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The grandest of Grand Vidya Gaem of Grand Strategy in Grand World War 2, made by the equally grand Paradox Interactive. Its contribution to /tg/ can be counted as: Expanding the [[Nazi Equipment]] page, inspiring Games Workshop and every little Tabletop gaming company about Dieselpunk, Mecha and Cold War ideas, and especially long nights of greasy, soda-drenched Axis and Allies sessions. | The grandest of Grand Vidya Gaem of Grand Strategy in Grand World War 2, made by the equally grand Paradox Interactive. Its contribution to /tg/ can be counted as: Expanding the [[Nazi Equipment]] page, inspiring Games Workshop and every little Tabletop gaming company about Dieselpunk, Mecha and Cold War ideas, and especially long nights of greasy, soda-drenched Axis and Allies sessions. | ||
== | Once upon a time, Paradox released Europa Universalis 1 and 2. Then they realized that the same grand strategy board can be used for a steamy session of World War 2 armchair generaldom, and Hearts of Iron 1 was born. As usual of Paradox Interactive, the sequel which was made months after the first was received with great approval. | ||
Gameplay aside, the later games created quite a [[Skub|bit of argument about "whitewashing" WW2]], all the atrocities against civilians being toned down. In earlier games of 1 and 2 when Nanjing is taken, the Japanese massacre the city and [[FAIL|ravage the whole region's infrastructure and generate global infamy, likely drawing all democracies against them]], and "[[/pol/|closed societies]]" like Nazi Germany or Japan antagonize the conquered population and have a ''very hard time'' exploiting non-racial territories(unless they reform their societies,e.g stop being Nazis or spend enough garrisons to keep the population down-usually making the territory a cost drain without a puppet government). In the third game, all conquered land has a resistance movement that slowly dies in 20 years in time with sufficient garrison duty. In the fourth game, non-core resistance is more or less equal to all conquerors but can be slowly melted with spies and unique "soft hand" occupation methods. Thank God Holocaust doesn't happen at all in any of the games, in any form - but in the fourth game you can simulate it with "Brutal Oppression" occupation level, but just like IRL it's self-defeating and dumb. And while the Great Purge does happen and you are even penalised for ''not'' doing it as Soviets in HoI2, Holodomor also doesn't exist. Also, Germany doesn't use the Nazi flag. And you will get perma-banned if you post on the official forum a screen with a game modded to give them the proper flag. Reached truly ridiculous levels with ''Darkest Hour'', an official game based on HoI2, which does give Germany a correct Nazi flag - you ''still'' get perma-banned if you don't pixelate it. | |||
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==Hearts of Iron 1== | |||
Virtually a footnote in Paradox and series history within just few years after release. The map is more or less EU's own, same with game engine, not that graphics mattered to the average Paradoxian. Played from 1936 to 1949, the faction with the highest victory points (meaning cities held with corresponding values by the faction members) wins when the timer hits new year of '50. Basic resources like coal, steel, oil and rubber are extracted daily and stockpiled, tradeable and exchangable. Mirroring real life, the Axis members need to find some rares and oil *fast*. The games were railroaded more or less, though some policy changes let the players change a few state properties if they kept grinding. Still, the hard-coded scripts kept happening, which became hilarious like a defeated democratic Japan before 1942 STILL re-enacting Pearl Harbor by default and declaring on the USA even when said US conquered her before 1942. | |||
The original HoI introduced few lasting game mechanics and concepts that either stay to this day or definied the series for a looong time. First and foremost, WW2 ''must'' happen, it's hard-coded. Each country has Industrial Capacity (IC), which is an abstraction of its industrial and economic potential for the purpose of fuelling the war machine. Manpower combined with IC allows to produce new units, at division-tier, with potential support batallions. Technology for military hardware has to be researched in an extensive tech tree. Resources have to be shipped from colonies/overseas territories. Part of the industrial capacity is by default tied by your civilians, who need basic goods or will start to protest against your regime. All units require ubiquitous supplies (which have to be continously produced, tying part of IC, too) to fight efficiently and if they have any sort of motor-driven vehicles, also oil. And everything takes forever to build, so it's usually just plain easier to conquer someone and use their industry for your own military than try to build your own, while loss of few divisions can be a serious, often irreplacable problem. Also, while nukes are eventually possible to deploy, they are strictly end-game stuff that requires copious technological investments that could be spend on more pressing matters. | |||
The game as a whole was extremely bare-bone basics and even when compared with HoI2 feels like a tech demo of a high concept rather than an actual game. The most notable element from it is the way how research was concluded. Rather than having some sort of arbitrary decision about research slots, tech groups or whatever, each country could assign any given amount of its economy (represented by the size of useful IC) into research. This meant that Germany could start researching all the Wunderwaffe projects by mid-game, because it simply had half of Europe under its heel. And potentially any country that did enough conquering could simply tech up by the virtue of being simply rich, rather than having pre-definied research capacity. Also, each element had to be researched separately, often in co-related research, so deploying new tanks meant you had to develop new industrial technologies, new radios, new doctrines, new guns ''and'' various bits of the tank itself, all in separate technologies, to finally get access to the final result, rather than picking "Early War Medium Tank" technology and be done with it the moment research is finished. Ironically, the unique research system was dropped entirely from the series and never returned, replaced with much streamlined and pre-definied tech trees, where certain countries simply have better capacity to conduct research regardless of any factors, while you can forget about technological advances as anyone outside of the "big" nations. | |||
==Hearts of Iron 2== | |||
This is where the fun begins. While the original was mostly an experiment, HoI2 came out as a fully-fledged game on its own, with greatly expanded concepts and details from the first game. For starters, it means there is any point at all in playing as anyone who isn't a major power. | |||
First, the improvements and changes. Technology and research got completely reworked. Now each country has both research slot (based on IC: 1 plus 1 for each 20 IC) and native tech-teams, that come with specialities in various fields, along with level of competence, affecting general pace of research - and all of it hard-coded, based on "importance" in war, rather than reality(a little wiggle room exists: they can gain or lose skills in random events). Once researched, units have to be upgraded, which takes time and IC - and the more obsolete the unit, the cheaper, the lower levels of catching up are. A new production model makes its debut, with gearing bonus - the longer the same thing is produced in a row, the cheaper and faster it is to crank up another unit of it, making it a strategic choice between trying to shit out as many units at once, or a continuous row of progressively cheaper stuff. Logistics start to matter, since local infrastructure and crude counter of "Transport Capacity" affect how much supplies reach your troops and how much supplies can be shipped at all, being a hard-counter on simply building more divisions and throwing them all at the enemy. Air force is worked out to matter and becomes an important part of gameplay. Politics start to play an important role in the game, with ministers, political sliders and general type of government being an important part of running the show and possible choices. This is also the moment when absolute gorillion of real-life politicians and commanders get implemented into the game, something that HoI will remain famous for next decade or so. Money is introduced, as a by-product of running your civilian industry. Infrastructure of all kinds and sorts gets far more nuanced than in the original, too, meaning it's more than just pushing "Build X" button mindlessly. | |||
Combat-wise, the whole thing got overhauled into a much better engine. You no longer pile doom stacks, because first you must make sure you can afford to field so many troops, then co-ordinate them with proper commanders and HQ in the field, which means you have to build your forces accordingly. Airstrikes now matter a lot and while not essential, they can allow punching far beyond your weight on the ground - not to mention having the ability to disable enemy industry by fire-bombing it into pieces. Since your units can't be piled up without any limits, adding support brigades to them now matters more than ever, even if support itself is undercooked mechanics. Except for artillery. You can't go wrong with adding more artillery to your divisions. Special units - marines, paratroopers and mountaineers - start playing a significant role in the game, too. Conquering land is half the success - you then need to police it with garrisons. Sinking convoys now can absolutely butt-fuck your enemies, since their troops will end up starved due to lack of supplies, along with no ammo to effectively fight back, while their industry will be unable to operate thanks to shortages. Oh yeah, and naval combat is a thing now, rather than a best ignored gimmick. | |||
Overall, this is where the series truly picked its own identity and started to spawn mods within quickly growing community. | |||
Hearts of Iron 2 had several expansion packs as well: | |||
* '''Doomsday''' expanded the game into 1960s of the Cold War, miniaturized nukes fit into rockets and more "secret weapon" techs like early helicopters, satellites for easy Victory Points and weather forecasts and a new campaign starting possibility: World War 3. | |||
* '''Armageddon''' brought naval modules similar to brigades, made for ships from calculating computers to torpedo launchers and AA batteries. | |||
*'''Arsenal of Democracy''': HoI 2 sans mods still lacked realism, so a good part of Paradox Interactive and massive fan feedback made this little gem. Basically it's a HoI 2 (with all expansions) remake with exact same graphics, but massive overhaul sold as a separate game with every small problem and disliked feature in HoI2 solved. It has an even more detailed mod as well, called C.O.R.E which is still unanimously seen as "The most detailed WW2 game mod today". AI wasn't only "polished" to the point of inhuman ferocity, but also boosted/modified with so many AI specific scripts (when player Germany invests in massive ship tonnage, the Allied AI automatically changes its behavior into a continent wide blockade and fortifies the British Islands, forcing the player to adapt) that it proved to be a serious adversary, particularly late game when all autocracies drifted towards the Axis, and the rest to Allies and Comintern in a planet-wide showdown. The difference is now that population, army and research teams have money budgets like a modern state and the IC had an auto-slider to allocate money production per day and spare us the headache as well as avoiding generating useless stacks of cash when an angry population was placated with consumer goods; now the player can pay automatically into "civic spending", avoiding losing IC to unrest if he has stockpiled cash from world trades. Excess manpower also generated taxes, which would reduce the need to allocate IC to the consumer economy if you kept your people alive and out of war. | |||
*'''Darkest Hour''': The Big Kahuna. Overengineered to the point that it neared [[Victoria]] in spreadsheet value. ANOTHER remake of Hearts of Iron 2, its "National choice" tab had immense detail from inflation to public works and the possibility to change history, since now events were triggered by players such as never choosing to give Poland the Danzig Ultimatum (which would carry over to HoI 4 as "Focus Tree"). Generally speaking, from a modern perspective this is your go-to HoI experience, being the most complete, balanced and in the same time playable without prior experience with the series game that still offers a challenge, rather than treating you like a brain-dead infant (which is what HoI 4 does routinely). | |||
==Hearts of Iron 3== | |||
Logistics Autism: The Game. You'll either love it from the first second, or you will hate it for the rest of your life. And even if you hate it, HoI3 is still considered to be the last competent, fully finished game released by Paradox under their old company policies of "let's make a decent base game and then keep improving it with expansions based on community feedback", rather than post-[[Crusader_Kings| CK2]] policy of "shit out as many overpriced DLCs as we can before anyone notices we are charging for cosmetics and a new button to click". Comes with an oddball prototype of the 3D engine, but thankfully you can still stick to military tokens instead of watching poorly rendered soldiers. | |||
This game decided to double-down on everything introduced in HoI2. Smaller, more numerous provinces? They went from regions and even state-sized things to ''county''-sized, so you're fighting town by town, rather than region by region. Logistics? Forget the TC counter, now you have to account distance, infrastructure level of each province on the way, the fact the transport trains and trucks don't run on air, so they will eat up supplies along the way. Oil? What are you, an idiot? Refine that shit into fuel first. Divisions having support brigades? Now you are assembling them from up to 5 brigades whole, and what you put inside of it will greatly alter their on-field performance. And it's not that you can just get bunch of tanks together, because without proper support, they will be torn apart by bunch of rusticks with oversized artillery. Politics? Have you considered how cohesive your government is and how united your general populance behind your leaders is? Upgrades and technology? Now you don't even research "new division tech", you need to research every piece of their equipment separately, along with support stuff, then upgrade each of those elements separately, too, so simply rushing the tech isn't going to do you any favours if you are in the middle of already fighting a war. HQ unit and command? You now have entire theatres to arrange, going from corps level all the way to theatre HQ, adding units - and better hope they are within radio range of nearby HQ, or the pile of bonuses from various commanders won't even apply to you. Because you remembered to research and equip radios, right? Tech-teams are gone, replaced with ubiquitous "Leadership" counter you have, which you spend on research (along with diplomacy, espionage and officers training), which grants you theoretical knowledge as by-product, making future research easier, while decaying slowly back to zero. Same with gearing bonus, which is replaced by practical knowledge, affecting all future production. Your divisions not only require raw manpower for rank and file, but you also need trained officers to command them, so make sure you dedicated enough of brains to leading people in the field, or you will see why the Great Purge was so bad for Soviets first-hand. Country got defeated? They are now government in exile, because their alliance is still around and kicking, making occupation far harder than before. Alliances and allies? Send them some of your IC as lend-lease, along with a loicense for new, shiny tanks and planes. | |||
