Unit Choices in Hearts of Iron 4 - What do you want to see?

  • We will be taking the forums down for scheduled maintenance on Tuesday, May 22nd 2023 at around 8:00 CDT / 13:00 UTC for up to an hour hour.
  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Bane5

Major
57 Badges
Sep 9, 2012
642
1.883
  • Crusader Kings II: Charlemagne
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Reapers Due
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Imperator: Rome
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Cadet
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • BATTLETECH - Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome Deluxe Edition
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV
  • Victoria 2
  • 500k Club
  • Battle for Bosporus
  • Europa Universalis IV: Pre-order
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Stellaris Sign-up
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
Something that needs to be discussed and that is very important to the core of the game is what units should be included in the division building process. Hearts of Iron and its various mods have handled this in different ways. Every person seems to have their own ideas on how this should be handled from the vanilla method of having seperate arty/at brigades to HPP's one size fits all support brigades to Black Ice's plethora of unit types. For HoI4, however, there are some factors we have to consider:

1). There must be a historical basis and a compelling reason for a unit to be its own seperate type.
2). This game is played on the strategic level. Certain weapon systems like super heavy railway guns, armored trains, and prototype helicoptors, while great for a single battle, only had a minute impact on the strategic level of the war.
3). There has to be compelling reason for building the unit. If unit x only differs in stats from unit y by 2% then there is no point in making them separate.
4). We need to avoid over-complexity as has been the trend with recent Paradox titles.

--------------------------------------

So without further ado here is my personal dream list and and brief explanation for the purpose of each unit. I would encourage other posters to offer their vision as well.

5 Special Checkboxes:
[ ] Reserve
- similar to HoI3, checked by default
[ ] Colonial
- allows the unit to be deployed instantly on territories that don't have your cores, good for oversees and emergency deployment. The unit belongs to the core it is placed on. If the core nation that the colonial unit is associated with becomes independent, then the colonial unit is transferred to the new country. In combat, the colonial unit receives its "patriotic bonus" if it fights on the core it is associated with. Examples would be GB raising indian colonial troops or Germany raising a few french divisions.
[ ] Specialize for winter warfare
- Think ski troops (when combined with light infantry) or Soviet Mongolian divisions redeployed to defend Moscow in 1941. Has greatly increased build time and IC cost
[ ] Specialize for jungle warfare
- Self explanatory, used for the burma and indochina theatre. Has greatly increased build time and IC cost
[ ] Specialize for desert warfare
- Self explanatory, North Africa and the Middle East. Has slightly increased build time and IC cost

12 Fontline Infantry units:
- Militia - Produced in just a few weeks. Use for emergencies and for home defense. Weak in combat.
- Garrison - Intended for guarding forts, coastal defenses, and cities. Very slow, cheap, not meant for offensive operations.
- Light Infantry - Infantry division but with a notable lack of heavy weapons (less toughness). Suffers less movement penalty in rough terrain. Good for countries with low IC or areas with poor infrastructure (think China or Finland).
- Infantry - Mainstay of any army that cannot afford motorization or mechanization.
- Semi-Motorized - Moves faster than infantry but less than fully motorized. Has a higher defensiveness due to the ability to redeploy in combat to meet new threats.
- Motorized - Expensive, Moves fastest, good for breakthroughs. Similar defensiveness to semi-motorized.
- Mechanized - Very expensive, Increased hardness and best attacking stats, Weak in urban combat.
- Light Cavalry - Light infantry brigade with increased movement speed and less penalties in rough terrain, longer build time than light inf. Can provide recon support when mixed with other units. Fights dismounted. (was widely used by most nations in some amounts)
- Cavalry - Cavalry division with heavy weapons. Slightly increased movement speed and less penalties in rough terrain, longer build time than inf. Fights dismounted. (think Poland)
- Marine - Specialized for amphibious landings or river assaults.
- Mountain - Specialized for mountain warfare (automatically is specialized for winter warfare).
- Airborne - Can be paradropped. Lightly equipped.

