Games PC Hearts Of Iron
Developed by Paradox Interactive AB - Paradox Interactive (2009) - 2D Real-Time Strategy - Rated Everyone 10 and Older
Paradox Interactive's critically acclaimed strategy series returns in Hearts of Iron III, this time offering grognards more than 150 nations to control and more than 10,000 provinces to manage and conquer. Players take control of any nation that existed during the time period of 1936 to 1948, and then try to fashion themselves into a world power through a combination of military might, domestic production, research and technology, politics, and diplomacy. However, decisive shifts in world po... Read more
Developer: Paradox Interactive AB
Publisher: Paradox Interactive
Release Date: August 4, 2009
Controls: Keyboard, Mouse
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Naval and Air Basing Military vessels and aircraft usually have special requirements that necessitate the construction of dedicated port facilities and air fields to fully meet their needs. AoD simulates this using a system called basing. Each squadron must be assigned to an air base that is located in a province that you control or that is friendly to your forces, and all operations that it conducts must be launched from that base and then return to it after the mission has been flown. If you assign too many air wings to too small a base, then you may find that the ground staff will have trouble maintaining and servicing all of those aircraft in a reasonable period of time. You can either enlarge the base to increase its capacity (although the maximum size is limited) or reassign some of the squadrons to a different base that has sufficient space for them. If there isn't a suitable location then you can also construct a new base to house them, although this will take some time to prepare. Similarly, naval bases are needed to act as home ports for your fleets. Ships are assigned to them and must return periodically to conduct minor, or not so minor, repairs. Any number of ships may use the same naval base, however a base's size determines how rapidly it can repair those vessels and its location will affect what seas your navies will be able to patrol. Existing naval bases can be enlarged and new ones can be built, again with certain restrictions. There are also many provincial ports that your fleets may use as temporary moorings; however those harbors lack the facilities to carry out any repairs to your vessels or offer them supply. Bases are susceptible to bombardment or can fall into enemy hands. Enemy aircraft can be given missions to strike at your ports or crater your runways, reducing their basing capacity and forcing you to spend time and resources to repair them. If you lose control of a province that contains a base, then any forces that used it as "home" will find themselves out of supply and forced to re-base, and your foe will be able to use the captured facility as a new base for his forces, once he has effected repairs to the inevitable damage it sustains during its capture. You should pay close attention to the locations of your enemy's bases and either render them inoperative or consider attempting their capture, and you should also take precautions to prevent the enemy from doing the same to yours. Weather, Terrain and Time of Day Weather and terrain played significant roles in the historical outcomes of military operations. It was the onset of winter that did much to halt the initial German advance into Russia in 1941, and it was Burma's inhospitable terrain that added a heavy toll to the loss of life in that region. Most military actions also had to be conducted during daylight hours, since target recognition was very poor in an era when human eyesight was (more or less) the only available instrument. All three conditions are taken into consideration in Arsenal of Democracy. Weather is synthesized by the game according to a complex random model and will play a prominent role in
playing this area will be empty, waiting for you to assign research teams to each slot and then give them each a project to pursue. Depending on the nation you are playing, you may have as many as ten slots, or as few as one. The number of available slots is based on your nations current industrial capacity. Click on a blank team slot to display a list of the teams in your nations pool. Some of these may be headed by individuals, while others will be identified as companies but there are no benefits or penalties to selecting one over the other. Each team will have a skill level and will have at least one area of expertise. The skill level is an indication of the teams overall proficiency and will affect both the daily cost of funding the team and the overall rate at which it will be able to research a new project. The higher the skill level, the less time the team will need to complete a project, but the higher the daily cost of financing them will be. The small color-coded icons indicate the teams areas of expertise (fields of research at which the team excels). The number of available teams and their skill and areas of expertise will depend on the country you select and will only ? rarely change during play. Whenever possible, try to find a team that has expertise in the fields that relate directly to the components of the project that you intend to assign them, even if they might be less skilled overall than another team that lacks this expertise. Each area of expertise that matches a components field requirement will give the team a research bonus when working on a project, so the more fields that match the better. A lower skill level will also result in a reduction the daily cost of financing the team during the course of the project. Once you have chosen a team (by clicking on it) a portrait or logo will appear in the project slot of the technology folder and youll see the teams name and its areas of expertise. Since you havent yet assigned a project for it to work on you, will also see a comment that it is idle and that it does not currently require funding. Idle teams may be replaced by clicking the Replace button and selecting a new team. The new team will be placed in that project slot and the old team will be returned to the team pool.
