We knew that this would happen, long before the announcement of the game. When the Europa Universalis III came out, it became clear that the victorious procession of the new Paradox of the Clausevitsa game engine will not be completed and that the top of the first candidates for the release of the new part is precisely the superpopular Hearts of Iron. And so it happened – we received completely new opportunities in managing the state, science, army and other spheres of life of the Second World War, our actions have become more logical. Yes, here's bad luck – the game is now like a ugly duckling. There is no doubt that it will turn into a swan, but how many patches, additions and months will need it – another question.
Fractures of reality
Hearts of Iron III confidently walks along the alternative-historical path of its older sister Europa Universalis III. Instead of mandatory events, the countries are provided with decisions. Want to clean in the Red Army? Button for your service. Do not want – so no one forces. All key events that were in the second part became decisions. There are requirements for each of them, some are easy to fulfill, as already mentioned repressions among the officers in the Soviet Union. And the Germans for Anschlus Austria will have to deploy an agent network on its territory and support it for a long time.
Forecasting the development of the party has become much more difficult. It is completely not obvious that Germany will examine Czechoslovakia into pieces with Hungary and will get Romania and Bulgaria into his block (it was almost always). Moreover, it is very likely that the Balkan states will find themselves in the Comintern or dart from to the allies.
Some things are not only converted and changed for the better – the leadership system and science without false modesty are magnificent. And at the same time simple and realistic at the same time. Leadership is a new resource, an indicator of the number of educated people in the country. It is generally not attached to industrial potential, as it was in the first part, or to fixed design bureaus, as in the second. In one case, one could increase your scientific potential to theoretically to infinity. In the second there was a second extreme – a small, but very proud country, which became a great power, was forced to weave in the tail with its backward design bureaus. Now Paradox managed to feel the middle ground.
What we will spend leadership on is our business. To choose from science, diplomacy, espionage and education of junior officers. Perhaps it is pleasant, playing for the USSR, armed with the slogan “Give the AK-47 Army by the beginning of the war with Germany” and launch two dozen research, but all this will end with the army with the most modern weapons, but without command staff and with complete defeat on the invisible and invisible. diplomatic fronts. It remains to rattle the trunks rown by steel and conquer everyone and everything, or even sit in the trenches at the border, waiting for the second coming with high neutrality.
Front line
War is important, the main thing. And to make it more interesting, now we were given a powerful instrument – a hierarchy. We can completely form our armed forces, from the headquarters of the theater of military operations to the very last police brigade in the garrison. Or to give it to the mercy of artificial intelligence. It can be conveyed to him any level up to the corps, and then he himself will solve the tasks and ask for reinforcements by his understanding. You can facilitate decision making, indicating the provinces that we want to receive, and computer generals themselves will take up the job. Or you can drive each of the detachments manually, only it is worth considering that the account of large countries goes to thousands of brigades, and not hundreds. The card is generous for the number of provinces allows even more tactical maneuvers and boilers.
There is only one drawback in all this scheme – the game itself determines the theaters of military operations in an extremely strange way. And the mess begins. It is treated simply – the headquarters of the TVD should not give independence, and at the same time the army.
The eternal engine of science
Science is a masterpiece. In order to produce something, you need to explore this. And to explore something, you need to … produce it. No, these are not problems with logic, in fact, everything is correct – practice moves the theory, and the theory – practice. Mutually. For example, in order to get to heavy tanks, you need to conduct two and a half ten research, open and thoroughly improve the light, and then medium. So we will earn a theoretical reserve of knowledge, and each subsequent technology will be given to us easier and easier. But all of our inventions can be built – the divisions of light and medium tanks will give practical experience, which will facilitate scientific developments in the field of tank building, and even subsequent samples of equipment will be easier to build. But here's the bad luck – skills in practice and theory are constantly falling, and they need to be supported.
As a result, the player will have to decide what to bet. All countries have some predisposition to certain areas of activity. For the USSR, this is infantry, tanks and aviation, and for Japan, the fleet will be a strong side. You can follow the path of the least resistance and develop "real" directions. Or create an alternative story and develop air -bearing compounds from scratch for Kriegsmarin.
Knights of the round table and the invisible front
Three blocks are fighting among themselves long before the start of hostilities between them. Get as many allies as possible – this is their main task. All countries are placed on a “diplomatic triangle” showing how close to one or another block they are. States can affect each other in order to shift the political views of a potential partner as close as possible to his. Under the influence of the mass of factors, those who are not in the blocks of the state move from or to the heads of alliances and, as a result, are so close that you can invite them to come.
Domestic policy – continuous pleasure. We can change ministers and laws the way we like, without any fines. But with the conditions – they will still have to be fulfilled. Otherwise, it is unlikely that it will be possible to sharply enter a call for three years instead of a voluntary service or cancel the freedom of the press.
In addition to diplomacy, you will have to be puzzled and the creation of reconnaissance networks. Even Germany can not even declare war on January 1, for all its aggressiveness. Please prepare the ground for the attack. Firstly, the country itself should have the lowest neutrality as possible, and secondly, we must also prove to its own population and the world community that our potential victim is worthy of attack. Of course, it has become more difficult, but more interesting.
Another diplomatic feature is the opportunity to form a government in exile. If the country loses the war, it can live on without territory. Although, rather, it is difficult to say that the industrial potential of five units and two with a tail of leadership allow you not to deny yourself anything. But you can build troops and rule partisans on their territory when they appear. And wait for the allies to deign to free our lands.
Tarakanya run
Everything would be nothing, but the game is some kind of insectarium. Absolutely inadequate brakes, incorrect work with multi -core processors, the impossibility of loading storage from the forties, missing units, incorrectly painted provinces, incorrect calculation of the consumption of industrial potential in serial production … Diplomacy is generally something. Countries with such a hunt entering the Allied block that in the forty year the account of its participants goes to dozens. Well, it would be small states that seek at all costs to avoid the forged boots of the German army. So Japan can also get there. Moreover, at the same time as national China, with which it is fighting.
The balance also limp. Japanese very often take off the Chinese at sea, the Germans are stomping on the Magino line and play the role of boys, and Italians stably take Paris. There are statistical deviations, but in general the picture looks strange.
