What is something you find VERY annoying in hoi4?

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Trier

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1. You're unable to sue for peace deals. Something which is integral to games like Imperator Rome or EUI4. I'd like to be able to take some land without having to take everything the enemy has. This is a huge problem late-game as you are fighting Japan or the USA.

2. Collaboration government pop-up spam. I play to conquer the world, not to release hundreds of useless puppets.

3. Nuclear weapons aren't the political tools that they were designed to be. But rather they are pretty much just soft-attack bombs that soften enemy lines late-game.

4. Air wings. For one, there should be a select all option to delete/reshuffle my airwings. Late-game, you have to scroll through hundreds of aircraft variations which makes it difficult to deploy planes you actually want in the air. (Shifting from airplanes to jets for instance)

5. War stacking and message spam. While I like the stacking of wars as a mechanic. I do not like the messages it causes. Why should I care if the Soviets decide to call in 20 puppets against me for the second time if I had already gotten the messages in the first-place? I should have the option to filter these messages to Majors/minors so that I will see when important players enter a war, not 50 useless African countries whom will fall in a month.

6. Peace deals. It goes without saying but peace deals are probably one of the most annoying aspects of this game (especially when achievement hunting). Needs a rework or perhaps a more formal structure. At-least let us get claims on more than 5 territories from a wargoal. Then it may be a little less irritating.

7. Front-line deployment shifting to adjacent countries not involved in the war. This occurs when you are fighting a war with an enemy, and your front-line moves alongside a neutral country. Large portions of your front-line will be shuffled to the neutral country and cause large-scale assaults against your enemy to fail. I also wish that the armies maintained their 1/5 line ratio when in battle instead of breaking off. For example, your armies start off equally distributed along a front, but become unequal as a war goes on. One army may occupy 1/5 of the line, while another occupies 1/12. This means that you have to re-deploy an entire army group to redistribute the line and balance it, in-turn halting advance, creating weakpoints in your line, and killing your planning.

8. Naval invasions. I've had games where 30 divisions supported by 40+ capital ships (w/ shore bombardment) supported by 2,000+ planes on CAS have lost against 2 divisions on an island which I have blockaded for a year. Supply needs to be reworked for blockades and shore bombardment. Shore bombardment shouldn't just act like CAS during a battlement. But perhaps it should be more static and damage enemy infrastructure over time to prevent this. Or possibly just work on attrition. Units with no supply should die off (surrender) instead of remaining as a strong fighting force capable of repelling massive D-DAY sized invasions.

9. Lack of flavor. Equipment icons, leader's pictures, 3d unit models, political party icons, aircraft models, province pictures, landmark models, better foliage/terrain, change in models relative to upgrade level (ex. lvl 1 fort v lvl 10). These are a few things that lack content and have bugged me for years. I rely entirely off of mods to supplement this. I'd pay for these additions to the game too, I just wish there was more of it in the game.

10. Supply. I don't care if a region lacks supply, please just let me deploy units where I want them. Weather is pretty much useless and has negligible effects. Attrition isn't effected much by terrain, not in the way that would make it realistic anyways. (lowering reliability). As stated before, blockades aren't the most effective at hurting supply. (Primarily when island-hopping). Also, shouldn't airbases increase supply? They effectively are military bases that could house combat units. Currently, they only add weight and drain supply.

11. Infrastructure. Currently, infrastructure is very general and obscure. You must increase an entire provinces infrastructure to increase the supply limit of the province. Instead, each tile should be able to be altered (adding roads/rail lines/air ports all with the ability for upgrading) This would make projects such as the trans-Siberian railroad, autobahn, or new deal all the more interesting. It's annoying to deal with infrastructure when fighting in areas with low supply such as Canada, Africa, or some parts of Asia. I still think province supply weight could still prove useful. But giving players the ability to build and upgrade roads and rail-lines would allow for better prioritization. It's wishful thinking, but after years of playing this and facing constant supply issues because of infrastructure has been annoying. Why can you build individual ports and forts yet not highways and rail-lines? Boggles my mind.

There's about another 8 points I could make but these are by far the most annoying and sometimes game-breaking features of the game.
 
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celliott

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I can't help but feel with HOI4 that Paradox bit off a bit more than they can chew. This is a game that tries to do everything, but ends up doing it in a rather half-baked way, that looks quite nice at first glance but on closer inspection large parts of it are revealed to either be broken or just illogical and unrealistic.

Arguably the main aspect of the game is the great land war that erupts in Europe and Asia, but the way battle plans are implemented you end up with a highly unrealistic simulation that often leads to a complete military fiasco. Even if you have the patience to manually order your hundreds of divisions around to gain some semblance of realism, you will still have to witness your "AI" opponent and your "allies" make the same ridiculous mistakes and lose for no good reason at all. Hardly satisfying to play.

