You said it - AI. Don't mind the date - I forgot to pause the game at some point

(Also lazy git and had a little to much in one theater) 669 divisions. Seems quite organized IMO.
Thanks for posting that. But I think it actually assists my point, seeing it from a human perspective. How long did it take you to set that all up? Its still taking up 1/3 of the screen!
I fail to see how this new system is actually *better*. Can we do more than we could in 1.4.2? Nope, we can't use 10 or 20 width divisions as effectively, and we can't see much of our screen anymore, so we can actually do much less.
Stellaris folks got all up in arms about the changes to FTL - those at least were justified to make the game better and to enable the AI and other features. What has Chain of Command done for us? Its a huge change with no benefits, and we should be at least as angry about it as Stellaris folks are about FTL.
I know there is a style of play (like the one directly above) which favours very slow, precise combat and strategy. Going until 1954 to conquer the world, taking days to play the game. The other style (that I preferred) is to knock a whole game out in a few hours with a big victory, play testing and min/maxing combinations of research and production. That style of play has been hugely hurt by these changes, since you now need to spend a greatly increased amount of time and effort managing the Chain of Command.
Here's another scenario. Setup the defence of China. Prepare an army to defend your eastern ports. The most effective setup is to have 8 * 10 width divisions on each port, and a few on the tiles next to the port (to stop the landings there). About 80 divisions in total. If I do that manually, I need to have 4 generals. If I do it using the automatic garrison order, one general can control 72 divisions, but the garrison order is significantly inferior to what a human could do using manual placement - with inconsistent numbers of divisions on different ports, and no tile defence alongside.
Lets imagine I give up and use 4 generals, but position the troops manually. Now, even though they're all still really doing the same thing, the divisions clump over eachother on the map, and I need to go into one general after another to do things like change template. If I'm attacking with two divisions each controlled by a different general, I cannot just select them both and hit 'H' to cancel the attack, I need to go into one general after another and do it twice!
Plus there are problems like giving a garrison order to an Army does not properly assign every army group to that order, and the strategic redeployment shortcut 'B' doesn't work when moving an Army.
In this case I am
literally battling against the Chain of Command to have a proper garrison. How does this make the game better?
I feel like the person responsible for this system has barely played the game. For example, we know the whole combat width thing is a big topic, and big thing to consider when designing your divisions. 10 width vs 20 width vs 40 width etc. Paradox realised this for Special Forces, and so made the limit based on your number of battalions. Why then for Chain of Command, their premier feature for 1.5.0, did they completely ignore combat width? You can control 4x the amount of battalions with a 40 width template than a 10 width template.