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HOI4 Dev Diary - Chain of Command

Hi everyone and welcome back to regular dev diaries. This and upcoming diaries will be covering stuff happening in the 1.5 "Cornflakes" update as well as the unannounced expansion that will come out together with it. One of the main focuses of those can be summarized as "making players care more about armies, leaders and troops" (our DLCs tend to have 1-3 main focuses or missions). The first feature that touches on this, and the topic of today's dev diary is adding a military chain of command to the game.

After Hearts of Iron III, where something like organizing the soviet chain of command could take about an hour of the players time we decided that we wanted something that was a lot less effort to work with for HOI4. We basically settled on a flat level with field marshals with no restriction on commanded divisions, and generals with a limit on division count but with a different set of traits. Over time we felt that we lost a bit too much of the WW2 military flavor with this abstraction, so we started thinking about how to do it in a more interesting way.

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What we have done now for 1.5 is that field marshals are now leading an Army Group, which is a certain number of Armies (what we had before) led by Generals. There are then places in theaters as before. Theaters are like before just a geographical organizational tool for the player and don't have a commander or the like to keep them as flexible as possible. This means that we have a Theaters->Army Groups->Armies->Divisions structure now.
While the Generals still come with a soft cap for how many divisions they can efficiently command, the field marshals will now have a number of armies they can efficiently command.

I also want to make sure to point out that this is still very early on in development, so stuff is very likely to change, and some stuff aren't completely working as it should yet. So we are showing you this in progress rather than showing a completely finished feature, and as always any numbers you see are extremely subject to change ;) Also I very sneekily hid the topbar for now ;)
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When it comes to controlling your troops the new system introduces some changes to the battle planner. You can either do a plan for each army in the army group, or have a central plan for the whole Army Group where each army has a part of the frontline assigned as its responsibility. You can also do a mix, in which case an Army will finish its plan and then fall back to executing the Army Group's plan. We are still iteration on this stuff though but I figured you all wanted to know how it would work in practice.

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Something that does not really come across in the images is that we are working on ways to streamline the process for setting up fronts using the new army groups. This should make at least the basic cases feel smooth to set up, even with one more command level and more armies without a ton of extra clicking.

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The sharp eyed reader will also notice that we have removed the skill level for generals. This is now replaced with separate skills of different kinds. Attack, Defense, Planning and Logistics. Attack and Defense do what you expect while Planning improves planning speed and Logistics lowers supply consumption. Field marshal stats apply together with army general stats at a reduced capacity, so you will always want to have a chain of command for best efficiency.

The chain of command feature is going to be part of the free update, although there is some cool DLC features that tie into it we will be revealing in later diaries. Also expect to read more details about the system itself like how things in combat are affected etc.

See you next week when we will be taking a look at national unity...
 
This is a very much welcomed feature which is missing for so long. Glad that we would have a more military depth. Can't wait to command Army Don with Field Marshal von Manstein! One question though, would more commander be added in the game? Since we would have to allocate the Field Marshal to lead the army group now.
 
A problem I have when assigning multiple "chained" frontlines like in the screenshot you provided is that they tend to start overlapping once the frontlines move a bit. Is this going to be addressed?
 
Can you still just recruit new general and promote him to field marshal? Because, if that's the case why have generals?
If you read the first post, they say the field marshal and general skill stats stack, but field marshal stats are factored down. So you are asking why have generals when field marshal skills are applied at reduced capacity?

edit- you disagreed, which means I don't understand your question at all. No prob, I was trying to figure out where you were going when it seemed that your question was already answered. Thanks.

edit2 - Ahh, my reading of the post was the general goes in one slot now and field marshal goes in another. So you might have been asking whether you can just put field marshals in both slots?
 
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Well this exceeded my expectations even before any DLC features was revealed. But I am still hoping that you will bring us any tools for Fleet management - playing as any thalassocracy (USA, UK or Japan) which rely on strong and large navy is really painfull and that's probably reason why I still didnt play as UK or Japan more than once...

But you have still 2 more expansion focuses left so I am keeping my faith...
 
Wow, awesome dev diary! New skills, logistics, attack, etc. Finally breaking down the generals by their strengths and weaknesses. Awesome!
 
This sounds like a feature for me! I tend to just use one huge field marshall stack, as I can't figure out the smaller armies feature...
 
Probably the single most requested feature for this game. I'm looking forward to finally not needing to fuss with my chained fronts when playing as the soviets and instead concentrating on operational warfare as is proper.

Are you still able to launch attacks one stage at a time?

Are generals able to initiate individual battle plans without the field marshal or other general getting involved?

Will we gain the ability to have formations in reserve under a field marshal but still able to plan? Ex: a tank army behind the infantry force (and therefore not getting drawn into the daily fighting) waiting for the infantry to achieve a breakthrough so that it can pour through and begin the deep battle

Edit: oh and the UI elements look nifty as hell. I'm sure we'll all have usability complaints after a few months of actual play (inevitable) but you guys have clearly thought very carefully about them for this feature.
 
I LOVE YOU PARADOX
 
That's the main feature which was missing from HoI3.
I would give whole 100 points to this new add-on. Also we need more real-life generals from major nations such as general Kuribayashi of IJA.
Waiting for 1.5 and next DLC.
Good Luck Guys!