The interface too … could be better and more convenient. Like every game day to straighten the slider of the distribution of industrial potential? And you have to. But the auto -correction with priorities was in doomsday. Also the distribution of leadership periodically slides somewhere-you will also have to follow it. Only an experienced “European” can quickly find a button with a hierarchy of troops, for everyone else a small plus can become a sudden discovery or completely ignore.
You hear the chanting voices: “Pa-Atchi!.. Pa-ATCHI!.. Pa-ATCHI!"? In Sweden they are also heard. When this article was added, on the Paradoxpla forum.COM appeared that in late August – early September, patch 1 will be released.2. In the meantime, we are content with 1.1C.
• • •
Paradox Interactive learn from project to project, as well as scientists in this game. They managed to achieve almost the ideal from the third attempt in the series and the whole host of their other projects. Diplomacy, science, war, industry – all spheres of the game are processed and shine with new colors. One problem inherent in all large modern projects is too damp and unstable.
Verdict: Everything that could be improved is brought to perfection. At the moment, the game takes second place among global strategies, breathing in the back of Europa Universalis III with all additions. But leadership is no longer around the corner.
[[Break]]
About reports and reports
First of all, we will not study the game, but with ensuring our comfort during the process. Namely, setting up messages outlined on the screen. There are four options in total – show with a line in the log, take out a pop -up window, pause and centrize the event on the map, if there is a binding to it. Substituting windows should be configured to your liking, you can even turn on everything, and then remove it as it is unnecessary. But something should be immediately paused. It must be the end of research, so as not to waste time and resources. You can also think about the results of random events to make adjustments. During the war, you will have to add work for yourself – the game should stop whenever units enter the battle.
Unfortunately, one important thing is not considered an event at all – this is the end of the construction of the unit or structure. It remains to follow the icon in the upper left corner and when it appears to press the gap.
Very useful button – the structure of our army. She is big and noticeable? As if not! A small gray plusk on the right side of the screen is just below the interface panel – here it is the desired. And there – everything. Hierarchy of troops, ships and planes, battles on the ground and in the air, current bombing.
Country in numbers and facts
Resources
Energy , metal , Rare materials And Raw oil – mined resources. The first three are necessary for the country's industry, will not be enough – and all factories will become useless. Oil is processed in fuel. The price of the wealth of the bowels varies strongly – from penny energy to really golden oil. It is not surprising that almost all large countries are overly provided with coal, and trade is going with a creak. And the abundance of oil can be proud of Venezuela and the USA, but the USSR is not in poverty.
Note: cheap energy can be turned into expensive oil, the course depends on the level of technology. You can increase the natural production of all resources.
Industrial potential there is a basic (how many plants are built in the country) and actual – already taking into account all political and technological modifiers. The larger it is, the better, but the consumption of resources increases and increases.
Supplies – The result of industry. And, at the same time, a stable source of currency for a developed country. The same Germany, in order to provide itself with oil, is simply forced to earn money by processing raw materials into the final product. Development depends on how much industrial potential we are allocated for the manufacture of supplies. More necessary – reserves will grow, less – decline up to zero and the fall of the combat effectiveness of the army.
Fuel now a value separate from oil products, it is it that is consumed by the army. It is produced from raw oil, the daily volume depends on the size of the country's industrial potential and is equal to half of its actual value.
Money. Universal resource – Barter time has gone the past with the second part. Now, according to the interview scheme, only the Comintern countries can exchange resources. The rest – please lay out money on the table for each contract. A certain influx of money, each country stably receives from the sale of the created goods of consumer consumption to its own population. And you can also spend – your allies on the bloc can be a modest amount to purchase a license for the production of a certain number of combat equipment. Enough money or not – depends on the adopted laws, the more the economy is more focused on war, the higher the needs. But for diplomacy and espionage, money is now not needed at all, they have their own "currency".
Drawers – the number of people we can send to create new units or to replenish the existing. Characterized by a monthly increase, depending on laws and technologies. The resource is very final-if almost everything else can be bought in some way, then without people the division gradually erase.
Diplomacy points. The total score of points is shown. They are once spent on “complex” diplomatic actions (it can be traded for nothing) and on influence on other countries.
Spies. Daily growth is shown, the supply is not formed, and all the fighters of the invisible front accumulated to the whole are immediately sent to tasks.
Officers. The percentage of the staff of the army is always indicated, ideally there should be one hundred percent, if less, there will be fines. The excess does not give advantages, but allows you not to worry about it for some time.
Discontent. Given as a percentage of the total number of residents of the country. Our people may be dissatisfied with a lack of consumer goods or some results of events. This does not bode well – fines of industry and combat effectiveness of the troops begin.
National unity. Makes it clear how the inhabitants are set up to fight for their homeland. If the loss of key provinces will be too high, then the country may surrender itself. And the higher the unity, the later it will happen.
Leadership
Leadership is a special resource showing how many smart people in our country capable of working in the most important areas. It will be determined as the sum of the leadership of the provinces belonging to the state, then the modifiers of the formation technology are taken into account. So, Berlin gives three units, and Moscow – one and three tenths. That is, the value is little subject to changes.
You will have to spend your leadership on four spheres – a study of technology, espionage, diplomacy and officers.
Research (Research). Direct costs for scientific developments. How much will be allocated for research from the existing stock of complete units of leadership, so many technologies will be studied at full speed. The whole number slows down the latest study according to the balance: we will single out eight as many as twenty -six hundredths – so it will be studied with efficiency of twenty -six percent of the norm.
Espionage (Espionage). Each one spent one gives a spy in twenty days. Or five hundredths in twenty -four hours. We need to decide whether we will engage in foreign intelligence or not, and our investments depend on this. We cannot accumulate the right number of fighters of an invisible front in the target country – which means that we increase them. There is no such question with internal intelligence – it must be, but it is enough to score all vacant places and not really think about their maintenance in the future.
Diplomacy (Diplomacy). Every two units add one diplomatic influence. Typically, the costs of this article are minimal, but if we influence another country, we will have to increase them by four points for each.