4: Tank size categories
- Light
- Medium
- Heavy
- Superheavy

4: additional Sub classifications for each chassis
- Tank Destroyer - examples: Marder, M10 3-inch Gun Motor Carriage, SU-76
- Self-Propelled Artillery - examples: Wespe, Hummel, M7 Priest
- Self-Propelled AA - self explanatory
- Infantry Support - tanks that are meant for supporting infantry, have bonuses to urban combat and vs fortifications compared to other tanks
- examples: shortbarrelled pz3 and pz4 variants that fire HE rounds, STUG III, Mk IV Churchill, KV-2, various types of flamethrower tanks

8 Dedicated Support Brigades
-Engineer - helps with entrenchment bonus, bonus to urban, fortifications, and river assaults
-Motorized Recon - Armoured cars and motorbikes, has some softness and hardness, provides recon bonuses like light calvary
-Horse Towed Artillery - Poor man's artillery, weaker stats, only for the very lowest IC nations and 2nd-rate divisions
-Truck Towed Artillery - self explanatory
-Horse Towed AT - Poor man's AT, weaker stats, only for the very lowest IC nations and 2nd-rate divisions
-Truck Towed AT - self explanatory
-AA - Small caliber guns, has some soft attack
-Motorized AA - Larger truck mounted or towed AA, can contribute to some minor hard attack in addition to some minor soft attack
NOTE: mechanized is represented by tank destroyer and self-propelled in the tank section

----

I think the above would cover most possible avenues of equipment and strategic planning. Didn't cover air and naval but I'm sure others may have their own ideas for it as well.

Thoughts?

edit: see further justification here <<<<
and here <<<
 
Last edited:

Friedericus Rex

Lt. General
98 Badges
Aug 7, 2001
1.417
58
  • Pillars of Eternity
  • Sword of the Stars
  • Sword of the Stars II
  • Supreme Ruler 2020
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Pride of Nations
  • Rome Gold
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Stellaris: Nemesis
  • Europa Universalis IV: Art of War
  • Arsenal of Democracy
  • Hearts of Iron II: Armageddon
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Commander: Conquest of the Americas
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis IV
  • Ancient Space
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis III Complete
  • Iron Cross
  • March of the Eagles
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
Good list!

I really like the idea of an Infantry Support model. The doubling up on arty with rocket arty always seemed like a waste to me. Would be great if the devs implemented that, because it adds a meaningful variant, think Stug assault gun rather than TD.
 

Moppy771

Captain
44 Badges
Jun 10, 2014
463
460
  • Semper Fi
  • Crusader Kings II: Legacy of Rome
  • Victoria 2: A House Divided
  • Crusader Kings II: The Republic
  • Hearts of Iron III
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • For the Motherland
  • Crusader Kings II
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Rights of Man
  • Pillars of Eternity
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Battle for Bosporus
  • Europa Universalis 4: Emperor
  • Hearts of Iron IV Sign-up
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • Victoria 2
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Charlemagne
Let's take your list and try to simplify juuust a little bit.

Definiate NOs:

Cavalry and light cavalry should be one unit.

Light infantry is very similar to other special forces, scrap that rather.

I can never choose between artillery or anti tank, rather combine them into one support brigade and let research handle the rest (artillery research improve soft attack, AT research improve hard attack ect.)

_______________________________________________________________________________________

Not sure:

We had a big thread about semi motorized infantry, like how they should cover all the mixed oddities (bikes, bikes being towed by trucks, bikes being towed by motorcylces), but in the end, IMHO, it's too much choice. It should b flat out infantry, or motorized/mechanized. Maybe? IDK, because then we would have 4 standard inf types. For me atleast it's either I have oil, or I don't, no middle ground.

What is the point of having motorized AA and self propelled AA? There are 3 standard (if I leave out semi-mot) inf types, (inf, mot, mec), 2 standard modes of support (horse, truck). I don't think we need 3 different AA types. It's either we are pulling that AA or it's moving by some sort of mechanized transportation. Simply have self propelled. But then again, that requires tank research.... See, this is why I'm not sure.

Motorized recon.... I've rarely found myself using armoured cars. But that's just me. Plus it is basically your "up-gunned" version of light cavalry like tanks are for standard cavalry.

__________________________________________________________________________________________

Big thumbs up and flying +1s

Colonial troops would help a lot when defending the Empire.
I love the idea for combined (ART+AT) support units.
 
Last edited:

No idea

Field Marshal
52 Badges
Jan 11, 2010
4.005
1.196
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mare Nostrum
  • Pillars of Eternity
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • March of the Eagles
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Europa Universalis III Complete
  • Crusader Kings II: The Old Gods
  • Crusader Kings II
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Crusader Kings II: Legacy of Rome
  • Divine Wind
  • Europa Universalis IV: Art of War
  • For the Motherland
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Europa Universalis 4: Emperor
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Victoria 2
  • Europa Universalis IV
  • Europa Universalis III Complete
I would rather have fewer troop types and focus on other things instead.

Having into account that pds is giving us a much detailed (i mean with more slots) division builder than in hoi 3, having less kind of units would make no sense.

