Okay, here are my suggestions for a rough tech-schedule for the ´command delay´ (i´ll adopt this name now for the concept of delays for all actively given orders, as described above):
Standard delay at 100% officer ratio - 96h (4 days)
After 1918-tech - 84h (3.5 days)
After 1936-tech - 72h (3 days)
After 1938-tech - 60h (2.5 days)
After 1940-tech - 48h (2 days)
After 1942-tech - 36h (1.5 days)
After 1944-tech - 24h (1 day) = max. level
140% officer ratio would cut this by 40% respectively, while 50% officer ratio would double it.
Likely constallation at ´fall gelb´:
Germany: 1940-tech (48h), 130% OFR -> 34h (rounded)
France: 1918-tech (84h) or 1936-tech (72h), ca. 100% OFR -> 72-84h
This brings me to another ´pro´ of this system: I, being a micro-er, often end up playing the game in ´turns´, checking the frontline every day or so (there is usually a meeting in the FHQ each morning, so to say). Now, if i knew all my troops could receive orders in 36h intervals, i´d make a morning meeting on day1, an evening meeting on day2, a morning meeting at day 4 and so on, playing in turns, the length of which would be determined by the command delay.
Before you think, that these are too long, please remember, that a lot of this time, the units will be moving to their destination anyways, and as long as you are not ´forced´ to cancel a move (which you cant during the delay), the effective delay is [delay - (minus) time it takes to execute the order]. For example, if you ordered an inf-corps from one province to the next, and it takes them 24h to arrive, only 12h of a 36h-delay will actually bother you. To avoid these 12 hours, give the corps the order to move two provinces in: It will continue to move to the second immediately after arriving in the first, since it is the same order. You will be taking the risk of a re-newed delay -and with it, reduced reinforcement-chances- when being attacked in the province(s) it moves through, though*. That´s why you may want to cover the flanks of your spearheads offensively (just like IRL). After the enemy attack has been beaten off, moving units will resume** their ordered movement (but their delay-timer got re-started, when the enemy attack began).
Please note, that this would be in addition to ORG-requirements (needed for moving into enemy territory, attacking etc.), and both - the command-delay and ORG-requirements - taken together are meant to replace the attack delay.
*EDIT: This is going to get a bit off-topic: When a province is being attacked, and all the defender´s units are currently moving away from the province, only one (randomly chosen, but preference put on the fastest unit) of these should slip into the front-line and all the others being put to the reserve, subject to reinforcement chance. If at least one of the defender´s units is stationary, that unit will be put in the front-line, and all moving ones in the reserve.
**EDIT2: The alternative would be, to have them restart - instead of resume - the ordered movement and not renew the delay. That would open the door for gamey mini-spoiling attacks though, forcing your enemy to restart a movement over and over again, just before he arrives. With just the delay restarted but movement continued where it left off when the province got attacked, spoiling atttacks can still be effective, without burying the concept of ´blitzkrieg´ entirely. If you do such an attack, you can at least (and at most - if you start it just before they would arrive) delay the enemy units by his combat-delay-time. To prevent such attacks, you must attack on your own. IRL, this (securing the flanks of the broken through spearhead offensively) was an essential part of the ´sickle-cut´, too!
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It is an unfortunate, but probably needed, limitation of the engine, that you cannot have decision-pop-ups when a battle starts. Then you could be asked wether moving troops should partake in the defence of a province at all, when the battle starts, for example. Maybe, we could have another STRG-movement option (´charge´, ´pursue´ or whatnot), to decide that (only for battles, where stationary are present - if none are, the moving ones must defend the province regardless, as decribed in the first ´edit´.
So ´pursue´ instead of ´move´ would make the moving units not go into the reserve when their province is attacked and a stationary is present (and fighting, e.g. not retreating), but rather have them move on without delay. The very same order could also be interpretated in some useful fashion when meeting the enemy (like, say, increased combat speed but less toughness).