Officers (Officers). And here – the value is very variable. Each unit of a day gives one officer without taking into account modifiers. For full work for one division, they need a hundred. The larger the army, the higher the need. Theoretically, you need to allocate so many points that the new units receive a full number of commanders. So, if we build three divisions of three brigades, we will need nine hundred officers. If the construction period is ninety -eight days, then to meet our needs we need to allocate nine with small points. However, nothing prohibits me to save the command staff for the future. But not to teach them very extremely not desirable.
Espionage
The former in the previous parts is not a particularly exciting and important occupation, espionage is now in the first place among all other bookmarks. Especially at the beginning of the game. Spies can affect their own state policy – increase the support of the ruling party, reduce neutrality and raise the unity of the people. And indirectly, due to a change in the last two variables, they can affect the possibility of adopting certain laws.
Inside of his country ..
Counterintelligence. Our Spy Network begins to engage in a pleasing head of government – the destruction of hostile elements in our country. They are already caught, but now the matter will go more efficiently. Such a lesson allows you to very much reduce the time of time for research and production – our workers and scientists will not put sticks in the wheels.
Support for the ruling party. Compensates for the decrease in the popularity of the ruling party while trying to expand their political movement. In countries with a not very stable political situation, the government position can make a more sustainable position. In democratic states, some laws need very high support for the ruling party by people – this is also the concern of scouts.
Reducing neutrality. With the maximum number of working spies, the fall will reach three hundredths in one game day, that is, the one will fall in a month with a small.
Improving national unity. Grows at about the same speed as the neutrality decreases. The impression is subjective, there is no direct indication of such a number. But there is a certain abstract percentage, twenty for each agent working in counterintelligence.
… and beyond
Counterintelligence. The first step when deploying a network is the destruction of agents that can reveal our knights of a cloak and dagger. It is problematic to compete with a large country – there is not enough leadership for everything. But eat small with giblets – easily.
Military espionage. Our spies are emphasized on the enemy army.
Technological espionage. In this case, scouts are trying to get information about leading research and the most powerful and weak technologies.
Political espionage. Agents are trying first of all to get information about the popularity of political parties.
Note: All three spying options can be suitable only during the accumulation of a dozen agents in the country. Together, they easily receive this information with any other task.
Support for the ruling party. It depends on which block the state will want to join on the party. For countries with a similar ideology, it is worth choosing this particular point so that they do not drag into another block.
Support for our party. And this tool should be used if the country seems to be ready to enter the block, but the difference in ideologies interferes. This process is very, very slow, because its justification is in doubt.
Reducing national unity. The enemy can be broken before the battle-by making a scatter and staggering into the minds of the population of the country. The better we try, the earlier they will scatter from the battlefield.
Support for the rebels. In the country, the level of dissatisfaction begins to grow, that is, there is an influence on industrial potential. Either due to losses from the striking, or due to increased allocation for the production of TNP.
Sabotage of industry. Increases production time. As much as it is unknown, AI does not use it, and the harm from our spies in the camp of the enemy cannot be seen.
Sabotage of research. The harmful thing – a crowd of spies will run and begins to harm. And for each – the percentage of the fine. Three or four countries may not only instruct the wheels, but scraps. Counterintelligence and that does not completely help. If suddenly several different technologies were completed at the same time, then this is only one thing – the counter was caught. This happens because at the time of reducing the activity of pests, the study period is checked again, first, and if the date of completion has passed, we get the result.
An increase in the threat. You can’t attack any country at will. To do this, you need to reduce your own neutrality … or raise the threat of a potential victim. Better yet, both at once. And on one, not at all beautiful day for the enemy, the day will be able to declare war.
Technologies
The most important thing is that the attachment of research does not go to industrial potential, but to the importance of the country's leadership. This slightly aligns the chances of small states-with an active territorial expansion, they will be able to not only improve their production capabilities, but also get a larger number of educated people.
The principle of research is changed. Each technology requires some basic time for its study – 125 days. But several factors are very much affected by the development period. The first are available knowledge. By the standards of the game, they are divided into theoretical (green color of icons) and practical (blue). The former can be earned as a result of research, and the latter – only at the end of construction or production.
But from practical knowledge it would be worth highlighting in a separate group combat experience. You can earn it for the fleet and aviation exclusively in battles, relief has been made for ground forces – some technologies give this particular plus. The solution is very interesting from the point of view of the gameplay – absolutely all doctrines are tied to experience, and learning to fight is much easier in battles than in the offices.
This is important: The accumulated experience is gradually falling. You can maintain good value only by constant research, production or battles, depending on the field.
The level of knowledge in the field, and especially their absence, greatly affects the speed. Zero skill gives a fine of fifty percent by the time of the dependent part of the study. Exactly five – the slowdown to zero levels. And everything that is super – goes into plus, but not by seven -mimic steps, but much slower, and the increase will be non -linear. So, 7.0 will give acceleration by 14.8%, 14.0 – by 30.1, and 20.0 – “total” by 39.5%. This is already the limit, everything that is higher will not play the role. As you can see, it is necessary to maintain not a particularly actively used skill more than five, and the demanded will gradually grow.
Many of the technology require a quick study of knowledge in several areas. In such cases, each of them occupies some kind of percentage, from ten to eighty. And already this share of time is shifting to the effect of the level of knowledge.
Note: Some ministers have related features. For example, Aircraft Carrier Practical Decay (in the Russian translation "Practice of aircraft carriers (decline)). She or this means that the natural loss of knowledge in the specified area will be slower.
Each study has a discovery date – when studying it until the specified year, the speed drops very much, fifty percent for each year of the advance. The time reduction goes on January 1, and not as before, with a minus for every day. Almost all technologies in the line -ups are stepped – each subsequent shift farther and farther on the time scale. The total length of the ladder is ninety -nine.
Another factor affecting speed is the difficulty. Indicated by a number from one to ten. The higher it is, the slower, even the color gradually changes from neutral white to increasingly aggressive. Each level adds one tenth to the duration – the first in the end will give 1.1, and the tenth 2.0.
We will analyze all of the above as an example.