Generally speaking, the game became one fuck-huge spreadsheet to manage, with variety of factors to consider and expansions adding further details to it. AI became far more competent, to the point where if you arrange your divisions properly and set up the command chain for your units with right people in right places, you could set things to auto-pilot and your army would win the war by itself (why would you want for AI to fight the war for you in a strategic warfare game is another question). You could also redistribute things like industry or research to AI, if it's too much for you to handle and just focus on commanding troops - and the AI will easily manage. This of course means the AI you are facing is significantly more challenging, especially when you aren't fighting about some fourth-rate pushover with barely any troops to field. The logistics and anything related with them meant you had both tactical and strategic choices in the game of great importance. Can't or don't want to invade the UK? Bomb the fuckers to the ground and sink every convoy even gets close to the Island, until they will simply collapse from war-wearness and lack of industry to keep their war machine going. Japanese trying to invade China? Blow the fuck up Chinese ports and watch as IJA gets butt-fucked by lack of supplies flowing to the continent. Planning to take over Siberia? Well, it would be a really bad thing for Soviets if their Trans-Siberial Railroad got obliterated in few important choke-points. | |||
The fanbase became divided. The game was fuck-huge and this wasn't exactly to everyone's liking that you have gorillion of provinces to conquer, while the logistics system wasn't everyone's favourite either. Especially since in the same time HoI2 was receiving it's final expansions, so there was a direct comparison with more toned-down system for doing the same shit. Considering where you are, chances are you are autistic just enough to get the appeal of HoI3 without seeing it as a bad thing, but feel warmed that the game was divisive on how autistic one must be to play it. | |||
Just like HoI2, it received bunch of expansions: | |||
* '''Semper Fi''': Generally speaking, a quality of life expansion, focusing on making the game more playable and easier to manage, rather than some big sweeping changes in the gameplay. Most notably for rewiting AI scripts to make sure it knows how to play the game in all extent | |||
* '''For the Motherland''': War goals and strategic resources (separate from resources used by your industry and granting general bonuses) get introduced. Also included: partisan and governments in exile spamming commandos in their former territories. | |||
* '''Their Finest Hour''': Completely reworked division assembly aspect of the game, pretty much forcing players to mix various units, rather than just building mono-stack divisions, to get combat bonuses. Leaders with correct traits are far more important, too. | |||
==Hearts of Iron 4== | |||
tl;dr Buy all the DLC's if you want to enjoy it like Darkest Hour. And wait a decade. It started shit, now is getting better, but CPU-hungrier... | |||
For the Old Guard of Spreadsheet-Masochism, the game came as a shock to some since it looks less like a spreadsheet war simulator with harsh numbers and more like a RTS/RPG hybrid game with many things made abstract, and countries' historical specialties being buffs and debuffs called "National Spirits". No longer bound by real life resource crises with the possibility of changing the worst excesses of WW2 through common sense and friendship in multiplayer, the game was noticeably more [[Noblebright]] and extremely streamlined with a heavily modular unit design, having taken some Acceptable Breaks From Reality. Now all economic activity in a country is named "civilian industry" which is completely upkeep-free, doesn't consume resources and builds infrastructure out of thin air (and can build more of itself too). Considering all civilian industry now needs is time to grow, any carebear roleplayer can make a world where absolutely no one attacks the other (save for Spanish Civil War) and simply pump up civilian infrastructure and industry and make heaven on earth. | |||
Combat is attempted to be streamlined with a "Battle Planner" system which makes armies automatically move and do things that would take hours of clicking by human users. On wide plains of Asia and open areas, it works like an angel. Put one lake or gimmicky US Canadian border, or God forbid the Asian island chains, it turns into total shit, meaning you still have to do things manually unless you want to watch AI struggle with your forces or pile an entire army group to that spot near the US border lakes and lose it to encirclement. Said that, due to general incompetence of AI (even for Paradox's low standards), it's still a a simple production management simulator and General's ability clicker a-la RPG when war kicks in, because front-wide offensive is more than enough in 99% of cases. There aren't even artillery barrage orders to reduce neighboring fortifications anymore(a real-life tactic in Siege of Berlin and Stalingrad), which have become meme level AI doorstoppers, [[Fail|and artillery is now just a bigger gun which is used in close combat rather than allowing the army unit to bombard without direct combat]]. Airplanes are useless unless the enemy units are clashing with you or your allies(at which they deal small amounts of damage to enemy combatants...occasionally...), making [[What|real life air raids on barracks and units in transit...simply a non-issue.]] | |||
The game streamlined the fuck out of everything that made core HoI gameplay for previous 15 years. Commanders are omnipresent, magically teleporting 24(or 30) division overseers with no special mobile HQ's, five commander answering to one easily promoted Marshal. Handful of researches, handful of division types, handful of governments and just one, win-all tactic: autistically memorizing all the timed actions/focus/exploits to strike at the best majors, avoid automatic AI declarations by keeping certain territories under certain nation's control and stay out of Hitler's European tardrage until you eat everyone. You don't even need to be sober. It's a running joke to post AARs with such superpowers like Liberia, Luxemburg or Bhutan conquering all of the world by the '42 mark. And they are rarely done by some sort of hardcore, high skill players. How bad AI is? You can load a '39 game as Poland, who got pwned in less than 30 days irl (and when run by AI, is dead in 15), go into ''defensive'' war as you fortify around Warsaw a massive circle with one opening and simply watch as Germans will bleed to death by throwing their army at your ad-hoc defensive, losing 2+ million people, while you sit and watch the show, and worse, use scavenger teams to loot German attacker equipment. Offensive? Who needs it against such dumb AI. Thus, if you ever wanted to paint a beige-brown map in your particular shade of beige-brown, this might be a game for you. Multiplayer is meanwhile all about piling up all the loopholes and game logic abuse you can find about against the other player (and expecting the same), because playing fair is a sign of weakness and will get you steam-rolled within an in-game week. | |||
To add insult to injury, while initially Paradox threw out the baby with the bathwater in their streamlining, over the course of the next few years, they kept adding back old gameplay elements. Only this time, behind the paywall of DLCs and making sure to never include those "new" elements as free, baseline gameplay. So while there was no supplies or oil/fuel initially (which broke the game completely since Axis only needed oil to build and not to maintain), fuel then made a return in a DLC. So while there was no design of your ships (which made spam of specific models the only strategy), ship design made a return in a DLC (which meant spam of ''different'' models for different reasons- not that you'll have the time to spam anything but fast-and-furious destroyers and subs). So while there was initially no espionage, it made a return in a DLC. Armored Cars? Off-battlefield railgun artillery? Dee Ell See. [[EA]] and people managing Sims franchise would be proud of the shit Paradox is doing with the DLC system. If this was your entry point for the series, you should feel bad for yourself for being ripped off, and could try either vanilla HoI2 or Darkest Hour (but the second one might be too much if you are completely new, start with HoI2 and advance to Arsenal of Democracy, then Darkest Hour). If you are an old grog who still remembers HoI1 or at least HoI2 premiere, you probably felt like shit on sole announcement of this game being in production. | |||
Fluff and civilian industry aside, all arms production by military factories consume resources like steel, tungsten and chrome, and traded for which is streamlined into 8 resources per civilian factory, adding to the exporter's industrial output rather than calculating the trade in fiat money. Countries automatically use up some of their civilian industry value to placate its domestic economy which can be reduced by policies, war bonds, unique bonuses(like historical taxes) and stability. A mana-like abstract resource named Political Power defines all state decisions from diplomacy to triggering events, which is influenced by the country's stability and having strong politicians. | |||
Governments are extremely simplified to the point of simply being teams: Communist, Fascist, Democratic and Non-Aligned (generic: kings, generalissimos, minor nations' conservative republics and even anarchist city councils fit here) rather than the modular government styles of HoI2 and 3, which would show dozens of possible gameplay styles from three issues (Nazism being state economy/no elections/right wing, Stalinism state controlled/no elections/left wing, Italian Fascism Free Market/Right Wing/Totalitarian, Social Conservative Free Market/Right Wing/Elections et cetera with ALL different bonuses and gameplay styles) Basically fascists are the offensive country that can declare wars, recruit and gear up as much as they want to eat others, democracies need fascists to declare wars and act touch so they can ramp up their industry and army in response, and communists who are "Fascism Lite" with less military and more subversive, industrial bonuses who can also start wars. Non-Aligned are just plot-driven morons with none of the strengths but with all the weaknesses of all three except specific monarchy or anarchy based Plot powers. | |||
Resources are now similar to Civilization 5 and 6: They are not stockpiled, but constantly produced in controlled areas and can be bought and sold as 8 output units per civilian industry cost (less if the exporter is a puppet country). What the player can stockpile is equipment to build said units rather than raw material itself. Even supplies do not need production anymore, but your capital territory produces an infinite amount, with delivery </s>being virtually a non-problem, breaking the ''entire'' concept of World War 2.</s> depending only on local infrastructure connections. Latest updates made it ''very'' dangerous to be out of supply, but there is always a quietly cheating AI for a division or two. Latest DLC finally made supplies a thing as railroads are the main arteries, and roads are capillaries and rushing into Russia will *obliterate* all but the most heavily mechanized supply chains because the fucking communists can destroy railways as they retreat and force the player into painstakingly rebuild like Simcity on crack. | |||
Railroaded Events could be downplayed and changed, such as postponing the death of Atatürk (seeking treatment) or Spanish Civil war can be manipulated with the last DLC's. The rest of the events are defined by "National Focus", which is a streamlined version of "National Choice" of Darkest Hour and work as a plotline and decisions mechanism. Spending political power for about a month, now changed to 70 days(which COMPLETELY broke the game, because some pencil dick newly hired developer wanted "radical changes"), the played country can complete an action of sorts which triggers an event. For "generic" countries, this can be a few free instant civilian/military factories or quick infrastructure build, free tech boosts for specific areas, political leanings for specific sides or bonuses. For "special/significant" nations, unique "Focus trees" can start series of events and start plotlines, and ultimately change the flow of history. For example, the United States can either continue with the New Deal (taking a centrist and/or leftist position), or return to Gold Standard (centrist and/or right-wing, possibly even fascist or Neo-Confederate). Each choice limits the US to certain decisions, and further advances in Focii require certain conditions to advance, or bypass decisions entirely. The problem is, while Paradox tried a haphazard prevention at Railroading, it did not stop the retards from still making the AI choosing '''focuses''' after defeat and puppeting, leading to extremely stupid situations where a puppet Bulgaria still funds IMRO rebels in Macedonia, who have an almost magical way of inflicting 100% attrition to everyone passing by. Even modern superheavy tanks. And yes, National spirits are not only retarded but also made with the broadest brush in history: since they accept an entire nation no matter how large or small it is, a hydroelectrical Dam in Portugal can magically improve its economy as it encompasses the world merely due to the dam being in portuguese territory, even though the factories are in an obscure Siberian island chain or in the ass-end of China. | |||
Even better, many "generic" countries are often bigger and more populous than "special" countries. Paradox made sure special fan countries only could reach their peepeepoopoo nazbol Byzantium/Turan/Totoman/Muh Fossil Monarchy memeruns with...yes. Paid DLC's. | |||
Overall, countries were now far less historically accurate, but more "multiplayer balanced", with limitations such as civil wars due to sudden regime changes or release of colonies. Multiplayer and ahistorical paths is where HoI 4 attempts to shine(and does a bit). For example, Germany can immediately decide to depose Hitler in a coup or go as usual OTL. After Hitler is whacked, the next focii opens up a whole new set of possibilities like establishing elections or bringing back the Kaiser. If so, the WW1 can be re-enacted under the Kaiser (Ach scheisse, jetzt geht's wieder los), or establish a new, benevolent, centrist faction called "Central European Alliance" and resist the incoming Soviets as a second, more conservative Allied Nations. Or play Hitler and don't declare war at all, simply turning susceptible countries into fascist friends via coups.(Maybe the real Fascism was the "Völkisch" we made along the way!) | |||
Later DLC's made sure all countries can go into alternate timelines, now including Russia which can turn into a fascist Tzardom, a constitutional one, or into two alternate interpretations of Communism (Trotskyite expansionism or Bukharinite progressivism). Pay up, of course. | |||
One of the game's only early saving graces, customizable divisions are no longer bound to the 10000 soldiers or even being pure infantry or mobile. The centerpiece of the divisions are several brigades, usually six or more, with supporting battalions much like HoI2's support brigades up to five. The division's size determines its width, determining the amount of soldiers seeing combat per attack (was 40 width, now shit's changed), support battalions taking up none. (which encourages to use them as diversely as possible) The important part however, is now [[Experience points]] are a resource. Its gained by fighting, having your officers chosen as cabinet members, drilling the corresponding unit in open terrain per Wargames (eats up fuel and replacement parts), or sending military attaches to countries at war to siphon some of the fighting experience as your observers take notes. Last one gives the host country a bonus as well, and makes the enemy they are fighting very angry at you. Experience is consumed every time you add/remove/change a brigade or battalion to a division design. Just be sure you stocked up a lot of AA-gun carriages when you added a supporting AA-battalion to the infantry division design that constitutes your entire army. As for the divisions, they can now be spread with a brush of hand across frontlines and given automatic advance orders, so the player doesn't have to click for hours - unless, of course, there is a slightest terrain blocker and the army becomes automatically retarded. Needless to say, this made land combat easier, and faster to organize to watch the screams of gunfire and bombings with a glass of wine and Sabaton blaring in the background. Paradox, cheeky DLC fuckers that they are, put Sabaton songs as a purchasable. Because they apparently never heard about Alt+Tab. Then they proved they've completely lost their marbles by adding a DLC with handful of radio speeches by Allied leaders. You know, public domain stuff. And only Allied leaders, because [[/pol/ | who]] would want to hear the scary Hitler blasting something about conquering Eastern Untermenschen or Stalin spreading the glorious revolution, especially when it wouldn't be in English anyway. | |||
