Since the release of the Man the Guns DLC, the design structure of various weapons has completely destroyed the strategic aspect of the game, as the AI is unable to use them correctly. Players have designed invincible warships with incredibly high light artillery damage and astonishing submarine fleets with low casualty ratios. They have also designed invincible tanks with incredibly high anti-personnel capabilities and astonishing offensive efficiency. Furthermore, players have designed invincible aircraft with extremely high anti-aircraft capabilities, making heavy aircraft almost obsolete.
Every aspect of the game now has optimal solutions, and most of the gameplay time is spent on repetitive tasks. For example, every time you play as Germany, you have to design the same tanks all over again because most components have no value. This is not the result of my pursuit of efficiency; rather, it is due to the AI's incompetence, as it does not require you to think strategically. Even if you use your creativity to design a unique tank, you will find that the enemy does not react to it, rendering strategic thinking a waste of time.
Paradox could have changed this situation. For example, the designer should have provided several sets of design templates (categories such as suppression, siege, occupation and mobility) automatically generated based on scientific research levels, military doctrine and resources for the AI and new players to choose from and use; if you choose occupation, he will design a light tank with superior speed depending on your country. If you choose Mobility, it will design a light or medium tank with average speed and firepower, depending on your country, and so on. Allowing the game process to focus more on upgrading scientific research levels , improving military doctrine and having more resources, Then the system will automatically generate a better design template. Keeps the player fully focused on macro-strategy rather than micro-design. Improves immersion. This is a relatively low cost way to improve.
Description: because Ai only uses design templates, At low and medium difficulties, and new players certainly do, retaining the sense of immersion and strategy. Only at high difficulties, because the Ai has a more powerful buff than the player, using the same design templates will make the player's tank unable to beat the Ai's tank, At this point, if the player does not want to win in other ways (e.g. diplomacy, spying, air support, etc.) then they need to work out how to configure a tank efficiently.
In the future, I am not optimistic about the Military Industrial Organizations (MIO) feature because Paradox rarely improves AI logic. It can be imagined that the AI will struggle to use the MIO feature reasonably or improve its own predicament through the economic system. This is not my malicious speculation; history has proven it to be true. Has anyone tried giving advanced tanks to puppet states? Or manually assisting the AI in upgrading their tanks? You will find that puppet states do not use them, even when they have 8,000 self-propelled artillery in their stockpile, they still fail to organize new self-propelled artillery units... These foolish behaviors will continue.
( Many thanks to “Secret Master” for his analysis and answer, and I correct my statement that: I think the MIO system could potentially improve this in the current situation, as MIO could use a form of tech tree and randomness to achieve a similar gameplay to stellaris upgrading the galactic fleet )
I have played Paradox games for five years, and I appreciate the enjoyment they have brought me. They are the best historical grand strategy games for immersion. However, now, HOI4 has lost its strategic nature and immersion because both your allies and enemies are too foolish. The freedom to design tanks, aircraft, and warships makes victory certain.
What makes me despair is that these designers must know this is happening now since they can make such a good game, but they still do it, so they must be doing it on purpose. I don't understand, do they not need players like us anymore? I will wait and see if MIO will improve the situation
Every aspect of the game now has optimal solutions, and most of the gameplay time is spent on repetitive tasks. For example, every time you play as Germany, you have to design the same tanks all over again because most components have no value. This is not the result of my pursuit of efficiency; rather, it is due to the AI's incompetence, as it does not require you to think strategically. Even if you use your creativity to design a unique tank, you will find that the enemy does not react to it, rendering strategic thinking a waste of time.
Paradox could have changed this situation. For example, the designer should have provided several sets of design templates (categories such as suppression, siege, occupation and mobility) automatically generated based on scientific research levels, military doctrine and resources for the AI and new players to choose from and use; if you choose occupation, he will design a light tank with superior speed depending on your country. If you choose Mobility, it will design a light or medium tank with average speed and firepower, depending on your country, and so on. Allowing the game process to focus more on upgrading scientific research levels , improving military doctrine and having more resources, Then the system will automatically generate a better design template. Keeps the player fully focused on macro-strategy rather than micro-design. Improves immersion. This is a relatively low cost way to improve.
Description: because Ai only uses design templates, At low and medium difficulties, and new players certainly do, retaining the sense of immersion and strategy. Only at high difficulties, because the Ai has a more powerful buff than the player, using the same design templates will make the player's tank unable to beat the Ai's tank, At this point, if the player does not want to win in other ways (e.g. diplomacy, spying, air support, etc.) then they need to work out how to configure a tank efficiently.
( Many thanks to “Secret Master” for his analysis and answer, and I correct my statement that: I think the MIO system could potentially improve this in the current situation, as MIO could use a form of tech tree and randomness to achieve a similar gameplay to stellaris upgrading the galactic fleet )
I have played Paradox games for five years, and I appreciate the enjoyment they have brought me. They are the best historical grand strategy games for immersion. However, now, HOI4 has lost its strategic nature and immersion because both your allies and enemies are too foolish. The freedom to design tanks, aircraft, and warships makes victory certain.
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