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Joppos

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Okay, so there is a misconception that a hierarchy is desired just because some old guard players liked the hard work of managing the mess of hoi3, or that people just want something because history had it no matter the game-play consequences.

There is actually a whole lot of merit to having some form of hierarchy, and I'm absolutely certain that many people would've also assumed/wanted such a feature after hearing about hoi4's battle plan system even if hoi3 had never even existed at all. Consider the battle plan system; a core feature of the new game, which will be your main method of ordering forces and something you are meant to spend a fair amount of time using. In this system you are supposed to create your own plans, in several stages, execute and modify them as the war progresses for up to several hundreds of discreet units. This means creating attack arrows for all sorts of maneuvers; simple advance, breakthrough, encirclement, defensive and so on from large groups down to rather small groups. The plans could be anything from one large arrow towards the enemy capital to several large arrows diverging into even more smaller ones.

Now of course, one will be able to make ridiculously simple battle plans when appropriate. But in being a core warfare feature let's assume it is meant to have some accessible depth to it, and that more than two or three large arrows towards the capital is a normal use of it. If it's too simple and it works against the AI nonetheless there will just be no game-play to such a feature. Let's assume that this battle plan isn't totally off the mark for a Barbarossa.

That's 3 - 5 main arrows for army sized number of units, 3 - 4 diverging arrows off of each of them for corps sized number of units, and a couple of other vectors for mixed sizes. So let's say you have one or two army sized bunches of units which you want to send on one of the main arrows, and divert some of their units along the diverging arrows. If you have one big group, the main arrow assignment will be easy as pie, but diverting some of its troops into the smaller arrows will entail having to sort through lists to make sure you get the right units types and subtypes. If you have many small independent groups you won't have a problem sorting, but you will have to do all of their arrow assignments and general orders individually. Then when their advance is complete you will have to redo it all. You could of course do a mix of these, but as plans inevitably change it will be nigh impossible to not get into a situation where your large groups need to be split, your your individual small groups needs to be used together. Simply put: you will want corps sized groups that can also be grouped together. Even at half the arrows from the hypothetical in-game Barbarossa, it would otherwise be unnecessarily levels of microing for relatively simple tasks.

The perfect fix for this is to have small groups also be a part of larger groups, so that you can order a large bunch around, while having direct access to smaller, functional units. This would also be very beneficial for actually executing orders like advancing on a plan or going defensive, and setting upgrade/reinforcement parameters.

Oh boy am i a broken record.
 

Holy.Death

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Okay, so there is a misconception that a hierarchy is desired just because some old guard players liked the hard work of managing the mess of hoi3, or that people just want something because history had it no matter the game-play consequences.
I'd say there are quite some old guard players in this thread who liked HoI3's CoC and people who just want it "because history", so I don't think there is a minconception here. The misconception might be that such people vocally overshadow those who want some form of hierarchy or organization for different reasons than these mentioned above.
 

Midden

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It is odd to me that the designers have kept the division yet wiped the CoC above it. They have in fact made the Division slightly more detailed, with additional regiment slots, (thanks I like that).... but why did they do that if removing the hierarchy above it? In a Grand strategy game armies are the things you move about.


It would make sense not to have a CoC, if land combat followed the air design .....where you allocate 1000 tanks and 200,000 troops to a region or Army.

Having designed a WII game to have a base unit of Division it seems lame to me not to have an Organisation structure to manage them. That organising them properly should makes a difference to, command and control; organisation; and supply.

I for one will miss XXX corps and Panzer Army Africa and the HQ's. If it was me I would keep the HQ's and have them with a role and allow support regiments such as signals, AA, Engineers, and stacks of artillery to be added to them. I like the idea and flavour of HQ's being encircled overrun and the head General lost .. if not flown out.

I will be disappointed if the new design allows me to grab 100 divisions and throw them at Norway with a click. Wait and see I guess.
 
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Darkath

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I'd say there are quite some old guard players in this thread who liked HoI3's CoC and people who just want it "because history", so I don't think there is a minconception here. The misconception might be that such people vocally overshadow those who want some form of hierarchy or organization for different reasons than these mentioned above.

The prevalent arguments lately are mostly about people wanting a CoC as a way to organize their armies and being able to use the battleplan system with proper subgroups within an army.
 

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those two issues are pretty much identical. the issue is that on map you have a CoC that can follow historical precidence. The problem
was NOT with a CoC in HOI3, it was with the AI. Having an AI that can run 2-5 divisions up a chain of command to Theatre AS WELL
as airpower and naval attachments. Folks forget them. Drag, point, click is not really a proper way but is a poplular way to avoid the
AI issue.

Again I suggest for both sides of the issue have a switch at the start.
 

-Toni82-

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I'd say there are quite some old guard players in this thread who liked HoI3's CoC and people who just want it "because history", so I don't think there is a minconception here. The misconception might be that such people vocally overshadow those who want some form of hierarchy or organization for different reasons than these mentioned above.

Honestly I was wishing something like a Command Structure since HOI2.
And a Command Structure is in no way some misconception.....cause armies around the world are using it.
As somebody who was years in military service I can tell you that armies most use things what is functional.
And in "history" there was also some CoC existing, because it was always functional.
Just to think about to go back to corps-stacks without CoC is a sin....





Not true. The only case where you had a CoC was HOI3... and that was a complete disaster. They've stated many times that they believe gameplay > historical accuracy. And large CoC chains are neither historical, accurate or fun. The whole idea of an HQ unit was really just a carry on from large scale boardgames back in the day (and I've played quite a few of those and am glad I don't see them anymore), and we've outgrown this substantially at this point in time. Unless someone can find a single situation where the CoC is either engaging or fun, just get rid of it. Spending time to make some obnoxious and irrelevant system that resembles a spreadsheet is not a good use of time.

HOI3 was not a disaster.
I pointed also out, that CoC are historical, fun might be subjective.
If you dont have time to play such a game, than play some other but dont pull the game down.





@others in thread whichever feel adressed...
To the people which are complaining that they never understood the HOI3 CoC or that it was to difficult - I dont know how old you are guys, but maybe think about not to make a drive licence or perspectivly give it away.
Seems somehow that some people are really handicapped understanding connecting steps (in HOI3 terms -> 5 steps).
 

No idea

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Wouldn't it be cool if you had an ultra complex map and system and you could group your guys into corps but watch them fight it out on a detailed level? Sure. Problem is, you just facepalm yourself repeatedly because the AI is just so damn stupid and does things that doesn't make sense. If you abstract a complex system, you have to actually abstract a complex system.

When you state the point of this thread is "to devise a system of persistent groupings of divisions that can serve the function of easing the player's selection.", you've failed to understand that with today's tech, you just can't do this. You're also wrong - most people seem to be complaining that it's "more" historical and not that they have a hard time moving units around the map.

The point I'd like to end with that in HOI3 the developers created the CoC system to help with micro management and having to spend time to deal with the such a massive map. The problem was, it actually created more micro-management, and all of it was boring. Yes, I suppose you could say that opinion is subjective and tons of people enjoyed setting up the command structure at the beginning of the game and taking advantage of the AI who would do such a horrible job of it, but I don't really believe that.

I dont see what is the problem with Ai and proper CoC if that CoC is just a way for the player to organize its army. If the AI doesnt want to organize its army like the player, OK, no problem. It will be irrelevant.

Regarding the CoC and the micro involved with having a CoC, it is truth that creating the CoC you want gives you work at the begining of the game, but it is also truth that it saves a lot of time after you have already established your CoC. On any case, if Paradox gave us a CoC organizer from the very begining (something that we didnt get for HoI until the SF expansion, one year after release) I am sure everybody would thank them for that.
 

No idea

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No, I'll play HOI4. After the grand experiment of HOI3, Paradox has learned that there is no room for CoC in their game. Hopefully, CoC will be put on a ship and sent out to the Atlantic to be torpedoed and sunk forever.

If you wish to talk about a CoC system and/or divisional level combat on a massive map take it to the HOI3 forum. For most of us, it sucks and hopefully will never see the light of day or waste the developers time.

That is a nonsense. This game needs some kind of organization for your units (you can call it organization or OOB or CoC). That is something every single player ackowledges. In fact you are the first person (at least in this thread) that seem to think we dont need any organization of units.
 

Holy.Death

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Honestly I was wishing something like a Command Structure since HOI2. And a Command Structure is in no way some misconception.....
Nobody said that. The term "misconception" was used in a different context.

As somebody who was years in military service I can tell you that armies most use things what is functional. And in "history" there was also some CoC existing, because it was always functional.
That's because in real life people have to delegate. In a game where you can command an entire army by hand and you serve as a hive-mind of sorts it's a completely different situation. Historical/realistic CoC is not as functional, nor there are reasons to replicate it [historical/realistic CoC] in its entirety. With all that said we aren't completely against CoC. Just do not want it as limiting as it was in HoI3, because of realism or historical reasons, because limiting your units to 5 per HQ in a Corps added nothing to game.
 

General Sandman

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Guys, IMO this was a rather civilizised and constructive discussion so far. Please dont leave this trail, just because one member "Murkk" did bring some pupil-style input in some kind of provoking mannor. Actually everyone by now was able to describe the own point of view without degrading the other side´s opinion.

I dont think, that "Murkk" read much of this thread before secluding his texts. Otherwise I dont think, that he understood what has been written or he just hasnt a glimmer of interest concerning a number of well conceived arguments.
 
Last edited:

-Toni82-

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Nobody said that. The term "misconception" was used in a different context.

That's because in real life people have to delegate. In a game where you can command an entire army by hand and you serve as a hive-mind of sorts it's a completely different situation. Historical/realistic CoC is not as functional, nor there are reasons to replicate it [historical/realistic CoC] in its entirety. With all that said we aren't completely against CoC. Just do not want it as limiting as it was in HoI3, because of realism or historical reasons, because limiting your units to 5 per HQ in a Corps added nothing to game.

Yes, I understood how u mean it.
Just made my argument for people which think a CoC is just a feature, as more as a reallife necessary thing.

I could live with a limit at all, maybe 5 was in HOI3 not for every situation reasonable and a little less.
Still its also clear, that a corpse shouldnt existing from 20 divisions.
Unfortunally we dont have a CoC in HOI4 and I can not imagine which system shall picture it.




Please, apply your own medicine to yourself first.
Best regards,..
About having time to play a grand strategy game?
Yes, time is the medicine if you want so.
Probably Paradox also left the CoC out, cause some people were complaining about the "complex" (haha) CoC, rather than make it 10 minutes.
 

Joppos

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I'd say there are quite some old guard players in this thread who liked HoI3's CoC and people who just want it "because history", so I don't think there is a minconception here. The misconception might be that such people vocally overshadow those who want some form of hierarchy or organization for different reasons than these mentioned above.

The misconception is that there are no other arguments, of which this thread is shock full of and have been the main point of discussion for a good while. I felt the need to mention this as virtually all of the critique is based on that misconception. I didn't intend to imply that there weren't at all people advocating for a hierarchy on those grounds though.
 

fudd_bopo

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I very much enjoyed the Chain of Command in Hoi3 compared to how generals were handled in the first two games. It put faces on your units and made them all special (rather than a general with a pile of divisions you had a group of generals working together under that general). But perhaps the most interesting thing about it for me was the HQ's which were something you wanted to keep close enough to the front to keep bonuses but also something expensive and fragile you had to protect. Which is something I'd like to see more of.

Needless to say I am a bit sad to see it go as I think it could be improved and built upon to make it better for the new game.
 

