IC to TC ratio - how much TC you get for every point of IC; Paradox default is 1.5
IC to Supplies ratio - how many supplies are made per IC allocated to supply production; Paradox default is 4
IC to Consumer Goods Ratio - assumedly how many consumer goods are produced per IC allocated; Paradox default is 1
IC to Money Ratio - how much money is generated for every IC allocated to CG production
Max Gearing Bonus - The lowest percentage of build time that a unit may have due to gearing bonus. Example: if this value is 0.60 then at maximum gearing bonus each unit only takes 60% of the normal build time to produce. Lowering this value makes producing serial runs cheaper. Raising this value enough makes serial runs pointless.
Gearing Bonus Increment - the amount of discount per unit of gearing. Example: if this value is 0.08 then your second unit produced serially will take 8% less time.
IC Non-National Province Multiplier - Paradox default is 0.2; This is the percentage of actual IC you get from a province that you own (i.e. after annexing) without being one of your national provinces. Example: a Province has 10 IC in it but it isn't considered 'national' for your nation thus you only get 2 IC.
IC Non-Owned Province Multiplier - Paradox default is 0.2; This is the percentage of actual IC you get from a conquered province you control but not own (i.e. before annexing).
TC Undeployed Division Load - the amount of TC load per division waiting to be deployed. Think of this as trains allocated to transport the unit to the desired location.
TC Occupied Province Load - the TC load per conquered province.
TC Land Division Load Multiplier - multiplier of the normal TC load for each land division.
TC Air Division Load Multiplier - same as for land divisions
TC Naval Division Load Multiplier - Paradox default for this is 0.333; i.e. each naval unit only uses one third of a TC point per supply and fuel point it uses.
TC Load from partisans - how bad to partisans hurt your TC
TC load factor from offensives - Paradox default is 1.5; not sure exactly what this does.
TC Load from province dev - the TC load from a province improvement that hasn't been deployed.
TC Load from bases in queue The hidden face 1080p torrent. - TC load for air or naval bases built but not deployed. (Radar too???)
National Province Manpower Multiplier - how many manpower points per day you receive per province manpower point (in National Provinces).
Non-National Province Manpower Multiplier - how many manpower points per day you receive per province manpower point (in non-national provinces) (i.e. how much manpower you can recruit from foreign lands).
Colonial Province Manpower Multiplier - believed to be like the other manpower multipliers but this applies to 'colonies' (aka provinces not land connected to your capital).
Requirement for 'Influence Nation' to affect domestic sliders - at default value your IC/2 must be greater than the target nation's IC to have a slider moved.
Trickle-back factor for manpower from losses in battle - at default half of your manpower losses are added back into your manpower pool.
Upgrade cost - default value is 0.5; Note: the resulting value for a unit can never be less than 1.0 (above 1.0 fractional build costs are used).
Combat
Base chance to avoid hit if defences left. - this is unused (as of v1.1)
Research
Retrieved from 'https://hoi2.paradoxwikis.com/index.php?title=Modding_misc.txt&oldid=1010'
Good afternoon Hearts of Iron gamer's and welcome to a Guide to State Affairs - Political Section! The following guide will take you though core area's of the top right bar in game which consists of the following:
Political - This is the country you are playing in game, currently this is Germany. The sections below will be featured again in other guides that will be published at a later date.
- Research
- Diplomacy
- Trade
- Construction
- Production
- Recruit & Deploy
- Logistics
I will refer back to the above areas later in the guide. 1 - Political This governs how you generally will run your country. 1.1 - Your countries leader is shown in the top left of this tab. Any attribute they have will be shown when you hover over this. Adolf Hitler of Germany: You can see he has the 'Political Power Gain * 50%' this provides you with 50% more political power a day than the standard income of 2.0. 1.2 - National Focus Due to this size of this section it will be covered in future guides, below however is a brief summary of its purpose. Allows you to declare war, boost your factories, research advantages and create non-aggression pacts including alliances with other countries. Every main country has a different focus tree, for smaller countries however there are different standard trees for you to gain a multitude of advantages.