I am hoping for the same number of different units than in hoi 3 (tfh). They basically cover all the different units of ww II quite well. I would just add, more for a bit more flavour than anything else, motorized artillery (truck towed) or sky troops. CVLs might also make it, to differentiate among the early war carriers, which were small in most cases, compared with the late war ones.
 

1alexey

Field Marshal
3 Badges
Dec 15, 2010
6.901
109
  • Hearts of Iron III
  • Semper Fi
  • 500k Club
Did the OP actually read the DD about divisions/military?

There is no need for so many infantry types.
Militia is just under trained and equipped with outdated weapons infantry.
Garrisons and light infantry differ in support battalions, not in infantry.
Semi-motorized is needless.

We also obviously need recon battalions, and many other battalions the OP missed.
 

Moppy771

Captain
44 Badges
Jun 10, 2014
463
460
  • Semper Fi
  • Crusader Kings II: Legacy of Rome
  • Victoria 2: A House Divided
  • Crusader Kings II: The Republic
  • Hearts of Iron III
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • For the Motherland
  • Crusader Kings II
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Rights of Man
  • Pillars of Eternity
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Battle for Bosporus
  • Europa Universalis 4: Emperor
  • Hearts of Iron IV Sign-up
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • Victoria 2
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Charlemagne
We should have less to be honest. Combine art and at.
 

Midden

Captain
25 Badges
Sep 8, 2009
480
404
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Hearts of Iron III
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Europa Universalis IV
  • Battle for Bosporus
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome
  • Imperator: Rome Deluxe Edition
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Victoria 2
It depends also on if Paradox has had some new ideas on modelling the combat algorithms. Like when TFH bought in the concept of piercing, this made AT quite a significant type (not really going to leave out of your unit). There may still be a combined arms bonus, and artillery would likely be at the heart of that.

I think the super heavy tank category is dumb, fantasy stuff and is overripe to be dropped.

I don't see the need for a some of the extra infantry types in the OP - I personally would not include extra's like, light Infantry, colonial, and semi motorised and two types of cavalry. For example if you built a unit containing basic infantry and gave it no other support / heavy weapon regiments, how would it's stats differ significantly from a light infantry unit?

If there were game mechanics that supported it, I would like additional regiments for recon, signals etc. I am a fan of having more artillery stots in the division builder, and some sort of Corps level unit that has those.
 
Last edited:

Bane5

Major
57 Badges
Sep 9, 2012
642
1.883
  • Crusader Kings II: Charlemagne
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Reapers Due
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Imperator: Rome
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Cadet
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • BATTLETECH - Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome Deluxe Edition
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV
  • Victoria 2
  • 500k Club
  • Battle for Bosporus
  • Europa Universalis IV: Pre-order
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Stellaris Sign-up
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
This is why I made this thread, because everyone's opinions vary wildy and its going to be the number 1 complaint when the game actually releases.

Some explanation for the unit types from my perspective:

-The light/normal distinction is to offer a cheaper variant. Not all units were given a full compliment of heavy equipment (think MGs, mortars, etc). Doctrines *could* fill this; however, the player becomes stuck with that choice and can't vary their composition if they have different needs for different fronts. Here you can vary the bulkiness of your divisions by changing the proportion of light/normal inf brigades within a division (according to the dev diary there are about 15 or so slots).
-Ski troops, an idea which has been floated around on these forums, would just be light infantry with the specialize for winter warfare box ticked. The picture/icon could change accordingly if it is checked.
-Combined art/AT all depends as the poster above me said on whether there is still a piercing mechanic. I would also be ok with combined art+at.
-Semi-motorized is to help the HUGE IC leap between motorized and no-motorized. Medium-tier countries need an option: infantry with some trucks that make more round trips.
-Super heavies are only on that list because its in the tank dev diary.
-On the subject of light cav vs normal cav, think about the following: Is it a light small force for screening/for fighting in remote areas (think mountains in the invasion of Italy or the remote Middle East) or is it a main fighting force meant to stand toe-to-toe and engage in prolonged combat? (think about Poland and some instances in the early war Soviet Union) There is indeed a big difference.

I'll leave it at that.
 