Take the technology "The weapon of the middle tank of the fourth level". Historical 1942, current year-1941, complexity-2. The contribution of the theory of cars is 30%, its level is 10 (plus 22.5%). Building Building Practices – 60%, level – 4 (minus 10%). Practices of tank construction – 10%, level – 20 (plus 39.5%). Student technologies and two levels of a mechanical computer have been studied – 2% of the research speed.
We consider the influence of complexity: 125*1.2 = 150.
We take into account the influence of technologies: 150*(0.3*(1-0.225)+0.6*(1-0.395)+0.1*(1+0.1)) = 105.82 days
Now the advantages from acceleration of research: 105.82*0.94 = 99.47
And fines from ahead of a year – fifty percent: 99.47*1.5 = 149.2 days, round to more.
The time and costs of industrial potential for construction and production also depend on the level of knowledge. But already without any frills – the dependence is linear. We have 3.0 in the only practical skill – here it will be less than the speed and cost. And with the mentioned 55.1 – construction will cost as much cheaper and faster. The figure, by the way, is completely real – these are the consequences of intensive industrialization of the USSR in the late thirties. The number can grow for a very, very long time, but the actual limit of reducing the time and costs of industrial potential is sixty percent.
A completely different approach in the third part to the construction of a technological tree. The number of branches is significantly reduced, but they themselves have become noticeably thicker and contain up to four lines. That is, we will not separately explore fighters, interceptors and shock aircraft carriers and attack aircraft. All this goes in a common group of light aviation. But in it it is already necessary to study the case, weapons, engines and fuel tanks separately. The scheme with some variations is generally applied to any technique. Differences can be in small things. So, for destroyers and light cruisers, funds of anti -submarine struggle were brought into a separate column. And the tanks, on the contrary, are divided into light, medium, heavy and very heavy, and each has its own four technologies. But this is justified – they appear for decades, and each requires certain knowledge in the previous category.
Let's go directly to technology.
Infantry The laying, in addition to the same type of troops, is responsible for the research of cavalry, militias and partisans. Here you can open motorized and mechanized types of infantry, special forces – mountain shooters, sea and airborne assault, as well as equipment for different conditions. Police and engineering brigades are also explored here. The most important bunch of technology here is for ordinary infantry. And the point is not that it is relative cheap and any country can afford it, unlike the same tanks. Absolutely all types of infantry and special forces depend on technology. Only militias with partisans stand apart, but they are for extreme cases.
Bookmark technology is responsible for the research of tank units, receiver and reactive artillery, air defense and fighting tanks, armored vehicles. It is worth noting that the tanks are studied sequentially – light, medium, heavy and superheavy. For the next step, you need to develop all four components of the previous to the third level. But a simple sequential study is somewhat problematic: if light tanks date back to the middle of the thirties, then superheavy – already forty -fourth years.
Simultaneously with light tanks, armored personnel carriers and mechanized infantry improve (that is, they depend on two branches immediately and become very useful). And with average self -propelled artillery – receiver, reactive and tank fighters.
The progress of the development of all escort And large ships In many ways it is similar, according to various bookmarks, they are divorced for convenience due to a wide variety. And classes contribute. The entire surface fleet has four mandatory parameters – the strength of the armor, the main weapons and the motor installation. For destroyers and light cruisers, you can improve anti -submarine struggle means, and for all ships younger than a heavy cruiser – APC tools. There is only a submarine, but there are no special delights there either – the corps instead of armor, sonars and torpedoes.
Aviation bookmarks are also divided by functionality – separately Bombers And Fighters. But in fact, these are studies of different components – in one for mild aviation, and in the second for the middle and severe. Tactical, strategic, sea bombers and transports fall into the second group, and the last three types must still be invented. It also investigates a new type of aviation – assault, but further improvements to dive go along the class of light aircraft.
Industry – perhaps the most important and diverse laying in content. Here you can find an increase in the efficiency of production, mining and processing of resources, research, development in the field of electronics, atomic physics, reactive aviation and intelligence equipment. This is the first place in research where you should look at the beginning of the game and choose to study industrial potential, agriculture and production of supplies.
At first on the bookmark Secret technologies You can not look. Unless you really want to lick your power to the future power of the state. They have quite high requirements for unlocking to other technologies, but also the advantages of decent.
That's why the game was introduced into the game theory In such volumes – it is difficult to understand. Only a few technologies are really valuable – those that increase the combat experience of infantry as a result of research and thereby open an easy way to pre -war study of doctrines. And the main advantages are very useful. The rest … just a unit is given to the selected theory. Let associated with a certain task be studied a little longer, but it, in addition to this very abstract one, also gives quite definite practical advantages. Unless some rocket science can be advantageously accelerated, but even the benefits of studying reactive artillery will be greater.
Doctrines of ground forces diverse and almost all are useful. In the presence of resources, it is worth exploring three out of four branches to make your army the most combat -ready. The first doctrine, advanced units, is devoted to heavy self -propelled equipment. Here, improvements of the fighting spirit and organizations for them are investigated, as well as the chances of the loss and effectiveness of events in the battle associated with the speed of movement of troops in the battle. Here, by the forty year, you can explore the decrease in the width of tank units from two to one (more on this in the "Army" section).
The second doctrine, firing superiority, is focused on cavalry, motorized and mechanized infantry. In addition to increasing the fighting spirit and organization, events are being investigated here to restrain the enemy. It seems to be possible to spit and not spend resources on the study of doctrines, but very useful inventions can be obtained by the forty year – pluses to combined armies, self -propelled reactive artillery and the ability to increase the number of brigades in the division to five.
The third doctrine, the plan of the great battle, is focused on infantry, special units and artillery. It is noteworthy that it is impossible to raise the morale here, only the organization. From combat events, a counterattack and assault are improving. Also, at the beginning of the fifth decade, you can get to a useful thing – the plan of the great battle, which gives as many as five percent to the chance of the reinforcement approach in battle. It will be necessary to explore these doctrines – the vast majority of troops will always consist of infantry, and without an organization only one way to retreat.
