In theory, the battle interface is a smart combination of high level strategy and more intricate tactical considerations. Companies can be grouped under the leadership of a single character, bestowing bonuses on them, and orders are given to the collection as a whole. Fronts can be painted across borders, causing soldiers to spread themselves evenly across the line. Attack plans can then be drawn onto the map, defensive lines placed and pincer movements planned. With the plans in place, the group waits until the order to execute the plan comes down from on high.
In practice, drawing plans is somewhat inelegant, spaghetti-like masses of lines criss-crossing one another as orders pile up. Again, it’s worth stressing that: a) the interface isn’t ready yet b) I’m not hugely experienced with this iteration of Hearts of Iron c) multiplayer real-time strategy is played a faster pace than singleplayer. If I’m playing solo, there’s no way in hell I’ll ever fiddle with plans while the game is running and with the world paused, I can tinker away to my heart-of-cotton’s content. In the fight against the Soviets, I found myself resorting to CK/EU tactics however, simply selecting huge groups of soldiers and right clicking on the region I wanted them to invade. It was so effective – partly because the Allies had opened up a path to Moscow which had distracted my Russian chum somewhat – that I didn’t consider the complexities of proper planning for the rest of the session.
Playing as most people will, solo and slowly, the interface issues might not be as noticeable. It’s worth stressing again that there is plenty of time to iron out the wrinkles – Paradox are showing the game early and they’re fully aware that there is still work to be done. I suspect that some of my doubts relate to the actual direction of Hearts of Iron though, caught somewhere between grand strategy and focused wargame. The best way to play Germany, as I’ve been attempting to do in a couple of solo experiments, appears to involve following the historical script until everything falls apart. Pre-empt the mistakes and avoid them while sticking with the plans that worked. The delicate nature of the European situation means that everything can collapse in a few in-game weeks and the (current) inflexible nature of the Axis and Allied factions doesn’t allow for the truly weird alternate histories that EU IV or CK II can generate.
The hope is that HOI IV is at a pivotal stage of development. All of the foundations are in place and there are plenty of cleverly designed systems in place. I particularly enjoy the smooth flow of military production, which requires little in the way of micromanagement but – once the process is fully understood – allows an enormous amount of control over the composition and deloyment of forces.
But if the foundations are strong, the structure on top of them still seems dangerously unbalanced. In the current build, the Americans and Germans are both capable of toppling it by leaning in the wrong direction at the wrong time. These are multiplayer problems to an extent. Throw a bunch of people into any game and they’ll try to break it, sometimes unintentionally. People behave in ways that the AI never will, either through lack of experience, or because they’re made of meat and jelly rather than circuits and other clever things. There’s a thrill to that and even when my Brazilian adventure ended so terribly, I loved watching the weird wars unfolding across the globe.
Long-term though, I’m not entirely sure if Hearts of Iron will find the sweet spot it’s searching for, the one that encourages strategic experimentation while maintaining at least the outline of its historical house of cards. I’m not sure that it can find that sweet spot but I’m glad there’s more development time to search for it. Whatever else it might be when it finally releases, Hearts of Iron IV is unlikely to be dull – it’s packed with far too many interesting systems and scenarios – but I’m not yet convinced its hybrid approach will lend it the lasting appeal of its grand strategy stablemates, or the careful deliberation of the best wargames.