Last edited:

jodirola

Captain
39 Badges
Dec 5, 2012
405
56
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Divine Wind
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Stellaris - Path to Destruction bundle
  • Cities in Motion
  • Semper Fi
  • Stellaris: Apocalypse
  • Battle for Bosporus
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Steel Division: Normand 44 - Second Wave
  • Hearts of Iron IV: Death or Dishonor
  • Steel Division: Normandy 44 -  Back to Hell
  • Stellaris: Distant Stars
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Steel Division: Normandy 44 Deluxe Edition
  • Steel Division: Normandy 44
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
  • Stellaris: Galaxy Edition
nice list, i like the colonial troops you mention, but super heavy tanks! :laugh: xD
and reserve had to be like the reserves that EvW may have had, so when the war start you can deploy them and cost in IC and MP to reorganise and get full strenght, but if you are in peace time the unit will cost high in CG
 

scroggin

Lt. General
20 Badges
Jul 13, 2010
1.685
717
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Victoria: Revolutions
  • Semper Fi
  • Europa Universalis IV
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Battle for Bosporus
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • 500k Club
  • Victoria 2
I would like it to be the same as HOI3 with the addition of Ski troops and Armoured Engineers.

Having home guard would also be useful, if a new mechanism was set up for them. I would like them to have similar stats to militia but be unable to be moved from their home province until "activated" they could be activated once Enemy forces attack your core territory There would be a 10% penalty to IC when you activate the home guard. This would simulate factory workers and other civilians changing from weekend warriors to full time fighters.
 

1alexey

Field Marshal
3 Badges
Dec 15, 2010
6.901
109
  • Hearts of Iron III
  • Semper Fi
  • 500k Club
I would like it to be the same as HOI3 with the addition of Ski troops and Armoured Engineers.

Having home guard would also be useful, if a new mechanism was set up for them. I would like them to have similar stats to militia but be unable to be moved from their home province until "activated" they could be activated once Enemy forces attack your core territory There would be a 10% penalty to IC when you activate the home guard. This would simulate factory workers and other civilians changing from weekend warriors to full time fighters.
There is no point in such mechanism. There is militia unit, that can be trained really fast, if you need it.
 

scroggin

Lt. General
20 Badges
Jul 13, 2010
1.685
717
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Victoria: Revolutions
  • Semper Fi
  • Europa Universalis IV
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Battle for Bosporus
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • 500k Club
  • Victoria 2
There is no point in such mechanism. There is militia unit, that can be trained really fast, if you need it.
having that is not a big issue to me but it would solve the problem of a AI UK leaving its homeland undefended and it is historically accurate.
 

tommylotto

Field Marshal
21 Badges
Mar 5, 2011
3.122
2.275
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Semper Fi
  • For the Motherland
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: By Blood Alone
  • Battle for Bosporus
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome
  • Imperator: Rome Deluxe Edition
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris
  • 500k Club
I like the idea for special check boxes. I don't like having to upgrade all my troops with desert warfare equipment -- even the troops sent to Finland.

However, with battalions as the basic building block, lets go crazy. See here.
 

Denkt

Left the forums permamently
42 Badges
May 28, 2010
15.763
6.368
Having into account that pds is giving us a much detailed (i mean with more slots) division builder than in hoi 3, having less kind of units would make no sense.

I am hoping for the same number of different units than in hoi 3 (tfh). They basically cover all the different units of ww II quite well. I would just add, more for a bit more flavour than anything else, motorized artillery (truck towed) or sky troops. CVLs might also make it, to differentiate among the early war carriers, which were small in most cases, compared with the late war ones.

I did mean compared to this suggestion.
 

darkpatriot

Corporal
6 Badges
Jan 28, 2007
37
17
  • Crusader Kings II
  • Europa Universalis: Rome
  • Rome: Vae Victis
  • 500k Club
  • Hearts of Iron IV: Cadet
  • Crusader Kings III: Royal Edition
HOI4 will have a new equipment system which if implemented right will be able give lots of flexibility in outfitting divisions without needing a whole bunch of different unit types. I would like to see fewer unit types but with the ability to give them different equipment to allow them to specialize more in different roles or different expected enemies. I prefer this because it will give you more flexibility.

For example you could equip in Infantry division with cold weather Infantry kits if you were gonna send them to fight in Norway but if you wanted to move them to reinforce North Africa you could re-equip them with warm weather Infantry kits instead. If your Infantry divisions were gonna fight in rough terrain with poor infrastructure you could could give them them Infantry kits that had less heavy weapons so they that used less supplies and moved quicker but if you brought them back to a theater with good infrastructure you could give them an Infantry kit with more heavy weapons.

I'd prefer this kind of flexibility over locking units into certain roles and capabilities by requiring them to be a bunch of different specialized unit types. It would also give us the ability to differentiate different divisions even if they are the same division template. That way we wouldn't need as many specialized division templates for different situations since a more general division template could fill different roles depending on what they are equipped with.
 