The player no longer builds wholesale divisions with the industry, but produces individual weapons, tanks, artillery and materiel to slap them together with manpower into custom divisions. This sounds ominous at first, but once the production lines are well understood, it becomes just a question of changing a bit of production numbers once a month or so(and AI can design its armies quite decently, barring a few horrible abortions of reserve garrison debacles). This new feature is much more flexible than the old methods, allowing the player to produce mountains of armaments in peacetime, and only starting training at the time of his choosing and making unique solutions for unique situations around the world, such as using up idle Special Forces capacity to turn that 10 division army into mountaineers when mountains are in sight. It also allows bigger players (we are looking at you, USA) to produce mountains of guns, tanks, jeeps and ship them to friends who could simply maintain said guns with now abstract "supplies", a.k.a Lend Lease. Plus you can use "acquired" materiel from conquests, more so if your attacking armies have "maintenance battalions" repairing captured equipment, since defeated enemy units leave some equipment behind which can be used to outfit your divisions, ESPECIALLY when the divisions are encircled. OR you convince the bigger countries to give you production licenses, so that you can avoid researching that obscure unit down the research tree or have no time to research a tank when Roosevelt, Stalin or Hitler can give you Sherman/T-34/Panther designs for the cheap price of a few civilian factories working for them as long as you keep the license! Plus you can research the licensed unit's national equivalent faster and discard the license when done. | |||
Sounds perfect for multiplayer, sadly is an absolute horrorfest for the AI who, in its silicon glory, designed a staggering swarm of 1-Brigade cavalry supported by a single HEAVY SELF PROPELLED brigade...as the United Fucking States who by now was 100% motorized and bumrushes you like Age of Empires on crack...Or designs a pure 39 width artillery-cavalry mix as Germany and LARP's Napoleonic Era. Later patches made sure the enemy designed powerful and functional divisions, but still occasionally shits out 1-2 brigade light infantry clogging the battlefield and gets shot to shit. Worse, as DLC's advance, each one being made by a cheaper, dumber and more spiteful third party Paradox could pay with their overblown Euro currency, balance is getting worse, focuses the DLC developer fanbois make to advertise his shithole of a country get more unbalanced, and the game becomes like a smudgier text with every penstroke. | |||
Now burn all that you read and forget it. The game is completely remade, much to the chagrin of neckbeards having to re-learn meta. | |||
The newest DLC, "No Step Back", FINALLY brings back and adds things that should have been added and then pisses all over it in typical Paradox fashion. Like a logistic system that is now beyond harsh, trains, armed trains, disposable temporary artifical docks, logistics strikes on turtling enemies, tank designs and fucks 5000$+ supercomputers in the ass because Paradox finally gave up on coding and sells mods all but in name as "DLC" without a care in the performance spike, much like the faggots running the TNO shitshow. | |||
More DLC's. "Blood Alone" will bring much needed content for Italy, and...Switzerland and Ethiopia. | |||
At least the game is no longer for toddlers! (though now many earlier achievements will be mathematically impossible to do) | |||
Changes include: | |||
1-Infantry is no longer your bread, butter, and bread(and butter) knife after the game hits the 40's. Come the 40's, it won't even do the meme "orgwall" effectively anymore without good Anti-Tank and AA cannon support added. On offense post 1940, stereotypically sending trillions of bugmen armed with rifles, personal mortars and grenades can be ruinous due to harsher supply effects and can be cost effectively stopped by very thick armored close range howitzers, and post the Spring of 42-43, [[Manticore Rocket Launcher|motorized rocket artillery]] go brrr. You will have to think and adapt now, even if you go pure infantry, past 41 mark they will need supporting AA, AT and engineering to be a decent defender, free personal AT upgrades will only take them so far. On offensive, they can still hold ground, but as attackers you'll at least definitely need to add line artillery, if not self-propelled heavy armor artillery or said motorized rocket artilleries to be of any use. | |||
1.2-Speaking of adapting, build your own fucking tanks. Expect tears and rage when people fail at math or discover a meta by accident. Rotation turret(more expensive-offense oriented) or superstructure(like a tank destroyer, cheaper but bad on attacking on its own)? How many men will be manning the guns? What is the tank's main armament? Rivet your armor or weld it? What is the suspension, Christie, Bogie, Torsion, Interleaved wheels? The drive engine? Repeat the "Schachtellauffwerk"(Interleaved wheels) debacle or use just Torsion bars? Smoke grenades or wet ammo canisters to avoid ammo blowouts on hits? [[Baneblade|How about a Tiger with sloped armor and 4 heavy machine guns and 2 turrets?]] | |||
2- Doctrines (Universal combat buffs) cannot be researched in scientific institutions but must be "developed" spending experience points, doing by learning. Which is probably the best and most logical/realistic part of the new meta. | |||
3- Supplies now use two separate infrastructures and have flow limits. Railways for "arteries" where supplies are carried by trains to "hubs" and roads which take the supplies to the units, or "normal infrastructure" for "capillaries". You need trains for railroads, nothing/trucks for roads, and convoy ships to transport by sea. Do produce a lot of trucks and cargo ships: horse carriage supplies are horrid, you know what happened on Ostfront. And yes, you will devote a good chunk of your military industry to pure logistics now (trains and trucks), and always devote civilian factories as frontlines expand and rails need to be laid. Transport planes can now make or break a desolate battlefield with supply drops. And even if you had a maxed out railroad, millions of planes, trucks and depots, there is STILL a limit how much supply can flow through a region. Entire wilderness regions with no railroad? Have fun pushing an army group through there without losing years of materiel to attrition only to die horribly with a sneeze; which also gives weaker, desolate minors a fighting chance to keep supply lines narrow... only to eventually buckle and go crunch, [[Victoria|and be railroaded into weakness]] since building infrastructure now takes at least five times as much effort. It goes without saying Chinese factions depending on ox carts are fucked against Japan now. | |||
4- Combat width is no longer multiples of 20 but MANY multiples of 12 and width capacity is dynamic for certain terrains. Most for urban cities and plains, least for swamps etc. Plus there is a new value, "coordination" which defines damage dealt in an optimized way, meaning smaller, well trained infantries with radio support can melt a [[Tarpit]] army without taking ANY hits if extremely well coordinated. | |||
5- No airforce while your enemy has even one plane? Fuck you. AA guns can (and in late game, MUST even with complete fighter coverage) protect your attacking army but when the enemy planes strafe every transport truck and train and horse cart in the countryside your men will starve. Germany can lose to Poland if all its trains are bombed by Polish planes which WILL happen. During combat, cover EVERY region which will transport supplies or keep combat units with planes, static AA emplacements and radar. Or die miserably eating your shoes and throwing rocks at enemy. Even WW1 Biplanes can threaten an unguarded supply line with gun/bomb strafing. | |||
7-The AI has finally the means to manage his country, set up radar, infrastructure, good meta divisions and produces and cracks NUKES like fireworks. Maintain air supremacy or [[Exterminatus|get fucking glassed]]. And it can think; nukes targeting the one dock where your entire fleet is being repaired is not pleasant. A very unpleasant side effect being now that minors are doomed to be minors in single player. You can no longer exploit that much. China in singleplayer went from the beast of Asia to a paper tiger that keels over with one punch even when all the warlords submit as vassals. | |||
The braindead AI meme is gone now: you can no longer go roughshod on French with just 12 divisions of light tank popguns or conquer the world as Luxembourg in 1945, and have to invest in planes by any means necessary lest your trains get fucked up and actually direct divisions to punch through and avoid being flanked. Playing [[Nazi|the funny moustache man happy adventure]] on single player won't be the same fun blitz thanks to finally upgraded AI (hopefully it doesn't cheat but crossing fingers). Expect Dutch and British marines landing from multiple locations on German soil the moment France is threatened, Poland going Kamikaze on your supply lines with planes(they'll die but still bang you up so badly France can kill you), AI actually using commander abilities and trying to encircle the player, as well as your Reichsmarine getting dock bombed from day one. On a worse note, tanks are either cost-ineffective unbreakable mountains or little more than iron plated gun cars. Light tanks are now mostly only useful with specialized equipment as recon and no longer frontline raiders, though a dozerblade and flamethrower can make them urban nightmares, particularly when paired with specialist infantry. | |||
So yeah, we got reshuffled division widths, Meta-using AI, niche tanks, minor nations doomed to weakness and punitive levels of logistics now. | |||
At least they've [[Fail|FINALLY]] made Armoured Trains carry AA guns. | |||
===Things I wish I knew that HOI4 doesn't explain=== | |||
1. TRUCKS: Trucks are by far the single most important thing you can build after guns, cannons, and support equipment. You don't always need one factory building trucks, but you always want to switch over production if your supply starts getting a bit low. If you can afford to upgrade your supply lines to use trains, they're also nice, but trucks are a rare bit of equipment that helps with both equipping divisions and feeding logistics needs, especially if factories are tight. You should research half tracks because they give extra protection to your motorized troops in trucks. | |||
2. Aviation: If you want to win, Aviation is a requirement. The benefits that aircraft give you are so good that you should sacrifice pretty much anything else to produce airplanes. CAS will benefit your ground troops the most, but if you must, then TAC bombers can work, as they offer better range at the cost of attack. | |||
Abridged list of aviation types and purposes: | |||
*[[A-10 Warthog|CAS]]: Extremely important in Europe and tight spaces. You use them to directly support any ground combat, or even hit ships but we don't advise that (any AA-bristling destroyer can ruin weeks of production in a pass). Hampered by limited range, but you can make variants with improved range the somewhat negate this. | |||
*Tactical Bombers: Long range planning, literally and figuratively. They can do strategic bombing, naval bombing, or CAS work if your CAS can't support the frontline due to them being far away. Can be fit with jet engines unlike CAS and boosted to fuck up even line-AA if the war goes on long enough. | |||
*Fighters: MANDATORY. You never want to lose air superiority, or your CAS and TAC bombers can say goodbye to being any kind of efficient They can also be useful in interception missions. Even in regions with no enemy planes they give combat bonuses even if one plane is deployed. | |||
*Naval Bombers: Mostly useful for recon over the ocean and convoy raiding. Can be Meme-level rage inducing if your main fleet doomstack runs into 2000 naval bombers. | |||
*Heavy Fighters: Mostly for bomber interdiction. A little better at Air Superiority at the cost of being more difficult to produce. Longer range gives them an advantage in supporting strategic and tactical bombers. Niche use in pacific and East Asia. | |||
*Strategic Bombers: Are you a large power? Do you have nukes? If neither of these questions are in the affirmative, don't waste your time. | |||
**Carrier aircraft are not worth the effort unless you have aircraft carriers. They are the same as the land variants, only more complex to build, and therefore a waste of time and resources. | |||
3. Specialist armor: Special armored vehicles like SPAA, SPG, AND TDs are actually slightly cheaper to build, just like they were in real life. You also retain some production on those vehicles, and combined with flexible line and dispersed industry is amazing. One may ask: Why not just use motorized artillery instead of building these big expensive vehicles? The answer is that tier one SPGs put out 34.0 damage compared to line artillery's 25.0. Additionally, they have hardness, something arty lacks. Bear in mind that building 36 vehicles per battalion will still take a while, so make sure you have as many industrial bonuses as possible and don't overdo it on the number that you need per division. | |||
4. Concentrated Industry is a trap for major powers. It ''looks'' like a good deal, what with its boosted output over Dispersed and higher efficiency caps, but Dispersed not only still gives a fair bit of built-in output production (albeit 5% less per tier for a total of 25% less raw at max upgrades, although after modifiers it's a fair bit less), but maintains efficiency better when swapping out for upgraded designs or having to redistribute your production when you're short of one thing and have a surplus of another, gaining bonuses to efficiency retention rather than output that can be combined with Flexible Line to go from building infantry equipment to heavy tanks with as much as 80% retention. It also offers situational-but-sometimes-worth-it bonuses to resist enemy bombing and to switch back and forth between military and civilian factories. | |||
*'' | *Caveat: Concentrated industry can be worth it if you're playing a smaller nation that's going to be fighting a war right off the bat(Ethiopia) or a country that has trouble banging rocks together to make factories(Liberia) and that cares more about pumping out as much shitty 1936-era infantry equipment as possible than putting together a modern army or upgrading literally ever(Yemen, Oman, Saudia Arabia) or go for the meme-level discount for rifles when playing Mao and raise 20 million CCP drone riflemen in 3 years. | ||
*On top of that, never play any of the above unless you hate yourself or have a life. It's a military wargame, not an economy and infrastructure simulator. | |||
5. Support companies: Good, but don't concentrate a dumb number of them in your line infantry battalions. Hospitals, Engineers, and Artillery work just fine early on, though you'd be forgiven for adding in support AT companies. Leave the other stuff for Armored, mechanized, or special forces. Later game you'll want Line artillery to replace the support artillery and support AA because planes are the new meta. Keep in mind this isn't always a rule but a general guideline, and AA is always the poor man's [[Bolter]] to add that penetration force and hurt enemy plane production. | |||
6. List Building: HOI4 is a lot like 40k list building in that you need to tailor your armies to what industrial, military, and resource strengths you have. Brazil has a decent supply of Aluminum and Rubber, so you bet your ass you're gonna be heavy on the air force. Compare this to Iran or Iraq who have fuck all but oil. This means you'll need to consider having recon and radio companies just to make your basic infantry worth anything, and you can forget about having any real kind of air force. In single player at least: in Multiplayer every player coalition is meta-wise under free trade and buy stuff from each other so it's often a question of using your population and designs fitting the battleground. | |||
7. Occupation: Make sure to change your automatic rules when occupying to be secret police and cavalry. This is a minor thing that is never explained in the tutorial whatsoever and is easy to miss, and it makes a huge difference. Add military police support(after setting width of the template max) once you bloat and can afford the IC and aluminum. | |||
The | 8. Micromanaging: Do it. The AI can be dumb as fuck when trying to wage your battleplans, so if there is something you want to not exist, grab a ton of armored divisions and initiate Kursk 2.0. Sometimes in order to get a campaign moving, you'll have to pause the entire battleplan and manually order individual units to attack targets(especially outside wide plains of Eurasia). This is ok and to be expected. Some campaigns take forever to finish and that is how it should work. | ||
