 divs, select 3 of them, make attack and then repeat it with next 3 as first group fails. There's one more problem with it but we'll get to it later.
The solution is to allow player to make groups(or corps units) inside an army. They don't need to have commanders or any special mechanics(but they could of course) as this is purely an UI thing. This would allow greater control an faster army reorganisation after offensive or retreat, when divisions shuffle in god knows what order.
The next problem could be also linked to that 3 wave attack: Ideally one would want to stop attack at all when even one of these 3 divisions exausts org, as damage output would be really unoptimal. To less extent it sometimes can be said about defense, when a group retreat would be better that per-division.
I'm not really sure if division groups should have this ability to be "nailed" to each other just like in HoI2, because it's clearly unrealistic, but on the other side it helps to make less units on map allowing player to give more attention to each of them.
Next thing is generals portraits in the low screen. Pease add an option to hide them and turn army strusture view in some sort of ouliner, Generals portraits don't really give any gameplay information(I know that Zhukov and Rommel are on tanks and Timoshenko and Model on infantry) but take a lot of place on screen fo literally nothing. I goes really bad when you have a big army of several army groups. After these portraits stack on second row game goes near-unplayable, and you have to make a new theater even for units standing shoulder to shoulder.
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