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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...
 
After a year and 3 months will we finally have the first real content patch? :eek:
 
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.

Will base levels of planning speed and supply consumption be adjusted to account for everyone having an additional source of bonuses in these areas?
 
I love the new leader skill system. It gives a general a personality! Great job
 
Thank You HOI4 DEVS and Paradox. You are amazing.
I remember specifically suggesting a system like this awhile back, so thank you very much for listening to us. This is exactly why Paradox is my favorite company, and the reason they are doing amazing. So thank you again DEVS.
 
This has me properly excited! I hope the artists/history buffs(s) are hard at work with providing more generals for the mid-tier and smaller nations so that they can actually effectively use the CoC, as one good general just won't cut it anymore for most nations.
 
Looks really good. I think adding some more strategic depth and complexity at this stage of the product is a good idea, we have clearly digested what has been put in front of us already.

It will be good to have my tanks under a tank general, with the whole front commanded by a Field Marshall.

Also - PLEASE FIX the frontlines splitting when they hit a lake, particularly in North America and China. Its a pain in the ass micromanaging units around them, or having holes in my line if it miss it. For example - as Canada, I should be able to assign units along the entire US border, not have them split by the lakes West and East, requiring two frontlines.

Second PLEASE FIX El Salvador and other minors spamming 6 width divisions over the entire planet - 10width minimum for non-cavalry would be a good start :)
 
Looks very promising. You get the OOB without the mess of HQ brigades to untangle and more variations in skill for each leader. (Though I reckon Rommel will have a logistics skill between 0 and -78.)
 
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.
As much as I like hearing about new features I prefer you taking your time to show us something you are already sure how it would end up.
You should ignore the "I want new feature DDs NOW!!!111" postings as it will reduce the "but you said in the DD..." instances later if things did not work out**.

However, future ideas and how they could work would be great in a "design stream" like Martin and Daniel did for Stellaris.

Nice work on the UI so far.


**some users insist on treating DDs as advertisement of final product even if told repeatedly they are not.
 
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Loving it!
Looks like HOI IV has taken the right turn and stepping on the gas in the right direction.

One thing though, please take the one extra step and add the corps level, it makes sense! ;)
 
Fantastic news @podcat! Great to see you're giving immersion a boost - something that i think is v important. Are there any plans to give a chain of command to the naval and air side of things? This was sorely lacking (and much requested) in HOI3 and I would love to see it in HOI4.
 
Definitely an exciting change!
 
The two questions that occur to me are (1) will we still be able to have "independent armies" and (2) would it be possible for a General to command a army group, albeit with a lower number of armies he is able to oversee then a Field Marshall*.

*Amusingly, there was at least one instance in WW2 where a General wound up in command of an army group that had a subordinate army commanded by a Field Marshall!
 
Bravo PDS ! This solution seems elegant enough to bring more depth to the game without adding too much complexity. Can't wait to test it ;)

Quick question about Air and Navy: Will this new chain of command have any impact on those ?
 
Which skill does breackthrough fall under?

Breakthrough is still a defensive based thing, although its "defense on the offense". Its based on the defense stat atm (also otherwise I fear aggressive players will ignore the stat completely)

Would the new "skill point" of commander increase over time? Or it is permanently fixed?
Will the leaders skills in attack, defence, planning and logistics change (up or down) with game play?

Yes

What about Special traits like:
- desert Fox/swamp Fox
- Ranger
- Mountaineer
- Engineer
- Tank-Leader
- and so on
?

We have a whole future diary to talk about traits, progression and all of that stuff, but you'll have to wait a bit for it.

Will base levels of planning speed and supply consumption be adjusted to account for everyone having an additional source of bonuses in these areas?

yeah we need to scale down a lot of current defaults to offset new bonus levels for sure