arrows in the flow chart indicate the prerequisites for each project, making it easy to see what steps must be taken if you are looking far forward into your research future. All of the secret weapons have prerequisites in other categories that must first be completed before you may begin to research them. Clicking on any one of the projects will display the Project Details (area 4) and its component advances. Each component will have a difficulty rating and a specified field that is the primary discipline that relates to the component. The overall project completion time will be reduced for each of the assigned teams areas of expertise that correspond to one of the components primary fields; but the higher the difficulty rating, the longer it will take to research that component. You will also see a list of the benefits you may expect upon completion of the project. The effects will vary significantly from project to project. Some improve an aspect of your economy; others will increase the abilities of your military; and others will make new or improved units available to you that a less advanced nation will not be able to use. Each project has one other factor that can play a role in determining how long it will take to research, the historical year that it appeared. This reflects the need for other sub-components that arent directly included in the technology trees multitude of components but played a role historically in it being possible to make scientific advances in this area. If you begin researching a project before its historical time period, then it will take longer to complete since your team will need to spend additional time inventing those (hypothetical) subcomponents. Highly complex or advanced projects may be very difficult and time consuming to complete, and it is very unlikely that a nation will be able to complete research on all of them during the course of a single game (for many nations it will be nearly impossible to research everything). Progressions in advanced levels of rocketry research will be nearly impossible without appropriate test facilities being constructed to assist your scientists. If you intend to pursue this field, then you should build at least one rocket test site as soon as you are able to and then increase its size whenever possible. This province improvement will drastically reduce your research times of further rocketry advances. The same is also true of nuclear research Research Projects projects, which will progress very slowly unless you have Selecting and Assigning a Project built a nuclear reactor in at least one of your provinces. Across the top of the screen (area 2) are a set of As mentioned earlier, all research projects will take buttons listing the various general categories of technology much less time if you begin with a set of blueprints for the in AoD. Each category has many individual projects, each of project. It is highly unlikely that a nation will simply give which has its own set of component advances. When you blueprints to you; however you may be able to negotiate a click on one of the category buttons, the main section of one-time trade if you make an attractive enough offer the folder (area 3) will display a color-coded flowchart of all during your negotiations and of course, an enemys of the projects that are part of that category. A dark green blueprints may occasionally come your way as a result of entry indicates that you have already completed this espionage activities (this is a game event). If you are lucky project; light green indicates that you have all the enough to steal blueprints for an advanced technology, they prerequisite advances necessary to begin researching the will not grant you knowledge of any prerequisite advances, project; yellow indicates that a team has already begun nor give you any bonuses to researching them. The work on the project; and red indicates that you lack some blueprints will not be of use to you until you have reached a of the prerequisite accomplishments to begin research. The point where you would be able to begin work on that
The Trade Folder
General Overview Previously found in the Production folder, the new Trade folder will improve speed and overview of all trades. More advanced trade options, like setting an import target, or block import/export of specific resources. It consists of the Convoy System, the Resource Depot System, a Quick Trade System, and see a summary of your current trades, convoys and resource depots. Also an improved supply mode map: province ESE, convoys and prioritized provinces is available. For trading, all deals will be now be conducted with cash and not other resources. Also, all trades now require a direct land connection or else a functioning convoy must be established. Auto-Trade Feature The new Auto-Trade feature allows you to customize your trades how you want them and allow them to automatically Initiate/Reply to trades. You can also block the Export/Import of your resources if you choose to. You are also now able to change the Import Focus by adjusting the slider for each resource, so you can emphasize how much of which resource you want to import. And if you really want to, you can still make those trades manually.