Last edited:

Snow Wolf

Colonel
14 Badges
Jan 22, 2014
879
277
  • Darkest Hour
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Semper Fi
  • Crusader Kings II
  • Victoria 2
  • Warlock 2: The Exiled
  • Cities: Skylines
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Cities: Skylines - Parklife
  • Cities: Skylines Deluxe Edition
3). There has to be compelling reason for building the unit. If unit x only differs in stats from unit y by 2% then there is no point in making them separate.
4). We need to avoid over-complexity as has been the trend with recent Paradox titles.

Inb4 "SS-Truckpulled-biketransporter pulling bikepulled-SS-AT guns"
It's important that it's SS because that gives them +10 Soft Attack and a lot more piercing and HA
 

scroggin

Lt. General
20 Badges
Jul 13, 2010
1.685
717
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Victoria: Revolutions
  • Semper Fi
  • Europa Universalis IV
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Battle for Bosporus
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • 500k Club
  • Victoria 2
HOI4 will have a new equipment system which if implemented right will be able give lots of flexibility in outfitting divisions without needing a whole bunch of different unit types. I would like to see fewer unit types but with the ability to give them different equipment to allow them to specialize more in different roles or different expected enemies. I prefer this because it will give you more flexibility.

For example you could equip in Infantry division with cold weather Infantry kits if you were gonna send them to fight in Norway but if you wanted to move them to reinforce North Africa you could re-equip them with warm weather Infantry kits instead. If your Infantry divisions were gonna fight in rough terrain with poor infrastructure you could could give them them Infantry kits that had less heavy weapons so they that used less supplies and moved quicker but if you brought them back to a theater with good infrastructure you could give them an Infantry kit with more heavy weapons.

I'd prefer this kind of flexibility over locking units into certain roles and capabilities by requiring them to be a bunch of different specialized unit types. It would also give us the ability to differentiate different divisions even if they are the same division template. That way we wouldn't need as many specialized division templates for different situations since a more general division template could fill different roles depending on what they are equipped with.

I like this. Will the new equipment mechanism in HOI4 be flexible enough to do it?
 

Axe99

Ships for Victory
127 Badges
Feb 13, 2003
15.951
13.022
  • Europa Universalis IV
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Battle for Bosporus
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Victoria 3 Sign Up
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Crusader Kings II: The Republic
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Call to arms event
  • For The Glory
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • Lead and Gold
  • The Kings Crusade
  • Magicka
  • Majesty 2
  • Majesty 2 Collection
  • March of the Eagles
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Ship Simulator Extremes
  • Sword of the Stars
  • Supreme Ruler 2020
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Pride of Nations
  • Rise of Prussia
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
I like the idea for special check boxes. I don't like having to upgrade all my troops with desert warfare equipment -- even the troops sent to Finland.

This and the colonial troops idea are my two favourite parts of the OP. Lots of other suggestions as to various battalion types, I'm pretty happy with whatever turns up, am sure it won't be over-simplified (no point having no choice with a division builder based on battalions) and if it approaches tommylotto levels of detail more the better :).
 

darkpatriot

Corporal
6 Badges
Jan 28, 2007
37
17
  • Crusader Kings II
  • Europa Universalis: Rome
  • Rome: Vae Victis
  • 500k Club
  • Hearts of Iron IV: Cadet
  • Crusader Kings III: Royal Edition
I like this. Will the new equipment mechanism in HOI4 be flexible enough to do it?

I hope so. I have done some speculating based on the fact you are able to make different variants. Since you are able to make different variants and models then there must be some way to control what units are being equipped with.

I think it is a pretty sure bet we will have a prioritize upgrades toggle for divisions like we have had the last several games. This only covers replacing obsolete models with newer models though. Consider if you were producing two variants of the same generation tank destroyer? One variant that focused on heavier armor and one variant that focused on better engines. You are going to have to have some way of letting the game know which divisions are getting which tank destroyers.

I think it is also a pretty sure bet that at a minimum you are going to be able to control this at least at the division template level. I would prefer if you were able to control it at the division level as well but Paradox seems to be shying away from things that increase micromanagement too much so they might not be doing that. In the absence of a way to set it for each division I hope we will be able to control it at the theater, army, and/or corps level.

A combination all of these would work well IMO. You could set equipment preferences on the division template, but you could override these preferences at the different echelons all the way down to the individual divisions. That way you would only have to micromanage as much as you wanted or needed to and could otherwise just leave it at whatever the default/template preferences were. A negative to that approach though is that it is going to add more complexity to the user interface which will make it harder to design a good user interface.

They have given some information about how designing and manufacturing equipment is going to work in Dev Diaries but I hope future Dev Diaries shed some more light on how assigning equipment to units is going to work. They may not have that locked down yet though. They might still be trying different options and seeing what works and what doesn't.
 
Last edited: