Loved the stream - had sympathy for Podcat who looked like he was clearly trying to be careful about what he said to avoid flame wars.
Rough thoughts:
- Battleplan system looks very good - manual control is still there, and manual control plus battleplan could make for a great balance between controlling everything, and just focussing on the key battles in a sector (but if I want to control everything, which I may, I can do that).
- Higher manpower laws reduce factory production (in the tooltips) - not sure if this is final or not, but that it's being thought about at all is great.
- Training mechanic looked tops as well. That said, it might be an idea to have an 'animations off' tick box for those players who don't want to see their army doing jumping jacks for a couple of years (say as the US player).
- Supply discussion, while vague, sounded like the devs are really on the right track, with a focus on showing where the bottlenecks are.
- Interface in general looked like a huge step up from HoI3.
- Army planner interface looked pretty sharp as well.
- Releasing it when it's done - if it has to slip to Q3, that's better than launching not ready in Q2.
Overall impression was very positive, keen as mustard.
From the stuff shown in the stream, the only two things that were potential 'concerns' (ie, not sure how well it'll work out):
- the convoys being shown on the map - I could imagine it could get a bit cluttered for nations that traditionally have quite a few convoys (US/UK/Japan) - but am sure that it'll work out, as it's something that'll be visually very obvious if it looks off.
- the potential for not having enough generals for a detailed battleplan. Say I'm a small country that ends up with a large-ish army, then it looks like I could only have as many 'army groups' as I had generals, which may or may not be enough. A dynamic general creation system would get around this, so not necessarily an issue.
I agree with all your points except the last. Paradox had enough historical commanders researched from HOI3 to give even minors a good number of commanders with the artwork. Cutting out the multiple layers of command should massively reduce the number you require to a fraction of what was in HOI3.
Take the German-Italian Army in North Africa, and instead of say 10 Div commanders, 2 Corps, Rommel, and Army Group and Theatre commanders (15 people), HOI4 will probably just have Rommel.
Perhaps Kesselring and Graziani might be available to select in the General Staff in the GER and ITA governments.
Even minors should have more than enough in normal play, but I think podcat said there would be some random generals, and you would have to use political points to get new leaders. I can't imagine how a country like Bulgaria, for example, would ever need more than a few commanders in the battle plans, they are not going to be fighting large campaigns on more than one front. And presumably they had alot more than 10 in HOI3 which could be ported over.
I think it is a sensible way of restricting minors like Bulgaria from very ahistoric outcomes. The government might gain political points from joining the Axis, then invading Yugoslavia, then Greece. But that might not even buy you full mobilisation of your population, never mind appointing lots of new generals. And most players would have to forfeit joining the Axis if they were going to try a WC game, because you wouldn't want to share the spoils of war with other countries. And with limited companies and numbers of factories, producing the equipment for a large modern army should be near impossible.