Paradox keep delivering these DLCs to try and keep the dollars coming in but after literally years it's apparent they don't have the will or the ability to fix the basic game. They are unable to develop a 'pseudo AI' capable of making plausible decisions, instead they patch over this with Focus Trees which sometimes appear to guide the game in the right direction, but just as often the same scripted sequences lead to completely unrealistic responses to in-game events.

Many of the features from the base game are poorly documented or understood even now, this situation becomes hopeless when each DLC adds to or amends these features without adequate explanation. Not even Google can help you now because unless you have the right algebraic combination of expansion packs and config settings the same thing will never happen twice. This is something that is getting worse with each DLC not better.

Unless you are playing a Major, half of the game looks rather unfinished, like the developers just dont really care very much. The automated testing suites might help Paradox squash performance and memory issues but they don't seem to reveal to them just how unrealistic this game is to play and how hours of careful planning are wasted when some stupid scripted sequence fires and ruins the rest of the game . I may have many hours logged playing HOI4 but there are very few games I have not abandoned due to it becoming a complete nonsense. I can only remember a handful of games that I enjoyed to the end as winner or loser.

Steam keeps on asking me "Would I recommend HOI4 to a friend?" Well the answer to that would be no, because it doesn't really cut it as a war simulation.
 
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unmerged(72567)

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As a Navy vet I find that the naval control with MTG is actually pretty good. A number of improvements could be made, but generally on the right track. A couple annoyances:

1. This is a nit, but the US naval order of battle is completely screwed up. US Navy has administrative and operational chains of command and the US ships are organized at the beginning according to the administrative (DESRON, BB, NAVAIR) chain of command ... not the operational chain (5th Fleet, 7th Fleet, 6th Fleet, etc). I have to spend the first part of the game re-organizing the fleet into operational task groups.

2. In reality you can't make an amphibious landing anywhere but the game allows it with little penalty. It should at least make you suffer the folly of trying to land on a mountainous coastline. On a related note, you should be able to pursue and build beach ports like they did at Normandy.

3. As a naval architect, I find the naval design to be trivial. There isn't much design to it other than adding the best new weapons and sensors and then scheduling your ships for upgrades. In reality, modern warships are generally volume limited (not having enough space for what you want) whereas WW2 era ships are generally weight limited (armor, guns, steam plants, and fuel are heavy ... and speed becomes a tradeoff based on the size of plant you trade-off to install for a given displacement). Ship construction technologies are very important ... particularly welding which is expensive, needed methods and training to achieve ... but it saves a lot of weight. Depending on the country and time era, some ships used rivets, others a mix of rivets and welding, then eventually to all welded. Also block construction methods and on-block outfitting methods were exploited to build liberty ships in record time. Inclined armor belts were a technique to used in both tanks and warships to improve the effective width of the armor plate.

4. GITMO. When I play HOI4 MTG I always send the ship first to a task group that does nothing but train. Once trained, I transfer the ship to a combat task force. This is similar to how US ships work up for deployment and then deploy. This is tedious, however, because the game assigns the ship to reserve task force and I have to periodically check it and assign the ships to GITMO. It would be nice if the game either did this for me or, preferably, it worked like army divisions which automatically train to a minimum but you can "deploy now" and get a green unit. For ships you can't deploy an incomplete ship (well, you could, but it is rare and not manageable for a game) ... but once constructed you could "deploy them early" if they were simply training in "GITMO".

5. Air Wing Training. If the carrier is training the air wing should be training with it. It is annoying that I have to tell the air wing to exercise until trained when I've told the carrier to do so.

Compliments on recent changes:

(a) A much appreciated thanks for the SHIFT-Exercise option has been excellent UI addition. Now I can tell them to exercise until trained.

(b) The resistance and economic manufacturing associated with conquered/occupied regions now seems to be more realistic. In prior versions you gained factories and production beyond reason as you took control of new regions. The reality is that re-tooling foreign factories to produce your own equipment is an immense undertaking ... including part and supply logistics that make it take a long time.
 
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Bearjuden

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Oh, another really bothersome thing that occurs to me, and this one gets bonus annoying points because Paradox solved it already and then reintroduced it as a problem, is that you can't drag and drop to reorder fleets and spies. Or naval squadrons within a fleet for that matter.

Come on guys. You already figured this out with armies. It was a great solution. Why did you not just reuse it.
 
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Simon_9732495

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When I play HOI4 MTG I always send the ship first to a task group that does nothing but train. Once trained, I transfer the ship to a combat task force. This is similar to how US ships work up for deployment and then deploy. This is tedious, however, because the game assigns the ship to reserve task force and I have to periodically check it and assign the ships to GITMO.

You can set a task force on "train until max" (Shift+Training) and deploy new ships to this task force. Then the ships will start training the moment they are produced. If they are trained to max, they will stay with the task force but use only an reduced amount of fuel.
Then you only have to look after some month for full trained ships and assign them somewhere else.
 
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