1.3 - Laws & Government
Here you are able to alter recruitment, trade, army mobilisation and your political adviser's for your country as well as assign how you want your country to be ran, whether this is during peace, war or preparing for war. The following 3 sections that wont change regardless of what country you play. 1.3.1 - Recruitment Policy Choosing the correct policy and at the right time depends on the following: Available Manpower, Equipment production & troops in training. Modifying this policy during war will cost you. It will also affect you if you have chosen the wrong policy and do not have the political power to change.
Disarmed Nation: Population available for recruiting = 1%
Volunteer only: Population available for recruiting = 1.5%
Limited Conscription: Population available for recruiting = 2.5%
Extensive Conscription: Population available for recruiting = 5%, Training time = +10%
Service by Requirement: Population available for recruiting = 10%, Factory output = -10%, Construction time = -10%, Training time = +20%
All Adults Serve - Population available for recruiting = 20%, Factory output = -30%, Construction time = -30%, Training time = +30%
1.3.2 - Trade Policy Trade is incredibly important, pre-war trade can help boost your economy by your trading partners giving you there spare civilian factories for your goods. The same process is used when purchasing goods. By selecting a trade policy you can allocate up to 80% of your resources from your Production that is required to build equipment, tanks & aircraft. Choose carefully, this will effect your ability to fight in wars.
Closed Economy: The following must be true - At War, ruling party is Fascist or Communist & economy law, war economy or total mobilisation.
Limited Exports - Resources to market = +25%, Factory output = +5%, Construction speed = +5%, Research time = -1%
Export Focus - Resources to market = +50%, Factory output = +10%, Construction speed = +10%, Research time = -5%
Free Trade - Resources to market = +80%, Factory output = +15%, Construction speed = +15%, Research time = -10%
1.3.3 - Army Mobilisation This section allows you to increase your countries capacity for war. Each law will provide benefits to increase your war hungry country with the aim of total domination. Each upgrade listed below allows you to increase or decrease current aspects including consumer goods (this starts higher to help with population grow but as war erupts it hinders your capacity for war and therefore must be reduced. Ignoring this could mean France or Russia beating you). Choose carefully, the wrong decision will inflict suffering until you are able correct it.
Civilian Economy - Consumer goods factories = 30%, civilian & military factory construction speed = -30%, civilian & military conversion cost = +30%.
Early Mobilisation - Consumer goods factories = 25%, civilian & military factory construction speed = -10%, + the following must be true - Current ruling party is Fascist/current ruling party is Communist, at war, more than 5% world tension
Partial Mobilisation - Consumer goods factories = 20%, military factory construction speed = +10%, + The following must be true - Current ruling party is Fascist/current ruling party is Communist, at war, more than 15% world tension
War Mobilisation - Consumer goods factories = 15%, military factory construction speed = +20%, civilian & military conversion cost = -20%, + The following must be true - Current ruling party is Fascist/current ruling party is Communist, at war, more than 5% world tension. If neither of the above is true all of the following must be true - At war, any enemy country: has more than 40% of your total number of factories.
Total Mobilisation - Consumer goods factories = 10%, recruitable population = -3%, military factory construction speed = +30%, civilian & military conversion cost = -30%
1.3.4 - Political Advisor's Depending on the country you select changes how many advisers you can select. Each adviser has their own unique trait. These traits can range from increasing construction speeds, additional political power, to counter espionage operations ran by Heinrich Himmler. You need to choose what will benefit you depending on your current status in game.
1.3.5 - Research & Production
Tank designer
Tank designer - Armour research time = -10%, reliability = +5%, soft attack = +5%. This is the generalised research for all tanks regardless of whether they are mobile or heavy tanks.
Mobile tank - Armour research time = -10%, armour max speed = +5%, reliability = +10%. Panzer III, Panzer IV, Panther & E-50 use this. This is great for fast light support tanks to get into the fight so that they are able to help support your infantry faster on the battlefield.
Heavy Tank - Armour research time = -10%, armour = +5%, hard attack = +5%. Great for getting Tigers, King Tigers & Maus tanks into the fight with extra points, however it will cost you significantly more to build infantry. This is great for breaking though fortified enemy lines.