9. Invasions: You typically want to have some divisions to break through the enemy line, mostly armored and motorized. These should be no more than two regions wide. The Mechanized make the breakthrough, while the motorized get into position and delay counterattack so the rest of your army can properly encircle the enemy. The rest of the front are your cookie cutter infantry divisions that protect yourself from counterinvasions by the enemy, and should push into the enemy set to "Cautious" battle plan execution. | |||
==Notable Mods== | ==Notable Mods== | ||
[[File:TBbJJbA.jpg|right|800px|thumb|At least it is not a | [[File:TBbJJbA.jpg|right|800px|thumb|At least it is not a Hapsburg Family Tree]] | ||
As with any other Paradox game, modding is a big part of it, to the point that some say that people don't buy HoI4 to play HoI4, they buy HoI4 to play Kaiserreich. Mods can be generally divided into two broad categories: "alt-hist wankfest" (''especially'' prominent for HoI4) and "other". | |||
For simplicity's sake, let's start with "other": | |||
*'''BlackIce''' - preferably the HoI3 version, as the one for HoI4 is still in early stages of development. Unlike other mods listed below, this one is strictly historical. It's main appeal is in taking already (in)famously autistic HoI3's gameplay and asking the question "what if we try to salvage it, while keeping it historical". The results is a mod that reinvents the wheel, utilising to full potential all the game mechanics in meaningful way rather than just having them and throwing at player a historical challenge of fighting the war as any of the country would, with thousands of thousands events going on for everyone, based both at starting reality and actions performed by player. | |||
*'''Equestria at War''' - An oddball of the bunch, a My Little Pony: Friendship is Magic HoI4 mod about the Post-Season 8 Ponies about to experience the horrors of industrialized warfare fighting against the Changeling blitzkrieg on one side of the ocean, while the mass of Griffon Empire remnant states are trying to restore said Empire in their image on the other side, plus the a new continent that is combination of Africa and Asia containing a mix of tribal nations and ancient fallen empires. On one hand: It is actually one of the better mods for HoI4, with the amount of well-designed content off the charts. On the other: [[HERESY|Ponies]]. | |||
*'''FODD''' - '''F'''all'''O'''ut '''D'''ooms'''D'''ay mod. As the name implies, this is an old one and lion share of development happend before Bethesda got their hands on Fallout franchise or its lore. It's a total overhaul mod, changing the game completely to support Fallout setting, picking off soon after Fallout 2 ended, with some elements from Tactics thrown in for good measure. It has atypical gameplay, as at the game start, most countries control at best three provinces (usually just one), map is reduced to North America (with its own, far more detailed map) and almost everything starts as controlled by "Wasteland", having to be settled first. Countless flavour events, even for minor nations, along with solid, HoI2 gameplay and making sure things work out within given premise. Eventually migrated to Darkest Hour and added some of New Vegas elements under overwhelming player's demand, but still refused to even touch Bethesda-made content before being wrapped up. | |||
*'''HPP''' - another mod for HoI3, which is widely considered to be unofficial expansion, rather than a mod. Bunch of quality of life stuff combined with slight rework of certain mechanics and improved AI, without retooling too much of the game proper to qualify as a total overhaul mod. Also includes extra flavour to the game and a ''small'' bit of wiggle space for alternative history. | |||
*'''Old World Blues''' - A total overhaul mod set in the Fallout universe relatively shortly before the events of New Vegas plus fuckton player content such as Latin America under a gas company's A.I, voodoo ghoul drug lords and priestesses. Canada is run by power-armor-viking-pirate clans emulating Ragnar Lodbrok, Caesar's Legion is in pre-White Legs debacle attacking the Hangdogs and NCR is dealing with nearby tribes and squatters. If you like post-Bethesda Fallout, you will enjoy this mod. | |||
*'''Millennium Dawn''' - A mod set in modern day with 2000 and 2016 start dates. The best thing ever for some, while for others it is an example of the folly of trying to fit Modern Day setup into an engine designed for WW2. Merged with a mechanically very different modern day mod called Modern Day 4 in summer 2019, which received harsh criticism, and several "Classic" mods by different people were created to fill the void. Currently on the back burner following the TNO fiasco discussed below. | |||
*'''[[Unification Wars]]''' - [[Awesome|Yes]]! As true as possible to everything garnered from 40k's [[Fluff]]. | |||
*'''War of the Worlds''' - Exactly what it says. H.G Wells' literary and Jeff Wayne's musical lovechild made into the game. Martians come in around 1938'ish and land in New Jersey, Grovers Mill. Unbalanced as fuck but it's Martians we are talking about. Martians can become communists and take earth with humans as a servant race(even employ a human minister to suppress and recruit auxiliaries), or go full fascist and eat humans for sustenance, driving every rival nation into panic and full scale war. | |||
*'''HOI4 Beyond Earth''' - It's [[Awesome|Sid Meier's Alpha Centauri mixed with Civilization: Beyond Earth and new, expanded lore on top of it]]. Based on the backstory of the games instead of the "OG plot" proper, the game puts you on the shoes of a leader on the 23rd century after the "Great Mistake" fucked over with humanity and left Earth in ruins, with solutions running gamut from trying to maintain the status-quo and promoting peace in the planet, to reunifying humans under a single banner, to outright pulling a "LOLnope" and leaving Earth for new pastures, as a final war looms, one which promises to be [[Exterminatus|truly the last one humans will inflict on each other]]. Stated for release mid-2022, has been well-received in the community for the promising lore and the "Grimdark yet peppered with glimpses of hope" tone of it. | |||
*'''1964 Mod''' - Arsenal of Democracy mod made after a | Alt-hist wankfest: | ||
*'''Kaiserreich''' - When people think about Hearts of Iron mods, it is most likely that they think about Kaiserreich. Initially starting out as ''All The Russias'', a mod about the Russian Civil War with dozen of sides, it soon evolved into a "What if Germany won WW1?" scenario where USA did not join the Great War, which along with other reasons will lead to the 2nd American Civil War, and where the Bolshevik revolution failed in Russia, but an ideologically similar but different Syndicalist revolutions succeeded in France and Great Britain, with the defeated governments fleeing to North Africa and Canada respectively. And then in 1936, the delayed Great Depression hits, and the already fragile and delicate power balance goes out of the window. | *'''1964 Mod''' - Arsenal of Democracy mod, made after the end date a multiplayer session, every major power played by very skilled human players over several weeks (The AAR that led to it is named "Democracy's Last Legs", found at the Paradox forums). Around 1964, Germany won... kind of. Nazis died out when its human player changed the government to a conservative one simulating erasing the SS and turning it to a technocracy. USSR was defeated, Germany released a puppet monarchist Russia and USSR retreated to the east as Lavrenti Beria used the German peace treaty to conquer China and Asia, turning it to a Pan-Asian Communist Empire. Japan, losing its Asian holdings shat its pants and buddied up Uncle Sam who itself went through a civil war after New York got nuked by Germans, and vice versa. Every capital city is nuked so hard in the conflagration that 1964 is as expansion prone as 1936 due to the devastation and losses, as well as Germany's many released countries to avoid rebellion and manpower waste. Oi Blyad, eto snova my! | ||
*'''Kaiserreich''' - When people think about Hearts of Iron mods, it is most likely that they think about Kaiserreich. Initially starting out as ''All The Russias'', a mod about the Russian Civil War with dozen of sides, it soon evolved into a "What if Germany won WW1?" scenario where USA did not join the Great War, which along with other reasons will lead to the 2nd American Civil War, and where the Bolshevik revolution failed in Russia, but an ideologically similar but different Syndicalist revolutions succeeded in France and Great Britain, with the defeated governments fleeing to North Africa and Canada respectively. And then in 1936, the delayed Great Depression hits, and the already fragile and delicate power balance goes out of the window. Iconic parts include the Second American Civil War, Austria-Hungary becoming an island of sanity in a continent going mad, and Russia basically taking Germany's place as the main villain of the Second Weltkrieg in the most common path where a revanchist, reactionary dictatorship seizes control and begins plotting to avenge the nation's humiliation as Germany and France resume their usual slap-fights. | |||
**'''Fuhrerreich''' - There is an event in Kaiserreich which describes a book about "What if Germany lost the Weltkrieg?", which mirrors the OTL but with in-universe's pro-monarchistic bent and with syndicalism coloring the view on communism, and this mod is basically that, meta of a meta. | **'''Fuhrerreich''' - There is an event in Kaiserreich which describes a book about "What if Germany lost the Weltkrieg?", which mirrors the OTL but with in-universe's pro-monarchistic bent and with syndicalism coloring the view on communism, and this mod is basically that, meta of a meta. | ||
**'''Kalterkrieg''' - Post 2nd Weltkrieg mod where most of major Syndicalist powers were defeated and the world settled into a Cold War between the Reichspakt and the Entente, with the 2nd American Civil War STILL ongoing. | **'''Kalterkrieg''' - Post 2nd Weltkrieg mod where most of major Syndicalist powers were defeated and the world settled into a Cold War between the Reichspakt and the Entente, with the 2nd American Civil War STILL ongoing. | ||
*''' | **'''Kaiserredux''' - Submod, later separate fork to Kaiserreich focusing more on fun and "wacky" scenarios over the realism of the "main" mod. Notable for expanding the American Civil War into a bloated shitfest with 6 main factions in total that can end with even ''more'' states like Texas, Alaska, Arizona and the city of New York seceding alongside Black and Indian revolts, with potential unifiers ranging from [[Noblebright|surprisingly stable, progressive and free]] to completely [[Grimderp]] situations like an america reunified by [[SJW|The Nation of Islam who deports and genocide white people while promoting black supremacism and instigating an even more fundamentalistic version of the Sharia Law]] or [[/pol/|The Old Klan, a bunch of rabid racists who create a white supremacist personality cult while persecuting catholics and treating women like 18th century america]], even [[H.P. Lovecraft]] instilling an esoteric monarchy with genuine Lovecraftian undertones, with four different future variations such as Lovecraftian socialism where he stops racism in USA, instilling a militarist society that arms up against Elder beings. Other iconic paths include those restored from OG Kaiserreich that were removed for being too "unrealistic" like [[Communism|Stalin controlling Georgia]] or Roman von Ungern-Sternberg LARPing as [[Genghis motherfucking Khan|Genghis Khan]] in Mongolia. Also, it's infamous for running '''horribly''' even on good PCs and being unplayable by the lategame unless you have absurd specs and/or lower the settings. | ||
*'''The New Order: Last Days of Europe''' - [[/pol/|What if the Nazis won]], gone full [[Grimdark]]. Released 21 July 2020, the mod is a remake of HoI4 in a very dark fashion with countless new features, from money & taxes to new tickers and gauges for separate factions which became prominent in minigames for alternate faction plots. Lots of [[Fluff]](each nation has more text-events than the base game total for every nation combined), almost no [[Crunch]] unless you play a Russian warlord to reunite Russia, so plays like a decision game like Suzerain. Famous for "Superevents", plot-wise critical events with the jingle of a Leitmotif, a cinematic picture and a big-ass explanation. Many nations have the chance to start a nuclear war and end human civilization; it's one nation's ''win condition''. (Happily, there is an option to prevent this escalation from happening randomly.) Suffered a massive shakeup [[Not as Planned|after a devbuild was leaked...]] resulting in accusations of cronyism, Pro-Soviet revisionism and general power abuse amongst the devteam, and their response was to <s>calmly explain themselves</s> [[Blam|silence all dissent]], which was only exacerbated when evidence came forth of the devteam grooming minors. Development has gone back to normal after a small purge, releasing a massive update overhauling and expanding the base game’s economic mechanics. Nowadays the [[skub]] tends to instead come from the current team's attempts to completely rework and replace all the old content for reasons of realism and/or historicity instead of progressing the timeline. Even when old skeleton content gets fleshed out and made playable, it often gets totally changed in the bargain. | |||
*'''Red Dawn''' - The Soviet Union wins the Cold War (point of divergence being the Korean War), only to find out that their victory is hollow. Per typical leftists, now everyone fights over the concept of "True Communism" and create their own factions. The US is a balkanized mess made up of racists, leftists, social liberals, rightists, corporatists and every other political view imaginable. Oh, and Bernie Sanders is a [[Just as Planned|mastermind with a secret agenda]]. | |||
*'''The New Order: Last Days of Europe''' - | *'''Red Flood''' - What if NO ONE won WW1? Communist Third International is in every continent and they clearly plan to flood the world with red conscripts, facing reactionary right-wing governments and futurist crazies and Russia is balkanized. Iconic for its "le happy Goebbels" portrait of a communist Germany, a moderate, non-racist Hitler defending Austria vs extremism (later clobbered when it started attracting actual fascists and people unfamiliar with the backstory of other mods it was referencing) and a batshit insane [[SJW|futurist, anti-modernist]] France bent on world conquest with [[Slaanesh|Slaaneshi]] and caveman variations in the beginning. | ||
*'''Road to 56''' - A Frankenstein amalgamation of mods made into a megamod that gives every nation a unique focus tree, and makes everyone act ahistorically. Has funny bugs, still very popular. | |||
*'''Thousand Week Reich''' - What if the Nazis "kinda" won after UK throws in the towel and signs White Peace after Dunkirk, but the Reich barely held together? Is TNO's lighter and softer version. German civil war can be avoided, Japan is defeated, China is the new rising power thanks to ''massive'' nuclear bombing of the Japanese archipelago, which can devolve into communism, or fascism and invaded again. Italy is, as usual, flip-flopping. | |||
*'''Disaster: Death of Peace''' - Red Flood alike mod; less meme insanity, more grimdark. '''Every''' major(or even average) country is balkanized when Versailles Conference ends up in a brawl. Even USA. Since the devs are Turkish, expect a dozen superevents for that already tiny shithole balkanized over9000 times. | |||
*'''Pax Britannica: An Imperial Timeline''' - what if the American revolution never succeeded, Austria united the German lands and the world just accepted all the insane shit Nicola Tesla had invented? Pretty solit mod with plenty of war crimes to commit, from chemical weapons to combat psychedelics and lab-grown hivemind cattle-sized bugs. Currently has focus trees for British Empire, France, United Lands of Germany and United Commonwealth (the original 13 colonies plus Florida), with planned expansions for Russian Empire and United States of China. |
Latest revision as of 09:49, 21 June 2023
This is a /v/ related article, which we tolerate because it's relevant and/or popular on /tg/... or we just can't be bothered to delete it. |
The grandest of Grand Vidya Gaem of Grand Strategy in Grand World War 2, made by the equally grand Paradox Interactive. Its contribution to /tg/ can be counted as: Expanding the Nazi Equipment page, inspiring Games Workshop and every little Tabletop gaming company about Dieselpunk, Mecha and Cold War ideas, and especially long nights of greasy, soda-drenched Axis and Allies sessions.