The last doctrine, according to the HOI series, is the primordially Soviet, – a human wave. It will be very useful for some countries, for example, France or Poland. After all, it is focused on partisans and militias, who will have to build the government in exile. This will help all the same increase in the organization. Events are also "partisan" – ambush and shock. Subsequently, it will be possible to study very valuable for countries that bet on these types of troops, technology – a change in the width of the front of partisans and militias to 0.5, which will be able to strengthen the army in a separate section of the front to two. Just due to the number. But all the others will be able to find useful things for themselves – reducing the pause between battles and some improvement in the interaction of a large number of troops.
Advice: Before taking up army doctrines, it is worth exploring technologies for combat experience in laying theory and industry. It affects the speed to a much greater extent than the doctrines themselves.
IN Fleet doctrines Everything is much simpler. There are three starting studies that open access to the same number of technology groups. The first is devoted to aircraft carriers and light cruisers, the second to destroyers and battleships, and the third – submarines, artillery and heavy cruisers. Slightly pushed to certain schemes, but at a slightly greater price you can form a fleet of any composition. And taking into account the fact that some technologies in each of the branches are universal and ask for study – and this problem is not, the only question is in the priorities of research.
If it was easier with the fleet than with terrestrial troops, then everything here is almost primitive. Aviation doctrines Separated by type of aircraft – fighters, attack aircraft, tactical, sea and strategic bombers along with transport aircraft. The number of points in each group depends on the range of tasks performed, in addition to them are the morale and organization.
Industrial potential and its distribution
So, in our country there are a certain number of factories, which, together with laws and technologies, gives the second value – the final industrial potential of the state. Or its production capacity. Now it must be distributed between five spheres.
This is important: The distribution is not constant – the costs are always changing in one direction or another. Therefore, on the screen of industry, it will be necessary to spend almost as much time as on the map. Automatic adjustment of the raids according to priorities, as it was in Hoi 2: doomsday, no. But promise in patches 1.2. We believe and hope for getting rid of routine.
Slider improvements Very unstable. We studied new technologies related to the equipment and equipment of the troops – it abruptly goes to the right. But it is not necessary to completely expose at all, just improvements will go a little slower. This is not so critical.
Replenishment Restores the number of units to the maximum, and the costs of industrial potential here – for equipment for recruits. The slider is the most capricious, because in the game, in addition to combat losses, there is also a natural decline in fighters. Because of this, he constantly jumps within some limits, and you have to either correct it daily, or just spit and put it on top. With a great need, you can not allocate everything required immediately, but stretch the pleasure for a longer period.
Supplies the value is also not constant. The daily need depends on how much it was possible to lead to the units. Not enough – it means that the requests will be large. And the fact that the reserve in the warehouses is enough to feed the entire army for three months, it seems that it does not seem to be taken into account.
Production – The only relatively stable value in this changing world. Allocated the required amount, and until the end of the construction of something it does not change. If we do not distinguish a sufficient amount of industrial potential, some of the orders running into the production will freeze.
Goods of consumer consumption go at the very bottom of the list. But the importance of this item cannot be underestimated – dissatisfied with a disadvantage of ordinary things, residents lead politically slippery conversations in the kitchens and begin to make insidious plans to overthrow the government.
Provinces and their infrastructure
Province – the minimum unit of the territory. It is it that we equip it, and only between them can the army move. There are more than ten thousand on the map of the world, but each still occupies a decent area – in the diamond, the average European territory is fifty kilometers, and in the Russian outback can reach several hundred.
Each province is in contact with several others. The border can pass along land, along the river, along the mountains or through the strait. The river gives fines in motion and battle, the mountains are generally impassable in places, and the straits between the islands can be blocked by the hostile fleet nearby.
Several provinces, usually four or five, are combined into regions. But there is no great sense for the gameplay in this, except that aviation can be set to work in such a territory. Sea provinces are much larger, they are equal to the region.
In any ground province, you can build several different improvements, ten levels for each. Most of the part can be built everywhere, part requires certain conditions. Each level adds an equal fraction of power.
Note: In the second part, the construction was ungrateful due to the high cost. But here you should not trust your experience, develop your territories profitable and necessary.
Infrastructure. One of the main characteristics of the province – it directly affects the combat characteristics of the army. The speed of units depends on the infrastructure level. And indirectly – and their supply, without which neither the attack, nor even the movement of troops to enemy territory is impossible, and the battle goes half the force. Protection of their infrastructure and destruction of enemy during hostilities – almost half https://seven-gb-casino.co.uk/ of the victory.
Industry. Each plant adds one to the basic industrial potential, from which the actual. Therefore, war may go on this front – the destruction of production will undermine the enemy economy. Of course, strategic aircraft are needed for this, and even with it it is problematic to get the USSR or the USA, but in the confrontation of Germany and Great Britain, this may become a decisive argument.
Aerodrome. The presence of an airfield allows you to place aviation in the provinces, and its level affects the speed of restoration of numbers, organization and combat spirit.
Port. Allows you to be based on the fleet, where it is repaired and where it is supplied. Can be built only on the coast. But, unlike the airfield, the port has one feature – the ability to take convoys with supplies. The value at the moment is negligible – only four units per day for each port level. And these are six infantry brigades or three average tank, if you do not take into account losses for transportation. That is, a fully rebuilt port is able to serve ten to fifteen divisions, which is not enough for a serious advance.
Advice: Transport aviation will help to supply a large army. Expensive, but what to do ..
Coastal fortifications. Increase the combat capabilities of the defenders in the reflection of marine landings.
Fortifications. They are built in any province and increase the characteristics of the troops in defense. Each level gives a “additional life” to the defenders, allowing him to exchange it for defeat.
Note: Both types of fortifications and infrastructure can only be built in the province, you cannot order them through the industry menu. Therefore, they can only develop them sequentially. For airfields and morbaz, it is allowed to place only the first level from the card, the rest are already from the province.
Stationary air defense systems. Industry and infrastructure – tidbits for enemy aircraft. Therefore, the provinces with high mining of resources, industry or key in the movement of supplies from the capital to the front should cover the air defense. Minus one is real estate, but you can look at this drawback on the other hand – this is the best workshop in the production of receiver artillery, and it will accelerate the research of tools well.
Radar. Experienced players remember that the radars were in the second part for the box and no one ever built them. Forget that experience, he is deceptive. Now the radar is the most valuable invention for military intelligence. One construction of the tenth level in the backyard of Eastern Europe is able to give information about individual units in Scandinavia, France and Italy, and in closer areas the map opens completely. Border areas generally in the palm of your hand. We get the most valuable – information and are able to adequately evaluate enemy forces.