Ship designer Depending on how you want to run your navy you should choose an officer that will allow you to accomplish your plans in the most effective manner. This could be raid convoy's, attack enemy ships (small fleets) or design a large fleet that will outnumber and provide you with the most firepower in the fight allowing you to destroy the enemy ships into scrap metal and let them rest at the bottom of the sea.
Raiding Fleet - Naval research time = -10%, Carrier - Surface visibility = -10%, max speed = +10%, deck size = -10%. Capital Ship - Surface visibility = -10%, max speed = +10%, naval firepower = -10%. Screen - Surface visibility = -10%, max speed = +10%. Submarine - Sub visibility = -10%, surface visibility = -10%, max speed = +10%.
Atlantic Fleet - Naval research time = -10%, Carrier Armour = +50%. Capital Ship - Armour = +10%, naval firepower = +10.
Aircraft Designer
Light Aircraft - Air research time = -10%
Fighter - Agility = +10%, max speed = +10%
Carrier Fighter - Agility = +10%, max speed = +10%
Carrier Air Support - Air research time = -10%
Close Air Support - Ground attack = +10%, reliability = +10%.
Carrier CAS - Ground attack = +10%, reliability = +10%.
Medium Aircraft - Air research time = -10%
Heavy Fighter - Reliability = +20%.
Tactical Bomber - Reliability = +20%.
Heavy Aircraft - Air research time = -10%
Strategic bomber - Strategic bombing = +10%
Naval Aircraft - Air research time = -10%
Navel Bomber - Range = +10%, naval attack = +10%
Carrier Bomber - Range = +10%, naval attack = +10%
Material Designer
Infantry Equipment - Weapons & equipment research time = -10%
Artillery Designer - Artillery research time = -10%
Motorised Equipment - Motorisation research time = -10%
Industrial Concern
Electronics Concern - Electronics research time = -10%
Refining Concern - Industrial research time = -5%, synthetic resources research time = -10%
Industrial Concern - Industrial research time = -10%
Theorist
In this section there are multiple options to choose from, each will provide a select section for advancement in research. I have listed below those who I feel are the most important for Germany
Order Here and Play Today Discuss Patch News Here Paradox Interactive News Secton
Economy
IC to TC ratio - how much TC you get for every point of IC; Paradox default is 1.5
IC to Supplies ratio - how many supplies are made per IC allocated to supply production; Paradox default is 4
IC to Consumer Goods Ratio - assumedly how many consumer goods are produced per IC allocated; Paradox default is 1
IC to Money Ratio - how much money is generated for every IC allocated to CG production
Max Gearing Bonus - The lowest percentage of build time that a unit may have due to gearing bonus. Example: if this value is 0.60 then at maximum gearing bonus each unit only takes 60% of the normal build time to produce. Lowering this value makes producing serial runs cheaper. Raising this value enough makes serial runs pointless.
Gearing Bonus Increment - the amount of discount per unit of gearing. Example: if this value is 0.08 then your second unit produced serially will take 8% less time.
IC Non-National Province Multiplier - Paradox default is 0.2; This is the percentage of actual IC you get from a province that you own (i.e. after annexing) without being one of your national provinces. Example: a Province has 10 IC in it but it isn't considered 'national' for your nation thus you only get 2 IC.
Hearts Of Iron 4 Consumer Goods Cheat
IC Non-Owned Province Multiplier - Paradox default is 0.2; This is the percentage of actual IC you get from a conquered province you control but not own (i.e. before annexing).
TC Undeployed Division Load - the amount of TC load per division waiting to be deployed. Think of this as trains allocated to transport the unit to the desired location.
TC Occupied Province Load - the TC load per conquered province.
TC Land Division Load Multiplier - multiplier of the normal TC load for each land division.
TC Air Division Load Multiplier - same as for land divisions
TC Naval Division Load Multiplier - Paradox default for this is 0.333; i.e. each naval unit only uses one third of a TC point per supply and fuel point it uses.
TC Load from partisans - how bad to partisans hurt your TC
TC load factor from offensives - Paradox default is 1.5; not sure exactly what this does.
TC Load from province dev - the TC load from a province improvement that hasn't been deployed.
TC Load from bases in queue - TC load for air or naval bases built but not deployed. (Radar too???)
National Province Manpower Multiplier - how many manpower points per day you receive per province manpower point (in National Provinces).
Non-National Province Manpower Multiplier - how many manpower points per day you receive per province manpower point (in non-national provinces) (i.e. how much manpower you can recruit from foreign lands).
Colonial Province Manpower Multiplier - believed to be like the other manpower multipliers but this applies to 'colonies' (aka provinces not land connected to your capital).
Requirement for 'Influence Nation' to affect domestic sliders - at default value your IC/2 must be greater than the target nation's IC to have a slider moved.
Trickle-back factor for manpower from losses in battle - at default half of your manpower losses are added back into your manpower pool.
Upgrade cost - default value is 0.5; Note: the resulting value for a unit can never be less than 1.0 (above 1.0 fractional build costs are used).
Combat
Base chance to avoid hit if defences left. - this is unused (as of v1.1)
Research
Retrieved from 'https://hoi2.paradoxwikis.com/index.php?title=Modding_misc.txt&oldid=1010'
Platforms:
PC, Mac
Publisher:
Strategy First
Developer:
Paradox Entertainment AB
Genres:
Strategy / Grand Strategy
Release Date:
November 29, 2002
Game Modes:
Singleplayer / Multiplayer
Hearts of Iron is a grand-strategic wargame that gives you a shot at redirecting World War II as any one of several dozen countries between 1936 and 1948. It’s based on the Europa Universalis engine that wowed strategy gamers. Buckling exhaustive historical detail onto compulsive gameplay, developer Paradox has delivered a compelling WWII grand-scale sim.
The designers have amazingly mapped the entire globe, breaking each country into provinces to give traction to the gradual conquest or defense of nations. The game plays out in real-time (yes, really) in increments of hours. You can thankfully slow down or pause events as you like without compromising control. It’s always a gamble pitting the tension of the clock against the complexity of a wargame, but Paradox somehow manages to pull it off like Germany steamrolling through Poland.
After selecting a country at startup (including Belgium, Portugal, and others alongside the usual heavy-hitters of England and Germany), you’re tasked with managing its internal resources, diplomacy, technology, and military activity. The primary currency of the game is Industrial Capital, which consists of sub-categories like consumer goods, supplies, research, and production. You generate industrial capital by controlling provinces that contain coal, oil, steel, or rubber resources, and by building additional industries.
Research in Hearts of Iron makes other games’ tech trees look like grade-school doodles. Broken into 14 categories ranging from infantry research to naval warfare doctrine, the massive array of upgrades affects everything from tank armor to radar capabilities to the eventual development of The Bomb. You have literally hundreds of unique technologies to poke at, all with slick historical pictures and informative descriptions. It’s nothing short of exhaustive.
The other side of all this detail is combat, which is executed very smartly thanks to a brilliant little innovation that allows you to time-coordinate all your unit attacks by the hour. For example, you can plan a typical German blitzkrieg bomber-armor-infantry attack in that very chronological order, meaning that Hearts is one RTS that doesn’t demand that you be clicking individual units in sequence. The designers even added the ability to switch between 3D units or standard NATO symbols for display preference.
But you’ll need more than a few casual sessions to absorb this monster. For example, it tracks complete global weather patterns from hour to hour (since weather greatly impacts attacks). You’ll need to learn the ins and outs of running sea convoys, creating coalition armies, managing your political appointees, and above all else, coming to grips with the AI. It’s a mean beast to tame, and it will take a thorough analysis of the manual, but go through that chore you must in order to learn the deep ins and outs of this game.
System Requirements: Pentium 90 MHz, 16 MB RAM, Windows 95
Buy Game www.gog.com
Download Demo N/A
Tags: Full Download Hearts of Iron 1 PC Game Review