Once upon a time, Paradox released Europa Universalis 1 and 2. Then they realized that the same grand strategy board can be used for a steamy session of World War 2 armchair generaldom, and Hearts of Iron 1 was born. As usual of Paradox Interactive, the sequel which was made months after the first was received with great approval.
Gameplay aside, the later games created quite a bit of argument about "whitewashing" WW2, all the atrocities against civilians being toned down. In earlier games of 1 and 2 when Nanjing is taken, the Japanese massacre the city and ravage the whole region's infrastructure and generate global infamy, likely drawing all democracies against them, and "closed societies" like Nazi Germany or Japan antagonize the conquered population and have a very hard time exploiting non-racial territories(unless they reform their societies,e.g stop being Nazis or spend enough garrisons to keep the population down-usually making the territory a cost drain without a puppet government). In the third game, all conquered land has a resistance movement that slowly dies in 20 years in time with sufficient garrison duty. In the fourth game, non-core resistance is more or less equal to all conquerors but can be slowly melted with spies and unique "soft hand" occupation methods. Thank God Holocaust doesn't happen at all in any of the games, in any form - but in the fourth game you can simulate it with "Brutal Oppression" occupation level, but just like IRL it's self-defeating and dumb. And while the Great Purge does happen and you are even penalised for not doing it as Soviets in HoI2, Holodomor also doesn't exist. Also, Germany doesn't use the Nazi flag. And you will get perma-banned if you post on the official forum a screen with a game modded to give them the proper flag. Reached truly ridiculous levels with Darkest Hour, an official game based on HoI2, which does give Germany a correct Nazi flag - you still get perma-banned if you don't pixelate it.
Hearts of Iron 1[edit]
Virtually a footnote in Paradox and series history within just few years after release. The map is more or less EU's own, same with game engine, not that graphics mattered to the average Paradoxian. Played from 1936 to 1949, the faction with the highest victory points (meaning cities held with corresponding values by the faction members) wins when the timer hits new year of '50. Basic resources like coal, steel, oil and rubber are extracted daily and stockpiled, tradeable and exchangable. Mirroring real life, the Axis members need to find some rares and oil *fast*. The games were railroaded more or less, though some policy changes let the players change a few state properties if they kept grinding. Still, the hard-coded scripts kept happening, which became hilarious like a defeated democratic Japan before 1942 STILL re-enacting Pearl Harbor by default and declaring on the USA even when said US conquered her before 1942.
The original HoI introduced few lasting game mechanics and concepts that either stay to this day or definied the series for a looong time. First and foremost, WW2 must happen, it's hard-coded. Each country has Industrial Capacity (IC), which is an abstraction of its industrial and economic potential for the purpose of fuelling the war machine. Manpower combined with IC allows to produce new units, at division-tier, with potential support batallions. Technology for military hardware has to be researched in an extensive tech tree. Resources have to be shipped from colonies/overseas territories. Part of the industrial capacity is by default tied by your civilians, who need basic goods or will start to protest against your regime. All units require ubiquitous supplies (which have to be continously produced, tying part of IC, too) to fight efficiently and if they have any sort of motor-driven vehicles, also oil. And everything takes forever to build, so it's usually just plain easier to conquer someone and use their industry for your own military than try to build your own, while loss of few divisions can be a serious, often irreplacable problem. Also, while nukes are eventually possible to deploy, they are strictly end-game stuff that requires copious technological investments that could be spend on more pressing matters.
The game as a whole was extremely bare-bone basics and even when compared with HoI2 feels like a tech demo of a high concept rather than an actual game. The most notable element from it is the way how research was concluded. Rather than having some sort of arbitrary decision about research slots, tech groups or whatever, each country could assign any given amount of its economy (represented by the size of useful IC) into research. This meant that Germany could start researching all the Wunderwaffe projects by mid-game, because it simply had half of Europe under its heel. And potentially any country that did enough conquering could simply tech up by the virtue of being simply rich, rather than having pre-definied research capacity. Also, each element had to be researched separately, often in co-related research, so deploying new tanks meant you had to develop new industrial technologies, new radios, new doctrines, new guns and various bits of the tank itself, all in separate technologies, to finally get access to the final result, rather than picking "Early War Medium Tank" technology and be done with it the moment research is finished. Ironically, the unique research system was dropped entirely from the series and never returned, replaced with much streamlined and pre-definied tech trees, where certain countries simply have better capacity to conduct research regardless of any factors, while you can forget about technological advances as anyone outside of the "big" nations.
Hearts of Iron 2[edit]
This is where the fun begins. While the original was mostly an experiment, HoI2 came out as a fully-fledged game on its own, with greatly expanded concepts and details from the first game. For starters, it means there is any point at all in playing as anyone who isn't a major power.
First, the improvements and changes. Technology and research got completely reworked. Now each country has both research slot (based on IC: 1 plus 1 for each 20 IC) and native tech-teams, that come with specialities in various fields, along with level of competence, affecting general pace of research - and all of it hard-coded, based on "importance" in war, rather than reality(a little wiggle room exists: they can gain or lose skills in random events). Once researched, units have to be upgraded, which takes time and IC - and the more obsolete the unit, the cheaper, the lower levels of catching up are. A new production model makes its debut, with gearing bonus - the longer the same thing is produced in a row, the cheaper and faster it is to crank up another unit of it, making it a strategic choice between trying to shit out as many units at once, or a continuous row of progressively cheaper stuff. Logistics start to matter, since local infrastructure and crude counter of "Transport Capacity" affect how much supplies reach your troops and how much supplies can be shipped at all, being a hard-counter on simply building more divisions and throwing them all at the enemy. Air force is worked out to matter and becomes an important part of gameplay. Politics start to play an important role in the game, with ministers, political sliders and general type of government being an important part of running the show and possible choices. This is also the moment when absolute gorillion of real-life politicians and commanders get implemented into the game, something that HoI will remain famous for next decade or so. Money is introduced, as a by-product of running your civilian industry. Infrastructure of all kinds and sorts gets far more nuanced than in the original, too, meaning it's more than just pushing "Build X" button mindlessly.
Combat-wise, the whole thing got overhauled into a much better engine. You no longer pile doom stacks, because first you must make sure you can afford to field so many troops, then co-ordinate them with proper commanders and HQ in the field, which means you have to build your forces accordingly. Airstrikes now matter a lot and while not essential, they can allow punching far beyond your weight on the ground - not to mention having the ability to disable enemy industry by fire-bombing it into pieces. Since your units can't be piled up without any limits, adding support brigades to them now matters more than ever, even if support itself is undercooked mechanics. Except for artillery. You can't go wrong with adding more artillery to your divisions. Special units - marines, paratroopers and mountaineers - start playing a significant role in the game, too. Conquering land is half the success - you then need to police it with garrisons. Sinking convoys now can absolutely butt-fuck your enemies, since their troops will end up starved due to lack of supplies, along with no ammo to effectively fight back, while their industry will be unable to operate thanks to shortages. Oh yeah, and naval combat is a thing now, rather than a best ignored gimmick.
Overall, this is where the series truly picked its own identity and started to spawn mods within quickly growing community.
Hearts of Iron 2 had several expansion packs as well:
- Doomsday expanded the game into 1960s of the Cold War, miniaturized nukes fit into rockets and more "secret weapon" techs like early helicopters, satellites for easy Victory Points and weather forecasts and a new campaign starting possibility: World War 3.
- Armageddon brought naval modules similar to brigades, made for ships from calculating computers to torpedo launchers and AA batteries.
- Arsenal of Democracy: HoI 2 sans mods still lacked realism, so a good part of Paradox Interactive and massive fan feedback made this little gem. Basically it's a HoI 2 (with all expansions) remake with exact same graphics, but massive overhaul sold as a separate game with every small problem and disliked feature in HoI2 solved. It has an even more detailed mod as well, called C.O.R.E which is still unanimously seen as "The most detailed WW2 game mod today". AI wasn't only "polished" to the point of inhuman ferocity, but also boosted/modified with so many AI specific scripts (when player Germany invests in massive ship tonnage, the Allied AI automatically changes its behavior into a continent wide blockade and fortifies the British Islands, forcing the player to adapt) that it proved to be a serious adversary, particularly late game when all autocracies drifted towards the Axis, and the rest to Allies and Comintern in a planet-wide showdown. The difference is now that population, army and research teams have money budgets like a modern state and the IC had an auto-slider to allocate money production per day and spare us the headache as well as avoiding generating useless stacks of cash when an angry population was placated with consumer goods; now the player can pay automatically into "civic spending", avoiding losing IC to unrest if he has stockpiled cash from world trades. Excess manpower also generated taxes, which would reduce the need to allocate IC to the consumer economy if you kept your people alive and out of war.
- Darkest Hour: The Big Kahuna. Overengineered to the point that it neared Victoria in spreadsheet value. ANOTHER remake of Hearts of Iron 2, its "National choice" tab had immense detail from inflation to public works and the possibility to change history, since now events were triggered by players such as never choosing to give Poland the Danzig Ultimatum (which would carry over to HoI 4 as "Focus Tree"). Generally speaking, from a modern perspective this is your go-to HoI experience, being the most complete, balanced and in the same time playable without prior experience with the series game that still offers a challenge, rather than treating you like a brain-dead infant (which is what HoI 4 does routinely).
Hearts of Iron 3[edit]
Logistics Autism: The Game. You'll either love it from the first second, or you will hate it for the rest of your life. And even if you hate it, HoI3 is still considered to be the last competent, fully finished game released by Paradox under their old company policies of "let's make a decent base game and then keep improving it with expansions based on community feedback", rather than post- CK2 policy of "shit out as many overpriced DLCs as we can before anyone notices we are charging for cosmetics and a new button to click". Comes with an oddball prototype of the 3D engine, but thankfully you can still stick to military tokens instead of watching poorly rendered soldiers.
This game decided to double-down on everything introduced in HoI2. Smaller, more numerous provinces? They went from regions and even state-sized things to county-sized, so you're fighting town by town, rather than region by region. Logistics? Forget the TC counter, now you have to account distance, infrastructure level of each province on the way, the fact the transport trains and trucks don't run on air, so they will eat up supplies along the way. Oil? What are you, an idiot? Refine that shit into fuel first. Divisions having support brigades? Now you are assembling them from up to 5 brigades whole, and what you put inside of it will greatly alter their on-field performance. And it's not that you can just get bunch of tanks together, because without proper support, they will be torn apart by bunch of rusticks with oversized artillery. Politics? Have you considered how cohesive your government is and how united your general populance behind your leaders is? Upgrades and technology? Now you don't even research "new division tech", you need to research every piece of their equipment separately, along with support stuff, then upgrade each of those elements separately, too, so simply rushing the tech isn't going to do you any favours if you are in the middle of already fighting a war. HQ unit and command? You now have entire theatres to arrange, going from corps level all the way to theatre HQ, adding units - and better hope they are within radio range of nearby HQ, or the pile of bonuses from various commanders won't even apply to you. Because you remembered to research and equip radios, right? Tech-teams are gone, replaced with ubiquitous "Leadership" counter you have, which you spend on research (along with diplomacy, espionage and officers training), which grants you theoretical knowledge as by-product, making future research easier, while decaying slowly back to zero. Same with gearing bonus, which is replaced by practical knowledge, affecting all future production. Your divisions not only require raw manpower for rank and file, but you also need trained officers to command them, so make sure you dedicated enough of brains to leading people in the field, or you will see why the Great Purge was so bad for Soviets first-hand. Country got defeated? They are now government in exile, because their alliance is still around and kicking, making occupation far harder than before. Alliances and allies? Send them some of your IC as lend-lease, along with a loicense for new, shiny tanks and planes.