AlexLifeson

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The CoC has been removed to make-up for the fact that their new AI likely cannot function with the level of complexity this game requires. This "battleplans" system is pretty bold, but the cost of having it means painting over some of the established HOI III methodology as they do not/ are unable to make an ai work with it. Has nothing to do with historical accuracy or immersion. They simply cannot do it. Imagine the HOI III ai trying to handle battleplans....that would be horrendous, add to the fact that you could control as much or as little as you wanted in HOI III. There was alot of variability in the command structure, so removing it adds some leeway for the ai to use those battleplans - as it now has much less to worry about.
 

Joppos

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The CoC has been removed to make-up for the fact that their new AI likely cannot function with the level of complexity this game requires. This "battleplans" system is pretty bold, but the cost of having it means painting over some of the established HOI III methodology as they do not/ are unable to make an ai work with it. Has nothing to do with historical accuracy or immersion. They simply cannot do it. Imagine the HOI III ai trying to handle battleplans....that would be horrendous, add to the fact that you could control as much or as little as you wanted in HOI III. There was alot of variability in the command structure, so removing it adds some leeway for the ai to use those battleplans - as it now has much less to worry about.

A hierarchy is irrelevant for the AI. It is however very relevant as a tool available to the player. An AI can at an instant assign the most fitting units to the most fitting vectors, and the player should have access to as much of that ability as possible. A player should not be forced to handle a lot of completely separate small groups, or having to manually divide up a large group of divisions constantly. This seems very important in respect to making the battle plan feature work well. That means being able to create small easily accessible groups, which can also be controlled as larger, also easily accessible groups. Simply removing any game-play related bonuses to having a hierarchy, and making it a purely organizational feature for the player would work perfectly, without the AI having to use and be compatible with the feature.
 

Kovax

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Having a proper hierarchical chain of command wasn't needlessly complex. There certainly was some complexity to it, but it was a highly functional system, and its removal means the removal of the organizational functionality and flexibility that it offered.

What WAS needlessly complex was the arbitrary assignment of "bonuses" to each of the various levels of command, were all of the generals at Corps level provided the same single bonus, and the generals at Army level all provided another bonus, etc. That I can do without. Each level of the chain should provide some amount of each of those benefits to their subordinate units. For the sake of simplicity, to help the AI, the higher echelons (Army level and up) could even be off-board. That would leave the organizational benefits, including the ability to select groups of units of varying size, without needing to keep moving them to follow their subordinate units around the map.
 

AlexLifeson

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A hierarchy is irrelevant for the AI. It is however very relevant as a tool available to the player. An AI can at an instant assign the most fitting units to the most fitting vectors, and the player should have access to as much of that ability as possible. A player should not be forced to handle a lot of completely separate small groups, or having to manually divide up a large group of divisions constantly. This seems very important in respect to making the battle plan feature work well. That means being able to create small easily accessible groups, which can also be controlled as larger, also easily accessible groups. Simply removing any game-play related bonuses to having a hierarchy, and making it a purely organizational feature for the player would work perfectly, without the AI having to use and be compatible with the feature.

I agree, I want the OOB returned. But I maintain that the reason for its removal is ai related.
 

tommylotto

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I agree, I want the OOB returned. But I maintain that the reason for its removal is ai related.

Most of us have gone through the "denial" and "anger" stages of grief and loss and we are in the "bargaining" stage.
Just give me the ability to assign historic names to persistent groupings of divisions, and I'll be fine...
The "depression" stage will not come until we are in the middle of our first play through. Eventually, we will find "acceptance". That will be right about the time that podcat announces an expansion with a hierarchical chain of command complete with corps and army assets.
 

unmerged(83175)

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Most of us have gone through the "denial" and "anger" stages of grief and loss and we are in the "bargaining" stage.

The "depression" stage will not come until we are in the middle of our first play through. Eventually, we will find "acceptance". That will be right about the time that podcat announces an expansion with a hierarchical chain of command complete with corps and army assets.

And that is the moment I will probably get the game. I am not in a hurry to play or mod HoI4.
There is no real reason to get HoI4 on release day.