Nuclear reactor. It is necessary to promote the line of atomic research and, subsequently, to create a nuclear bomb.
Rocket training ground. Similarly, it is required for further study of rocket science.
Domestic policy
Domestic politics include political parties in the country, the cabinet of ministers, including the head of state and the head of government, and the adoption of laws.
Political parties in countries are given to us from above, directly from Sweden. In the USSR, these are unconditionally leading communists, Bukhariners and Trotskyists and several smaller parties, with views from liberal to Nazi. In the USA – classic democrats and republicans. Germany is also a whole bouquet, but the NSDAP is at the head. In fact, the name is not the main thing, color matters. Bright red-Communists. Black – Nazis. Blue – Democrats. You cannot change the party, only to strengthen one of the small efforts from the outside.
Everything is simple with the composition of the government – if we have several candidates for a post, we can choose the most suitable for this situation, if not, then there is no choice. Acceptability can be determined by eye and taste, and for each country you need to look separately. For a large state, an increase in the production of supplies will be very useful, and for the small, a reduction in the construction time is more suitable. Moreover, new candidates periodically appear to the posts of ministers, and this is not indicated anywhere. Go see if there are anyone behind the threshold.
With the laws, at first glance, everything is obvious – move down your lists, and universal happiness will come for the ward of the country. Ai does that. In some cases it is, but sometimes the race is not at all justified.
Civil law. The choice here is unequivocal – down the list. An open society boasts only fines for counterintelligence, and the restriction of personality freedom gives a whole bouquet of pleasant effects. But the law cannot be changed within arbitrary limits – it largely depends on the ruling party. And if authoritarian regimes allow you to shift to totalitarianism, then democracy will allow only partial twisting of the nuts. To shift everything below and lower, the democratic state must be at war, and the ruling party should be highly popular. With the support of the population of seventy percent, you can achieve the level of repression, totalitarianism for them is prohibited in any situation.
Military duty. The lower the list – the better. The tributary of the number of conscripts and officers at the same cost is growing, the shuttle of personnel in peacetime (and the expenses of conscripts) is reduced. But there is one reservation – the voluntary army allows you to create reserve divisions with a quarter of the maximum composition and with the same cost of industrial potential compared to personnel. This number grows with each step to sixty -six, fifty, twenty -five and, finally, ten percent. That is, you can easily put on a card four times more divisions. But you need it for two targets. Firstly, you can mobilize them faster than to build new ones, and at the same time they will also ask for a quarter. And secondly, it does not matter for the growth of practical skills, the reserve division or personnel, and therefore research and further construction will cost much cheaper than at once.
To move from to call for a year, two and three will have to fulfill similar conditions – to grow national unity and reduce your own neutrality. For democracies, conditions are slightly more stringent than for the rest. Any country can introduce a service at the request only while at war.
Economy. The laws on the economy are also almost clear. Gradually, when moving from a completely civilian economy to a militarized, the value of industrial potential and resource production grows, but the need for TNP in peacetime (and then decreases to the military) and the receipt of money from them falls from them. Farm consumption goods are easily compensated by growth, but small difficulties can arise with money. In most countries, this can be solved by selling excess resources or supplies.
Requirements for the change of law are similar to this regarding the call – a decrease in neutrality and increasing unity. With exactly the same tightening for democracies and the need to be at war for the total mobilization of the economy.
Education financing. One of the most important points, and there are no requirements for him. The lower – the more leadership we have, but we pay for this with money from the sale of TNP to the population. But to choose something except large investments, it makes sense only in a very difficult financial situation when it is not possible to get a gold. The rest of the leadership is much larger, since the resource is not full.
Industrial policy has only three provisions, but these are perhaps the most diverse options for laws.Orientation on consumer goods reduces the need for TNP in peacetime and daily reduces dissatisfaction by 0.02%, but you have to pay for this a decrease in the efficiency of stiff production. You can change to this type of industry only in peacetime.
Another extreme is an emphasis on heavy industry. Stream production is more efficient, the cross -country ability of supplies is higher, but the need for TNP in peacetime is ten percent more than the norm. These are very serious investments of industrial potential, so you should think carefully before choosing such an industrial policy. To move on to heavy industry, the country must be communist or at a war of war, in addition to this there are requirements for the level of national unity.
Mixed industry looks ideal – reduced consumption of TNP in peacetime and wartime and increased passage of supplies on the transport network. But in peacetime, only fascist states can choose this option, and during the war – any.
Freedom Law. There is generally a very clear separation for democratic states.The free press is available to everyone, but only one benefit for democratic states – a natural displacement towards the allies. But fines for national unity and counter -pioneer will always be.The censored press can only be introduced during the war, it will only give an offset to the allies, but less than the previous point.The state press of access is not only to democratic states, it will give a political drift from the allies, pluses to national unity and counter -pioneer. The last option is the propaganda press, for states with totalitarian ideologies, the effects are the same as in the previous version, but stronger.
Military training It has no requirements, it just allows you to decide whether we will take in number or skill. You can produce troops quickly, but without experience, or slower, but after training. In the near future, maybe it will be necessary to quickly configure a large number of troops, but in a more distant, the experimental army is much more valuable. Indeed, in the command structure, the army smelled of gunpowder takes the same room, consumes as many supplies as recruits, but fights better.
Diplomacy
Characteristics of relations with other countries.
Diplomacy begins with relations between countries. As is customary in all Paradox Games, they are measured by a scale from hatred in minus two hundred to love plus two hundred. But the main difference from everything we know is the inability to directly affect them. Spoil – there are a lot of actions, but to improve … except for long trade. There is only one benefit – chances to agree above. And with very good you can, even while in the alliance, to purchase licenses for production.
Mutual threat – two more parameters. Apparently, they also affect relationships. The lower, the further from the attack and the more peaceful the mood.
The opponent's neutrality means the same as ours – how soon he can declare war.