Generally speaking, the game became one fuck-huge spreadsheet to manage, with variety of factors to consider and expansions adding further details to it. AI became far more competent, to the point where if you arrange your divisions properly and set up the command chain for your units with right people in right places, you could set things to auto-pilot and your army would win the war by itself (why would you want for AI to fight the war for you in a strategic warfare game is another question). You could also redistribute things like industry or research to AI, if it's too much for you to handle and just focus on commanding troops - and the AI will easily manage. This of course means the AI you are facing is significantly more challenging, especially when you aren't fighting about some fourth-rate pushover with barely any troops to field. The logistics and anything related with them meant you had both tactical and strategic choices in the game of great importance. Can't or don't want to invade the UK? Bomb the fuckers to the ground and sink every convoy even gets close to the Island, until they will simply collapse from war-wearness and lack of industry to keep their war machine going. Japanese trying to invade China? Blow the fuck up Chinese ports and watch as IJA gets butt-fucked by lack of supplies flowing to the continent. Planning to take over Siberia? Well, it would be a really bad thing for Soviets if their Trans-Siberial Railroad got obliterated in few important choke-points.
The fanbase became divided. The game was fuck-huge and this wasn't exactly to everyone's liking that you have gorillion of provinces to conquer, while the logistics system wasn't everyone's favourite either. Especially since in the same time HoI2 was receiving it's final expansions, so there was a direct comparison with more toned-down system for doing the same shit. Considering where you are, chances are you are autistic just enough to get the appeal of HoI3 without seeing it as a bad thing, but feel warmed that the game was divisive on how autistic one must be to play it.
Just like HoI2, it received bunch of expansions:
- Semper Fi: Generally speaking, a quality of life expansion, focusing on making the game more playable and easier to manage, rather than some big sweeping changes in the gameplay. Most notably for rewiting AI scripts to make sure it knows how to play the game in all extent
- For the Motherland: War goals and strategic resources (separate from resources used by your industry and granting general bonuses) get introduced. Also included: partisan and governments in exile spamming commandos in their former territories.
- Their Finest Hour: Completely reworked division assembly aspect of the game, pretty much forcing players to mix various units, rather than just building mono-stack divisions, to get combat bonuses. Leaders with correct traits are far more important, too.
Hearts of Iron 4[edit]
tl;dr Buy all the DLC's if you want to enjoy it like Darkest Hour. And wait a decade. It started shit, now is getting better, but CPU-hungrier...
For the Old Guard of Spreadsheet-Masochism, the game came as a shock to some since it looks less like a spreadsheet war simulator with harsh numbers and more like a RTS/RPG hybrid game with many things made abstract, and countries' historical specialties being buffs and debuffs called "National Spirits". No longer bound by real life resource crises with the possibility of changing the worst excesses of WW2 through common sense and friendship in multiplayer, the game was noticeably more Noblebright and extremely streamlined with a heavily modular unit design, having taken some Acceptable Breaks From Reality. Now all economic activity in a country is named "civilian industry" which is completely upkeep-free, doesn't consume resources and builds infrastructure out of thin air (and can build more of itself too). Considering all civilian industry now needs is time to grow, any carebear roleplayer can make a world where absolutely no one attacks the other (save for Spanish Civil War) and simply pump up civilian infrastructure and industry and make heaven on earth.
Combat is attempted to be streamlined with a "Battle Planner" system which makes armies automatically move and do things that would take hours of clicking by human users. On wide plains of Asia and open areas, it works like an angel. Put one lake or gimmicky US Canadian border, or God forbid the Asian island chains, it turns into total shit, meaning you still have to do things manually unless you want to watch AI struggle with your forces or pile an entire army group to that spot near the US border lakes and lose it to encirclement. Said that, due to general incompetence of AI (even for Paradox's low standards), it's still a a simple production management simulator and General's ability clicker a-la RPG when war kicks in, because front-wide offensive is more than enough in 99% of cases. There aren't even artillery barrage orders to reduce neighboring fortifications anymore(a real-life tactic in Siege of Berlin and Stalingrad), which have become meme level AI doorstoppers, and artillery is now just a bigger gun which is used in close combat rather than allowing the army unit to bombard without direct combat. Airplanes are useless unless the enemy units are clashing with you or your allies(at which they deal small amounts of damage to enemy combatants...occasionally...), making real life air raids on barracks and units in transit...simply a non-issue.
The game streamlined the fuck out of everything that made core HoI gameplay for previous 15 years. Commanders are omnipresent, magically teleporting 24(or 30) division overseers with no special mobile HQ's, five commander answering to one easily promoted Marshal. Handful of researches, handful of division types, handful of governments and just one, win-all tactic: autistically memorizing all the timed actions/focus/exploits to strike at the best majors, avoid automatic AI declarations by keeping certain territories under certain nation's control and stay out of Hitler's European tardrage until you eat everyone. You don't even need to be sober. It's a running joke to post AARs with such superpowers like Liberia, Luxemburg or Bhutan conquering all of the world by the '42 mark. And they are rarely done by some sort of hardcore, high skill players. How bad AI is? You can load a '39 game as Poland, who got pwned in less than 30 days irl (and when run by AI, is dead in 15), go into defensive war as you fortify around Warsaw a massive circle with one opening and simply watch as Germans will bleed to death by throwing their army at your ad-hoc defensive, losing 2+ million people, while you sit and watch the show, and worse, use scavenger teams to loot German attacker equipment. Offensive? Who needs it against such dumb AI. Thus, if you ever wanted to paint a beige-brown map in your particular shade of beige-brown, this might be a game for you. Multiplayer is meanwhile all about piling up all the loopholes and game logic abuse you can find about against the other player (and expecting the same), because playing fair is a sign of weakness and will get you steam-rolled within an in-game week.
To add insult to injury, while initially Paradox threw out the baby with the bathwater in their streamlining, over the course of the next few years, they kept adding back old gameplay elements. Only this time, behind the paywall of DLCs and making sure to never include those "new" elements as free, baseline gameplay. So while there was no supplies or oil/fuel initially (which broke the game completely since Axis only needed oil to build and not to maintain), fuel then made a return in a DLC. So while there was no design of your ships (which made spam of specific models the only strategy), ship design made a return in a DLC (which meant spam of different models for different reasons- not that you'll have the time to spam anything but fast-and-furious destroyers and subs). So while there was initially no espionage, it made a return in a DLC. Armored Cars? Off-battlefield railgun artillery? Dee Ell See. EA and people managing Sims franchise would be proud of the shit Paradox is doing with the DLC system. If this was your entry point for the series, you should feel bad for yourself for being ripped off, and could try either vanilla HoI2 or Darkest Hour (but the second one might be too much if you are completely new, start with HoI2 and advance to Arsenal of Democracy, then Darkest Hour). If you are an old grog who still remembers HoI1 or at least HoI2 premiere, you probably felt like shit on sole announcement of this game being in production.
Fluff and civilian industry aside, all arms production by military factories consume resources like steel, tungsten and chrome, and traded for which is streamlined into 8 resources per civilian factory, adding to the exporter's industrial output rather than calculating the trade in fiat money. Countries automatically use up some of their civilian industry value to placate its domestic economy which can be reduced by policies, war bonds, unique bonuses(like historical taxes) and stability. A mana-like abstract resource named Political Power defines all state decisions from diplomacy to triggering events, which is influenced by the country's stability and having strong politicians.
Governments are extremely simplified to the point of simply being teams: Communist, Fascist, Democratic and Non-Aligned (generic: kings, generalissimos, minor nations' conservative republics and even anarchist city councils fit here) rather than the modular government styles of HoI2 and 3, which would show dozens of possible gameplay styles from three issues (Nazism being state economy/no elections/right wing, Stalinism state controlled/no elections/left wing, Italian Fascism Free Market/Right Wing/Totalitarian, Social Conservative Free Market/Right Wing/Elections et cetera with ALL different bonuses and gameplay styles) Basically fascists are the offensive country that can declare wars, recruit and gear up as much as they want to eat others, democracies need fascists to declare wars and act touch so they can ramp up their industry and army in response, and communists who are "Fascism Lite" with less military and more subversive, industrial bonuses who can also start wars. Non-Aligned are just plot-driven morons with none of the strengths but with all the weaknesses of all three except specific monarchy or anarchy based Plot powers.
Resources are now similar to Civilization 5 and 6: They are not stockpiled, but constantly produced in controlled areas and can be bought and sold as 8 output units per civilian industry cost (less if the exporter is a puppet country). What the player can stockpile is equipment to build said units rather than raw material itself. Even supplies do not need production anymore, but your capital territory produces an infinite amount, with delivery being virtually a non-problem, breaking the entire concept of World War 2. depending only on local infrastructure connections. Latest updates made it very dangerous to be out of supply, but there is always a quietly cheating AI for a division or two. Latest DLC finally made supplies a thing as railroads are the main arteries, and roads are capillaries and rushing into Russia will *obliterate* all but the most heavily mechanized supply chains because the fucking communists can destroy railways as they retreat and force the player into painstakingly rebuild like Simcity on crack.
Railroaded Events could be downplayed and changed, such as postponing the death of Atatürk (seeking treatment) or Spanish Civil war can be manipulated with the last DLC's. The rest of the events are defined by "National Focus", which is a streamlined version of "National Choice" of Darkest Hour and work as a plotline and decisions mechanism. Spending political power for about a month, now changed to 70 days(which COMPLETELY broke the game, because some pencil dick newly hired developer wanted "radical changes"), the played country can complete an action of sorts which triggers an event. For "generic" countries, this can be a few free instant civilian/military factories or quick infrastructure build, free tech boosts for specific areas, political leanings for specific sides or bonuses. For "special/significant" nations, unique "Focus trees" can start series of events and start plotlines, and ultimately change the flow of history. For example, the United States can either continue with the New Deal (taking a centrist and/or leftist position), or return to Gold Standard (centrist and/or right-wing, possibly even fascist or Neo-Confederate). Each choice limits the US to certain decisions, and further advances in Focii require certain conditions to advance, or bypass decisions entirely. The problem is, while Paradox tried a haphazard prevention at Railroading, it did not stop the retards from still making the AI choosing focuses after defeat and puppeting, leading to extremely stupid situations where a puppet Bulgaria still funds IMRO rebels in Macedonia, who have an almost magical way of inflicting 100% attrition to everyone passing by. Even modern superheavy tanks. And yes, National spirits are not only retarded but also made with the broadest brush in history: since they accept an entire nation no matter how large or small it is, a hydroelectrical Dam in Portugal can magically improve its economy as it encompasses the world merely due to the dam being in portuguese territory, even though the factories are in an obscure Siberian island chain or in the ass-end of China.
Even better, many "generic" countries are often bigger and more populous than "special" countries. Paradox made sure special fan countries only could reach their peepeepoopoo nazbol Byzantium/Turan/Totoman/Muh Fossil Monarchy memeruns with...yes. Paid DLC's.
Overall, countries were now far less historically accurate, but more "multiplayer balanced", with limitations such as civil wars due to sudden regime changes or release of colonies. Multiplayer and ahistorical paths is where HoI 4 attempts to shine(and does a bit). For example, Germany can immediately decide to depose Hitler in a coup or go as usual OTL. After Hitler is whacked, the next focii opens up a whole new set of possibilities like establishing elections or bringing back the Kaiser. If so, the WW1 can be re-enacted under the Kaiser (Ach scheisse, jetzt geht's wieder los), or establish a new, benevolent, centrist faction called "Central European Alliance" and resist the incoming Soviets as a second, more conservative Allied Nations. Or play Hitler and don't declare war at all, simply turning susceptible countries into fascist friends via coups.(Maybe the real Fascism was the "Völkisch" we made along the way!)
Later DLC's made sure all countries can go into alternate timelines, now including Russia which can turn into a fascist Tzardom, a constitutional one, or into two alternate interpretations of Communism (Trotskyite expansionism or Bukharinite progressivism). Pay up, of course.
One of the game's only early saving graces, customizable divisions are no longer bound to the 10000 soldiers or even being pure infantry or mobile. The centerpiece of the divisions are several brigades, usually six or more, with supporting battalions much like HoI2's support brigades up to five. The division's size determines its width, determining the amount of soldiers seeing combat per attack (was 40 width, now shit's changed), support battalions taking up none. (which encourages to use them as diversely as possible) The important part however, is now Experience points are a resource. Its gained by fighting, having your officers chosen as cabinet members, drilling the corresponding unit in open terrain per Wargames (eats up fuel and replacement parts), or sending military attaches to countries at war to siphon some of the fighting experience as your observers take notes. Last one gives the host country a bonus as well, and makes the enemy they are fighting very angry at you. Experience is consumed every time you add/remove/change a brigade or battalion to a division design. Just be sure you stocked up a lot of AA-gun carriages when you added a supporting AA-battalion to the infantry division design that constitutes your entire army. As for the divisions, they can now be spread with a brush of hand across frontlines and given automatic advance orders, so the player doesn't have to click for hours - unless, of course, there is a slightest terrain blocker and the army becomes automatically retarded. Needless to say, this made land combat easier, and faster to organize to watch the screams of gunfire and bombings with a glass of wine and Sabaton blaring in the background. Paradox, cheeky DLC fuckers that they are, put Sabaton songs as a purchasable. Because they apparently never heard about Alt+Tab. Then they proved they've completely lost their marbles by adding a DLC with handful of radio speeches by Allied leaders. You know, public domain stuff. And only Allied leaders, because who would want to hear the scary Hitler blasting something about conquering Eastern Untermenschen or Stalin spreading the glorious revolution, especially when it wouldn't be in English anyway.
The player no longer builds wholesale divisions with the industry, but produces individual weapons, tanks, artillery and materiel to slap them together with manpower into custom divisions. This sounds ominous at first, but once the production lines are well understood, it becomes just a question of changing a bit of production numbers once a month or so(and AI can design its armies quite decently, barring a few horrible abortions of reserve garrison debacles). This new feature is much more flexible than the old methods, allowing the player to produce mountains of armaments in peacetime, and only starting training at the time of his choosing and making unique solutions for unique situations around the world, such as using up idle Special Forces capacity to turn that 10 division army into mountaineers when mountains are in sight. It also allows bigger players (we are looking at you, USA) to produce mountains of guns, tanks, jeeps and ship them to friends who could simply maintain said guns with now abstract "supplies", a.k.a Lend Lease. Plus you can use "acquired" materiel from conquests, more so if your attacking armies have "maintenance battalions" repairing captured equipment, since defeated enemy units leave some equipment behind which can be used to outfit your divisions, ESPECIALLY when the divisions are encircled. OR you convince the bigger countries to give you production licenses, so that you can avoid researching that obscure unit down the research tree or have no time to research a tank when Roosevelt, Stalin or Hitler can give you Sherman/T-34/Panther designs for the cheap price of a few civilian factories working for them as long as you keep the license! Plus you can research the licensed unit's national equivalent faster and discard the license when done.
Sounds perfect for multiplayer, sadly is an absolute horrorfest for the AI who, in its silicon glory, designed a staggering swarm of 1-Brigade cavalry supported by a single HEAVY SELF PROPELLED brigade...as the United Fucking States who by now was 100% motorized and bumrushes you like Age of Empires on crack...Or designs a pure 39 width artillery-cavalry mix as Germany and LARP's Napoleonic Era. Later patches made sure the enemy designed powerful and functional divisions, but still occasionally shits out 1-2 brigade light infantry clogging the battlefield and gets shot to shit. Worse, as DLC's advance, each one being made by a cheaper, dumber and more spiteful third party Paradox could pay with their overblown Euro currency, balance is getting worse, focuses the DLC developer fanbois make to advertise his shithole of a country get more unbalanced, and the game becomes like a smudgier text with every penstroke.
Now burn all that you read and forget it. The game is completely remade, much to the chagrin of neckbeards having to re-learn meta.
The newest DLC, "No Step Back", FINALLY brings back and adds things that should have been added and then pisses all over it in typical Paradox fashion. Like a logistic system that is now beyond harsh, trains, armed trains, disposable temporary artifical docks, logistics strikes on turtling enemies, tank designs and fucks 5000$+ supercomputers in the ass because Paradox finally gave up on coding and sells mods all but in name as "DLC" without a care in the performance spike, much like the faggots running the TNO shitshow.
More DLC's. "Blood Alone" will bring much needed content for Italy, and...Switzerland and Ethiopia.
At least the game is no longer for toddlers! (though now many earlier achievements will be mathematically impossible to do)
Changes include:
1-Infantry is no longer your bread, butter, and bread(and butter) knife after the game hits the 40's. Come the 40's, it won't even do the meme "orgwall" effectively anymore without good Anti-Tank and AA cannon support added. On offense post 1940, stereotypically sending trillions of bugmen armed with rifles, personal mortars and grenades can be ruinous due to harsher supply effects and can be cost effectively stopped by very thick armored close range howitzers, and post the Spring of 42-43, motorized rocket artillery go brrr. You will have to think and adapt now, even if you go pure infantry, past 41 mark they will need supporting AA, AT and engineering to be a decent defender, free personal AT upgrades will only take them so far. On offensive, they can still hold ground, but as attackers you'll at least definitely need to add line artillery, if not self-propelled heavy armor artillery or said motorized rocket artilleries to be of any use.
1.2-Speaking of adapting, build your own fucking tanks. Expect tears and rage when people fail at math or discover a meta by accident. Rotation turret(more expensive-offense oriented) or superstructure(like a tank destroyer, cheaper but bad on attacking on its own)? How many men will be manning the guns? What is the tank's main armament? Rivet your armor or weld it? What is the suspension, Christie, Bogie, Torsion, Interleaved wheels? The drive engine? Repeat the "Schachtellauffwerk"(Interleaved wheels) debacle or use just Torsion bars? Smoke grenades or wet ammo canisters to avoid ammo blowouts on hits? How about a Tiger with sloped armor and 4 heavy machine guns and 2 turrets?
2- Doctrines (Universal combat buffs) cannot be researched in scientific institutions but must be "developed" spending experience points, doing by learning. Which is probably the best and most logical/realistic part of the new meta.
3- Supplies now use two separate infrastructures and have flow limits. Railways for "arteries" where supplies are carried by trains to "hubs" and roads which take the supplies to the units, or "normal infrastructure" for "capillaries". You need trains for railroads, nothing/trucks for roads, and convoy ships to transport by sea. Do produce a lot of trucks and cargo ships: horse carriage supplies are horrid, you know what happened on Ostfront. And yes, you will devote a good chunk of your military industry to pure logistics now (trains and trucks), and always devote civilian factories as frontlines expand and rails need to be laid. Transport planes can now make or break a desolate battlefield with supply drops. And even if you had a maxed out railroad, millions of planes, trucks and depots, there is STILL a limit how much supply can flow through a region. Entire wilderness regions with no railroad? Have fun pushing an army group through there without losing years of materiel to attrition only to die horribly with a sneeze; which also gives weaker, desolate minors a fighting chance to keep supply lines narrow... only to eventually buckle and go crunch, and be railroaded into weakness since building infrastructure now takes at least five times as much effort. It goes without saying Chinese factions depending on ox carts are fucked against Japan now.
4- Combat width is no longer multiples of 20 but MANY multiples of 12 and width capacity is dynamic for certain terrains. Most for urban cities and plains, least for swamps etc. Plus there is a new value, "coordination" which defines damage dealt in an optimized way, meaning smaller, well trained infantries with radio support can melt a Tarpit army without taking ANY hits if extremely well coordinated.
5- No airforce while your enemy has even one plane? Fuck you. AA guns can (and in late game, MUST even with complete fighter coverage) protect your attacking army but when the enemy planes strafe every transport truck and train and horse cart in the countryside your men will starve. Germany can lose to Poland if all its trains are bombed by Polish planes which WILL happen. During combat, cover EVERY region which will transport supplies or keep combat units with planes, static AA emplacements and radar. Or die miserably eating your shoes and throwing rocks at enemy. Even WW1 Biplanes can threaten an unguarded supply line with gun/bomb strafing.
7-The AI has finally the means to manage his country, set up radar, infrastructure, good meta divisions and produces and cracks NUKES like fireworks. Maintain air supremacy or get fucking glassed. And it can think; nukes targeting the one dock where your entire fleet is being repaired is not pleasant. A very unpleasant side effect being now that minors are doomed to be minors in single player. You can no longer exploit that much. China in singleplayer went from the beast of Asia to a paper tiger that keels over with one punch even when all the warlords submit as vassals.
The braindead AI meme is gone now: you can no longer go roughshod on French with just 12 divisions of light tank popguns or conquer the world as Luxembourg in 1945, and have to invest in planes by any means necessary lest your trains get fucked up and actually direct divisions to punch through and avoid being flanked. Playing the funny moustache man happy adventure on single player won't be the same fun blitz thanks to finally upgraded AI (hopefully it doesn't cheat but crossing fingers). Expect Dutch and British marines landing from multiple locations on German soil the moment France is threatened, Poland going Kamikaze on your supply lines with planes(they'll die but still bang you up so badly France can kill you), AI actually using commander abilities and trying to encircle the player, as well as your Reichsmarine getting dock bombed from day one. On a worse note, tanks are either cost-ineffective unbreakable mountains or little more than iron plated gun cars. Light tanks are now mostly only useful with specialized equipment as recon and no longer frontline raiders, though a dozerblade and flamethrower can make them urban nightmares, particularly when paired with specialist infantry.
So yeah, we got reshuffled division widths, Meta-using AI, niche tanks, minor nations doomed to weakness and punitive levels of logistics now.
At least they've FINALLY made Armoured Trains carry AA guns.
Things I wish I knew that HOI4 doesn't explain[edit]
1. TRUCKS: Trucks are by far the single most important thing you can build after guns, cannons, and support equipment. You don't always need one factory building trucks, but you always want to switch over production if your supply starts getting a bit low. If you can afford to upgrade your supply lines to use trains, they're also nice, but trucks are a rare bit of equipment that helps with both equipping divisions and feeding logistics needs, especially if factories are tight. You should research half tracks because they give extra protection to your motorized troops in trucks.
2. Aviation: If you want to win, Aviation is a requirement. The benefits that aircraft give you are so good that you should sacrifice pretty much anything else to produce airplanes. CAS will benefit your ground troops the most, but if you must, then TAC bombers can work, as they offer better range at the cost of attack.
Abridged list of aviation types and purposes:
- CAS: Extremely important in Europe and tight spaces. You use them to directly support any ground combat, or even hit ships but we don't advise that (any AA-bristling destroyer can ruin weeks of production in a pass). Hampered by limited range, but you can make variants with improved range the somewhat negate this.
- Tactical Bombers: Long range planning, literally and figuratively. They can do strategic bombing, naval bombing, or CAS work if your CAS can't support the frontline due to them being far away. Can be fit with jet engines unlike CAS and boosted to fuck up even line-AA if the war goes on long enough.
- Fighters: MANDATORY. You never want to lose air superiority, or your CAS and TAC bombers can say goodbye to being any kind of efficient They can also be useful in interception missions. Even in regions with no enemy planes they give combat bonuses even if one plane is deployed.
- Naval Bombers: Mostly useful for recon over the ocean and convoy raiding. Can be Meme-level rage inducing if your main fleet doomstack runs into 2000 naval bombers.
- Heavy Fighters: Mostly for bomber interdiction. A little better at Air Superiority at the cost of being more difficult to produce. Longer range gives them an advantage in supporting strategic and tactical bombers. Niche use in pacific and East Asia.
- Strategic Bombers: Are you a large power? Do you have nukes? If neither of these questions are in the affirmative, don't waste your time.
- Carrier aircraft are not worth the effort unless you have aircraft carriers. They are the same as the land variants, only more complex to build, and therefore a waste of time and resources.
3. Specialist armor: Special armored vehicles like SPAA, SPG, AND TDs are actually slightly cheaper to build, just like they were in real life. You also retain some production on those vehicles, and combined with flexible line and dispersed industry is amazing. One may ask: Why not just use motorized artillery instead of building these big expensive vehicles? The answer is that tier one SPGs put out 34.0 damage compared to line artillery's 25.0. Additionally, they have hardness, something arty lacks. Bear in mind that building 36 vehicles per battalion will still take a while, so make sure you have as many industrial bonuses as possible and don't overdo it on the number that you need per division.
4. Concentrated Industry is a trap for major powers. It looks like a good deal, what with its boosted output over Dispersed and higher efficiency caps, but Dispersed not only still gives a fair bit of built-in output production (albeit 5% less per tier for a total of 25% less raw at max upgrades, although after modifiers it's a fair bit less), but maintains efficiency better when swapping out for upgraded designs or having to redistribute your production when you're short of one thing and have a surplus of another, gaining bonuses to efficiency retention rather than output that can be combined with Flexible Line to go from building infantry equipment to heavy tanks with as much as 80% retention. It also offers situational-but-sometimes-worth-it bonuses to resist enemy bombing and to switch back and forth between military and civilian factories.
- Caveat: Concentrated industry can be worth it if you're playing a smaller nation that's going to be fighting a war right off the bat(Ethiopia) or a country that has trouble banging rocks together to make factories(Liberia) and that cares more about pumping out as much shitty 1936-era infantry equipment as possible than putting together a modern army or upgrading literally ever(Yemen, Oman, Saudia Arabia) or go for the meme-level discount for rifles when playing Mao and raise 20 million CCP drone riflemen in 3 years.
- On top of that, never play any of the above unless you hate yourself or have a life. It's a military wargame, not an economy and infrastructure simulator.
5. Support companies: Good, but don't concentrate a dumb number of them in your line infantry battalions. Hospitals, Engineers, and Artillery work just fine early on, though you'd be forgiven for adding in support AT companies. Leave the other stuff for Armored, mechanized, or special forces. Later game you'll want Line artillery to replace the support artillery and support AA because planes are the new meta. Keep in mind this isn't always a rule but a general guideline, and AA is always the poor man's Bolter to add that penetration force and hurt enemy plane production.
6. List Building: HOI4 is a lot like 40k list building in that you need to tailor your armies to what industrial, military, and resource strengths you have. Brazil has a decent supply of Aluminum and Rubber, so you bet your ass you're gonna be heavy on the air force. Compare this to Iran or Iraq who have fuck all but oil. This means you'll need to consider having recon and radio companies just to make your basic infantry worth anything, and you can forget about having any real kind of air force. In single player at least: in Multiplayer every player coalition is meta-wise under free trade and buy stuff from each other so it's often a question of using your population and designs fitting the battleground.
7. Occupation: Make sure to change your automatic rules when occupying to be secret police and cavalry. This is a minor thing that is never explained in the tutorial whatsoever and is easy to miss, and it makes a huge difference. Add military police support(after setting width of the template max) once you bloat and can afford the IC and aluminum.
8. Micromanaging: Do it. The AI can be dumb as fuck when trying to wage your battleplans, so if there is something you want to not exist, grab a ton of armored divisions and initiate Kursk 2.0. Sometimes in order to get a campaign moving, you'll have to pause the entire battleplan and manually order individual units to attack targets(especially outside wide plains of Eurasia). This is ok and to be expected. Some campaigns take forever to finish and that is how it should work.
9. Invasions: You typically want to have some divisions to break through the enemy line, mostly armored and motorized. These should be no more than two regions wide. The Mechanized make the breakthrough, while the motorized get into position and delay counterattack so the rest of your army can properly encircle the enemy. The rest of the front are your cookie cutter infantry divisions that protect yourself from counterinvasions by the enemy, and should push into the enemy set to "Cautious" battle plan execution.
Notable Mods[edit]
As with any other Paradox game, modding is a big part of it, to the point that some say that people don't buy HoI4 to play HoI4, they buy HoI4 to play Kaiserreich. Mods can be generally divided into two broad categories: "alt-hist wankfest" (especially prominent for HoI4) and "other".
For simplicity's sake, let's start with "other":
- BlackIce - preferably the HoI3 version, as the one for HoI4 is still in early stages of development. Unlike other mods listed below, this one is strictly historical. It's main appeal is in taking already (in)famously autistic HoI3's gameplay and asking the question "what if we try to salvage it, while keeping it historical". The results is a mod that reinvents the wheel, utilising to full potential all the game mechanics in meaningful way rather than just having them and throwing at player a historical challenge of fighting the war as any of the country would, with thousands of thousands events going on for everyone, based both at starting reality and actions performed by player.
- Equestria at War - An oddball of the bunch, a My Little Pony: Friendship is Magic HoI4 mod about the Post-Season 8 Ponies about to experience the horrors of industrialized warfare fighting against the Changeling blitzkrieg on one side of the ocean, while the mass of Griffon Empire remnant states are trying to restore said Empire in their image on the other side, plus the a new continent that is combination of Africa and Asia containing a mix of tribal nations and ancient fallen empires. On one hand: It is actually one of the better mods for HoI4, with the amount of well-designed content off the charts. On the other: Ponies.
- FODD - FallOut DoomsDay mod. As the name implies, this is an old one and lion share of development happend before Bethesda got their hands on Fallout franchise or its lore. It's a total overhaul mod, changing the game completely to support Fallout setting, picking off soon after Fallout 2 ended, with some elements from Tactics thrown in for good measure. It has atypical gameplay, as at the game start, most countries control at best three provinces (usually just one), map is reduced to North America (with its own, far more detailed map) and almost everything starts as controlled by "Wasteland", having to be settled first. Countless flavour events, even for minor nations, along with solid, HoI2 gameplay and making sure things work out within given premise. Eventually migrated to Darkest Hour and added some of New Vegas elements under overwhelming player's demand, but still refused to even touch Bethesda-made content before being wrapped up.
- HPP - another mod for HoI3, which is widely considered to be unofficial expansion, rather than a mod. Bunch of quality of life stuff combined with slight rework of certain mechanics and improved AI, without retooling too much of the game proper to qualify as a total overhaul mod. Also includes extra flavour to the game and a small bit of wiggle space for alternative history.
- Old World Blues - A total overhaul mod set in the Fallout universe relatively shortly before the events of New Vegas plus fuckton player content such as Latin America under a gas company's A.I, voodoo ghoul drug lords and priestesses. Canada is run by power-armor-viking-pirate clans emulating Ragnar Lodbrok, Caesar's Legion is in pre-White Legs debacle attacking the Hangdogs and NCR is dealing with nearby tribes and squatters. If you like post-Bethesda Fallout, you will enjoy this mod.
- Millennium Dawn - A mod set in modern day with 2000 and 2016 start dates. The best thing ever for some, while for others it is an example of the folly of trying to fit Modern Day setup into an engine designed for WW2. Merged with a mechanically very different modern day mod called Modern Day 4 in summer 2019, which received harsh criticism, and several "Classic" mods by different people were created to fill the void. Currently on the back burner following the TNO fiasco discussed below.
- Unification Wars - Yes! As true as possible to everything garnered from 40k's Fluff.
- War of the Worlds - Exactly what it says. H.G Wells' literary and Jeff Wayne's musical lovechild made into the game. Martians come in around 1938'ish and land in New Jersey, Grovers Mill. Unbalanced as fuck but it's Martians we are talking about. Martians can become communists and take earth with humans as a servant race(even employ a human minister to suppress and recruit auxiliaries), or go full fascist and eat humans for sustenance, driving every rival nation into panic and full scale war.
- HOI4 Beyond Earth - It's Sid Meier's Alpha Centauri mixed with Civilization: Beyond Earth and new, expanded lore on top of it. Based on the backstory of the games instead of the "OG plot" proper, the game puts you on the shoes of a leader on the 23rd century after the "Great Mistake" fucked over with humanity and left Earth in ruins, with solutions running gamut from trying to maintain the status-quo and promoting peace in the planet, to reunifying humans under a single banner, to outright pulling a "LOLnope" and leaving Earth for new pastures, as a final war looms, one which promises to be truly the last one humans will inflict on each other. Stated for release mid-2022, has been well-received in the community for the promising lore and the "Grimdark yet peppered with glimpses of hope" tone of it.
Alt-hist wankfest:
- 1964 Mod - Arsenal of Democracy mod, made after the end date a multiplayer session, every major power played by very skilled human players over several weeks (The AAR that led to it is named "Democracy's Last Legs", found at the Paradox forums). Around 1964, Germany won... kind of. Nazis died out when its human player changed the government to a conservative one simulating erasing the SS and turning it to a technocracy. USSR was defeated, Germany released a puppet monarchist Russia and USSR retreated to the east as Lavrenti Beria used the German peace treaty to conquer China and Asia, turning it to a Pan-Asian Communist Empire. Japan, losing its Asian holdings shat its pants and buddied up Uncle Sam who itself went through a civil war after New York got nuked by Germans, and vice versa. Every capital city is nuked so hard in the conflagration that 1964 is as expansion prone as 1936 due to the devastation and losses, as well as Germany's many released countries to avoid rebellion and manpower waste. Oi Blyad, eto snova my!
- Kaiserreich - When people think about Hearts of Iron mods, it is most likely that they think about Kaiserreich. Initially starting out as All The Russias, a mod about the Russian Civil War with dozen of sides, it soon evolved into a "What if Germany won WW1?" scenario where USA did not join the Great War, which along with other reasons will lead to the 2nd American Civil War, and where the Bolshevik revolution failed in Russia, but an ideologically similar but different Syndicalist revolutions succeeded in France and Great Britain, with the defeated governments fleeing to North Africa and Canada respectively. And then in 1936, the delayed Great Depression hits, and the already fragile and delicate power balance goes out of the window. Iconic parts include the Second American Civil War, Austria-Hungary becoming an island of sanity in a continent going mad, and Russia basically taking Germany's place as the main villain of the Second Weltkrieg in the most common path where a revanchist, reactionary dictatorship seizes control and begins plotting to avenge the nation's humiliation as Germany and France resume their usual slap-fights.
- Fuhrerreich - There is an event in Kaiserreich which describes a book about "What if Germany lost the Weltkrieg?", which mirrors the OTL but with in-universe's pro-monarchistic bent and with syndicalism coloring the view on communism, and this mod is basically that, meta of a meta.
- Kalterkrieg - Post 2nd Weltkrieg mod where most of major Syndicalist powers were defeated and the world settled into a Cold War between the Reichspakt and the Entente, with the 2nd American Civil War STILL ongoing.
- Kaiserredux - Submod, later separate fork to Kaiserreich focusing more on fun and "wacky" scenarios over the realism of the "main" mod. Notable for expanding the American Civil War into a bloated shitfest with 6 main factions in total that can end with even more states like Texas, Alaska, Arizona and the city of New York seceding alongside Black and Indian revolts, with potential unifiers ranging from surprisingly stable, progressive and free to completely Grimderp situations like an america reunified by The Nation of Islam who deports and genocide white people while promoting black supremacism and instigating an even more fundamentalistic version of the Sharia Law or The Old Klan, a bunch of rabid racists who create a white supremacist personality cult while persecuting catholics and treating women like 18th century america, even H.P. Lovecraft instilling an esoteric monarchy with genuine Lovecraftian undertones, with four different future variations such as Lovecraftian socialism where he stops racism in USA, instilling a militarist society that arms up against Elder beings. Other iconic paths include those restored from OG Kaiserreich that were removed for being too "unrealistic" like Stalin controlling Georgia or Roman von Ungern-Sternberg LARPing as Genghis Khan in Mongolia. Also, it's infamous for running horribly even on good PCs and being unplayable by the lategame unless you have absurd specs and/or lower the settings.
- The New Order: Last Days of Europe - What if the Nazis won, gone full Grimdark. Released 21 July 2020, the mod is a remake of HoI4 in a very dark fashion with countless new features, from money & taxes to new tickers and gauges for separate factions which became prominent in minigames for alternate faction plots. Lots of Fluff(each nation has more text-events than the base game total for every nation combined), almost no Crunch unless you play a Russian warlord to reunite Russia, so plays like a decision game like Suzerain. Famous for "Superevents", plot-wise critical events with the jingle of a Leitmotif, a cinematic picture and a big-ass explanation. Many nations have the chance to start a nuclear war and end human civilization; it's one nation's win condition. (Happily, there is an option to prevent this escalation from happening randomly.) Suffered a massive shakeup after a devbuild was leaked... resulting in accusations of cronyism, Pro-Soviet revisionism and general power abuse amongst the devteam, and their response was to
calmly explain themselvessilence all dissent, which was only exacerbated when evidence came forth of the devteam grooming minors. Development has gone back to normal after a small purge, releasing a massive update overhauling and expanding the base game’s economic mechanics. Nowadays the skub tends to instead come from the current team's attempts to completely rework and replace all the old content for reasons of realism and/or historicity instead of progressing the timeline. Even when old skeleton content gets fleshed out and made playable, it often gets totally changed in the bargain. - Red Dawn - The Soviet Union wins the Cold War (point of divergence being the Korean War), only to find out that their victory is hollow. Per typical leftists, now everyone fights over the concept of "True Communism" and create their own factions. The US is a balkanized mess made up of racists, leftists, social liberals, rightists, corporatists and every other political view imaginable. Oh, and Bernie Sanders is a mastermind with a secret agenda.
- Red Flood - What if NO ONE won WW1? Communist Third International is in every continent and they clearly plan to flood the world with red conscripts, facing reactionary right-wing governments and futurist crazies and Russia is balkanized. Iconic for its "le happy Goebbels" portrait of a communist Germany, a moderate, non-racist Hitler defending Austria vs extremism (later clobbered when it started attracting actual fascists and people unfamiliar with the backstory of other mods it was referencing) and a batshit insane futurist, anti-modernist France bent on world conquest with Slaaneshi and caveman variations in the beginning.
- Road to 56 - A Frankenstein amalgamation of mods made into a megamod that gives every nation a unique focus tree, and makes everyone act ahistorically. Has funny bugs, still very popular.
- Thousand Week Reich - What if the Nazis "kinda" won after UK throws in the towel and signs White Peace after Dunkirk, but the Reich barely held together? Is TNO's lighter and softer version. German civil war can be avoided, Japan is defeated, China is the new rising power thanks to massive nuclear bombing of the Japanese archipelago, which can devolve into communism, or fascism and invaded again. Italy is, as usual, flip-flopping.
- Disaster: Death of Peace - Red Flood alike mod; less meme insanity, more grimdark. Every major(or even average) country is balkanized when Versailles Conference ends up in a brawl. Even USA. Since the devs are Turkish, expect a dozen superevents for that already tiny shithole balkanized over9000 times.
- Pax Britannica: An Imperial Timeline - what if the American revolution never succeeded, Austria united the German lands and the world just accepted all the insane shit Nicola Tesla had invented? Pretty solit mod with plenty of war crimes to commit, from chemical weapons to combat psychedelics and lab-grown hivemind cattle-sized bugs. Currently has focus trees for British Empire, France, United Lands of Germany and United Commonwealth (the original 13 colonies plus Florida), with planned expansions for Russian Empire and United States of China.