For our convenience, the ratio of our neutrality and the threat of the country-approval was carried out into a separate line. He speaks of the possibility of declare war. More units – we can’t, less – the button is active. Since neutrality cannot be more than a hundred, a country that exceeded this value of the threat can declare a war anyone.
Last line – who poses the highest threat to the country. Usually this place of honor from the thirty -ninth is stably occupied by Germany.
Diplomatic actions.
The declaration of war is an obvious action, but this requires the ratio of neutrality and threats.
The proposal of the alliance. Any country can do this, including the head of the block. The difference is that the block is selected forever, and the alliance can be broken, independent states can also be concluded. The state in the block cannot
Non -aggression pact. The parties conclude an agreement prohibiting to attack each other even with this possibility. This is a very good way to protect their borders, but for some reason the countries are in no hurry to sign the contract, even if they are already fighting for three fronts.
Declare guarantees. One country guarantees another security, and in the case of an attack on a client, the aggressor receives a decrease in neutrality.
Ask for the right to pass and offer the right to pass. One country offers or asks the second right to move troops through its territory, use its ports and airfields. This is also not very willing to do this, but if the country is in a union or one bloc, then the all inclusive service is used.
Invite to the faction. The button specifically for the three leading countries of alliances-Great Britain, Germany and the USSR. Allows you to invite the country to the block, provided that its political position is close to the position of the block. That is, if they are in about one corner of the triangle.
Declaring the embargo. From this moment, all available trading agreements are breaking up, and the conclusion of new ones becomes impossible.
Acquire a production license. It’s easier to live in a block, to live in a block more fun … Everyone can focus on their role, and buy the types of troops based on unexplored technologies from allies. The number of parallel series and the number of brigades in each.
Resolve. The scheme of money in exchange for goods is somewhat changing – money is deleted from it. A very good way to support a partner. Theoretically, he will begin to repay the debt immediately after the war, for fifty years, but by the standards of the game, this means "never".
Influence the country. This action is long in time and there are two diplomatic points for one state per day. The country's exposure begin to slowly drift in the direction of the influencing block. The final speed depends on so many factors, they can be viewed on a "diplomatic triangle"
Offer a trade agreement. For a certain amount of money, you can buy or sell resources. It is much easier to buy than to sell an excess-you will have to wait until someone comes for the goods himself.
This is important: The goods and money are always carried by the buyer. If he does not have enough transport ships, losses will begin. During the fighting, he also bears the burden of guarding the track.
Army and hostilities
The structure of ground forces is built on a hierarchical principle. The pluses from the headquarters are transmitted to all their subordinates if they are within reach. The hierarchy will have to be observed – each level has its own command limit; As a rule, it is equal to five lower units.
- Theaters of military operations , Upper level – six stars. There are few of them, usually enough fingers of one hand. Theaters' actions can be viewed on a map with a special filter. The limit of action is 2000 kilometers, therefore it is worth placing the most gifted commanders at the head of the headquarters.
- Fronts or Army Groups. The next level, smaller – five stars. Action radius – 600 kilometers.
- Army. An even smaller unit with a radius of action of 400 kilometers.
- Corps. The youngest staff unit and therefore most commonly used. Action radius of only 200 kilometers.
- Divisions – Tactical units on the battlefield. Cannot be directly controlled by AI, can only be separated by hand. Can consist of four brigades, of five – after additional research.
- Brigades – minimum units from which the army is being built. Several brigades make up a division, the characteristics of the unit depend on their composition. The main, directly involved in battle, and support that enhance the shock power of the main.
All troops can be subordinated not only to the headquarters of the corresponding level, but also by higher. In addition to ground forces, the headquarters can be given aircraft and ships united in aircraft division and flotillas. But if there are too many of them, then when managing the AI troops, they can be transferred to the headquarters of a higher level. So don't be eager.
A division of AI can be given a unit from the corps to the theater headquarters. All subordinate units are puzzled by the implementation of part of the issued orders. That is, if the army should capture three provinces, then its corps will be distributed evenly and, most likely, puzzled by taking only one. Artificial intelligence can be set a model of behavior.
- Preparation. The troops are in deep defense, try to strengthen their orders and do not attempt to advance into the depths of enemy territory.
- Defense. Somewhat more aggressive behavior – the troops are mainly trying to hold their own, but if the command captures the enemy’s slack, he will hit this place.
- Attack. The main task is to break forward, but with an eye on the environment. If there is a threat of breaking the front by the enemy, the command will prefer protection.
- Blitzkrieg. Only the attack, the headquarters tries to achieve these points at all costs, weakening the rear and exposing the flanks. But this is justified tactics with numerical superiority, it allows you to very actively surround and destroy enemy units.
The headquarters with an order for an independent action evaluates the situation, compares his forces with the forces of the enemy and even a potential enemy and requests the necessary number of units of the necessary types.
All headquarters are the same in combat characteristics and correspond to one infantry team of three thousand people. But it is not necessary to build them on an industrial scale, everything is done easier. Each restless unit, except for the headquarters of the theater of military operations, can either be attached to one of the surrounding higher units, or create a new command post. So, for the brigade, this will be the headquarters of the corps, for the corps – the army headquarters, and so on. The new unit always has a very low number, about one hundred and fifty people, but quickly gets to the personnel of three thousand. Headquarters can be given additional brigades, such as air defense.
Ground troops
The army is the most unobvious part of the game for experienced strategist games. Firstly, there is no discreteness in the continuity of the troops, in the third part there is a development in individual directions, up to four. Read more about this in the section "Technology". Secondly, the divisions are now gathering from the brigades, what “cubes” we use, we will get this result. And if the choice is not very good, you can get more minuses than pluses.
Let's go through the characteristics of the troops.
Strength. Expressed in numbers. For the main divisions – 3000 people, for support brigades – 1000. The detachment that has lost all fighters is destroyed. If the number is incomplete, the combat effectiveness is proportionally reduced.
Organization. This is the resource that is spent in the battle; If it falls to zero, the division retreats.
The width of the front. One of the key characteristics of the army – the width of the front in a separate battle is limited to ten to twenty -five kilometers, is determined by accident. With a large accumulation of troops, some of them simply will not fit. For all the main brigades, the front width is equal to one, and for tanks of all types – two. Therefore, far from always tank units are superior to any other. But over time, it will be possible to study doctrines that reduce the width of tank units to one and militias to half. The width brigades do not have a width, but there cannot be a lot of them, some will not be inherited.
Attack (for live purposes, in technology, by air). This parameter indicates how many attacks of the specified type can conduct a unit in one round a length of an hour.
Security. How many times the unit has a chance to dodge the attacks of the specified type for the round during protection.
Resistance. How many times does the unit have a chance to dodge the attacks of the specified type for the round during its attack. Most often just below protection.
Air defense. Similarly to the previous two, but evasion is considered from air attacks.
The percentage of manpower. When an attack takes place, its type is checked and it is considered where it got. If it coincides, damage is caused.
This is important: A very low percentage of manpower is also bad. If such a unit ran into an anti -tank platoon, it will suffer heavy losses. And these are costs. A good ratio is forty percent.
Speed. Kilometers per hour.
Suppression. How reduced the activity of the partisans in the province from the presence of the brigade. Everyone has a slight value of this indicator, about a quarter of one, but outside the competition and the military police and the military police.
Pretens consumption And fuel. The daily value is shown.
Officers. In most terrestrial units, the number of officers is the same – one hundred. But for garrisons, military police and militias, this number is less. Especially for the latter – only ten people per detachment. Therefore, in countries with low leadership, this may be a good solution.
Daily Industrial potential costs And Construction time. Related values. Show how many PP you need to be allocated daily in order to conduct a unit for the specified period. If the power of the plants is not enough, it will take more time. As production, the practical experience of construction will grow, and the costs and time will fall.
The number of conscripts. How much will you have to allocate manpower from our stock for construction.
Note: The characteristic of the division is the sum of the characteristics of the brigades included in it. The only exception is speed. The fact that the number does not coincide with the sum of the components is normal, because in statistics the numbers are always rounded to the whole, and when summing, the fractional units have formed another unit.
It is worth collecting a division wisely. First you need to decide for what purpose it will be used. If this is a regular regular division, the tasks of which will include restraining the enemy and leisurely advanced forward, then you can take three infantry brigades and one artillery, or them, but two by two by two. For quick breakthroughs, it was better than light tanks that they did not come up with anything, but to obtain additional advantages from combining troops and reducing the cost, it is worth diluting them with mechanized or motorized infantry. Morpekham will compose a good company with engineering brigades with their pontoon crossings ..
You can go even further. Когда будут изобретены тяжелые и сверхтяжелые танки, ползающие со скоростью пехоты, стоит разбавить ими обычные пехотные дивизии. For example, in a brigade of tanks and infantry and two – artillery. A relatively small front line, and therefore great damage comes per unit area, high protection and a good percentage of manpower – only 78%. Such a scheme also has disadvantages, since there is no perfect solution. There will be no advantages from the combined army, and the narrow front will increase the number of divisions in the battle and increase controls for management.
This is important: The number of the division cannot be less than 5,000 people. That is, four support brigades for a full -fledged unit do not pull.
In any ground battle, the defining factor is the width of the front. Depending on the number of attack directions, it can vary from ten to thirty (and it can theoretically even more), very often it is equal to fifteen. The number shows what maximum total width can have. Everything that does not fit on the battlefield remains in the reserve. The usual width of one division is three to five. That is, three four typical divisions are placed on one battlefield.
Some more number of them can be in reserve and replace those who are released due to the loss of the organization. But too many – also bad, fines for management appear, such crowds of people are difficult to lead. A talented commander can fix this, but even in a large state there are few.
Fleet
Ships have always been special in a series of games. They have never improved. They didn’t go very far here – the corps, weapons and the engine are built together once and for all. Radars and air defense systems can be upgraded, and teams can train.
There are no delights with the formation of divisions – ships make up a fleet. And it can be seconded to any headquarters. Although it makes no sense to give it to the Army group to give it to the Army Group.
Organization. The ability to fight when the organization falls to zero, the ship leaves the battle.
Attack (convoys, sea, underwater, air targets, shelling the coast). How many attacks on the target, depending on its type, can draw a ship in one round.
Protection (from sea and air attacks). How many times the ship can avoid the round.
Visibility. How easy it is to detect the ship. The leader in this is an aircraft carrier, but with the study of technology it becomes less and less noticeable, and the battleship comes to first place. The most invisible – submarines.
Transport capacity. Relevant only for transports, they include forty units of cargo.
Range. Kilometers from the base base.
Fire distance. The larger the ship, the further its guns beat. And with a good commander, the small fleet of the enemy simply will not be able to go to the distance of the shot.
Speed. Kilometers per hour.
Frame. Shows how many units of damage the ship ignores if the hit still passes. So, if the battleship has four corps, and the destroyer has the same attack, there is no chance of damaging a battleship. There will be no zero values with an increase in the power of guns, but even such a decrease is already very, very good.
Positioning. How successfully the ship is located in the battle. Increases only with marine doctrines.
Supplies consumption And fuel , Industrial potential costs And time , The number of conscripts. Similarly to the ground forces.
Aviation
Fighters and bombers in the game – almost half the victory. Their production is expensive, but it is justified. Collecting planes in the shelves of three or four divisions. This is not very much so as not to receive management fines, and enough so that superior forces do not make out the planes by pieces. Different types of aviation to combine or not – the question is complex, for the universality of the tasks performed and greater combat effectiveness in air battle, you have to pay the inaction of some air divisions during the implementation of specific orders.
Organization. Similarly to this parameter in the army and fleet.
Attack (by manpower, equipment, ships, strategic, air). The number of attacks for the round according to various types of opponents.
Protection (from attacks from the ground, from air attacks). The number of chances to evade attacks.
The ability to detect (fleet and aviation). The ability to find a fleet in the sea or aviation in the air. Inpatient radars greatly contribute to this.
Transport capacity. Relevant for transport aircraft, similar to transport ships.
Range. In kilometers.
Speed. Kilometers per hour.
Supplies consumption And fuel , Industrial costs of potential And time , The number of conscripts. Similarly to the ground forces.
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Now you have key knowledge about state management in Hearts of Iron III. Forward, to victory!
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