escorts currently assigned to that route (which will be red if you have not assigned enough vessels to the task) and there are small + and - buttons beside these that allow you to change these quantities. Each route also has a prioritize button (an arrow pointing upwards) that is used to assign the relative priorities of each route if you elect to have the route maintained automatically for you. This indicates which routes are most important to you, ensuring that any available convoy vessels will be assigned to keep those goods flowing if you have an insufficient number of vessels to maintain all of your routes at full capacity. Well discuss how to use convoy automation in a moment. You can click on a route listing (either here, or in the Trade folders summary) to display an even more detailed interface for that convoy. The Convoy Details interface includes information about the route that the convoy is taking and allows you to set limits on the types of materials that the convoys will carry. You cannot adjust the convoys route, but you can specify exactly which materials are to be transported by checking (or unchecking) the appropriate resource check-box You may also adjust the number of vessels assigned to the route, and you may cancel a route altogether by clicking the Cancel Convoy button in the middle of the panel. The lower section of the Convoy Details interface is the same as the Convoy Managements lower section and is used to create a new convoy route and to control the level of route automation. To manually create a new convoy route, click on the button that corresponds to the type of route you wish to establish: a resource or a supply convoy. You will then be asked to select a port of origin from the list of possible valid ports. This is whichever port you want the convoy to use as its starting point. You are then asked to select from a list of possible destination ports, the ports you wish to deliver the resources to. Click OK to establish the route. By default, a supply convoy will pick up supplies and fuel (if they are available) and will deliver them to the destination port. A resource convoy will pick up all natural resources and deliver them to the destination port. Goods carried by a convoy to a destination port that is directly land-linked to your capital will automatically transport those goods to your capital and add them to your national stockpile. If this is not possible, then a new depot will be created in the destination ports province and all inbound goods will be placed there for subsequent distribution. Note that you can create a second convoy route to transport goods from one depot to another. This is a very useful technique, particularly when supplying forces in the Pacific theater, since it may require fewer vessels and be somewhat less susceptible to enemy anti-convoy activities then creating a large number of long-distance direct routes. After you have created the convoy route you may need to use the Convoy Details interface to allocate convoys and escorts to protect them, and possibly to make adjustments to the default goods being transported, before it will become active. You wont need to do this if you have a sufficient number of unassigned vessels and have enabled the auto-maintain convoy option, but you might want to adjust its priority. Once created, it will usually require a few
Government National Socialist Fascist Paternal Autocrat Left Wing Radical Leninist Stalinist Social Conservative
Policy Settings Authoritarian & Far right Authoritarian & Somewhat right Authoritarian & Slightly right Authoritarian & Slightly left Authoritarian & Somewhat left Authoritarian & Far left Democratic & Strongly right
Market Liberal Social Liberal Social Democratic
Democratic & Somewhat right Democratic & Somewhat left Democratic & Strongly left
Advantages and Limitations This government is adept at maintaining good international relations, but tends to favor central planning over a free market. You will be restricted to policies that lean very strongly towards central planning and a closed society. Similar to the above, a Fascist government may be slightly more open and free with its trade if it wishes. This government enjoys modest international relationships with slightly less central planning. This permits further policy flexibility for trade and the openness of its society. This nation is somewhat more heavily weighted towards central planning and has some difficulties on the international scene. It does, however, allow a greater openness of society and better trade flexibility. This government is generally poorly regarded internationally, and tends to be more restrictive of trade and on the openness of its society. Stalinist governments are not generally liked by other nations and are highly committed to central planning, closed society and are very restrictive of trade. This society is fairly flexible with regards to its internal markets, and may be somewhat open or closed, depending on preference. Trade is somewhat restricted, and although there is some flexibility in terms of how frequently it intervenes in international affairs, this has little or no beneficial impact on its relationship with other nations. Neutrally regarded on the world scene, this government favors a free market and is usually a very open society. Market liberals also tend to adopt interventionist policies. This very open society is usually far less inclined to meddle in foreign affairs and is neither highly centrist in its planning nor highly supportive of a free market. Social democrats lean towards central planning and somewhat more isolationist policies, occasionally harming their relationships with other nations. They do not attempt to restrict their societies, although they are never entirely open either.
costs for conducting diplomatic activities (some diplomatic actions require cash) but are generally poorer at smoothing over any diplomatic blunders. They are very likely to create or join alliances. Isolationist nations incur higher costs on the occasions that they do engage in diplomatic activities and in some cases may not be able to engage in them at all. A strongly isolationist nation will refuse to join an alliance (it cannot even be invited) and cannot even create an alliance; but such nations are generally good at maintaining and repairing poor relationships. The The Interventionism - Isolationism Slider position of this slider will also partially determine the necessary level of belligerence that another nation This slider determines a nations interest in being part of, and interfering in, the larger international must have before you will be allowed to declare war on community. Nations that actively involve themselves on them. The more of an interventionist you are, the less provocation will be required before you may interpose the world stage enjoy fewer restrictions and lower war versus the pro-peace lobby in a nation. Nations with a strong hawk lobby will enjoy reduced production times and costs, while more peaceful nations will enjoy a better return on all IC allocations to consumer goods and often enjoy a somewhat more accepted international diplomatic position. You will find that a public that favors a more hawkish political stance volunteers more readily for military service and wont have as much dissent when their government underfunds its consumer goods allocation.
trade negotiation. Trade negotiations are one-time transactions that may involve a very wide range of items, while trade agreements are open-ended deals that involve an ongoing daily exchange of resources. There is a small cost required to propose a trade agreement. When you click on the offer trade agreement option, a secondary interface appears. Each of the resources (including supplies and cash) will be represented by a slider on the interface. There will be maximum end points set for each slider, limiting what you may request or offer. These endpoints are based on the daily rate of change of each of the resources: on the right side for your nation and on the left side for the nation with which you are negotiating. If you have no daily increase of a resource, then you will not be able to offer that item (regardless of your stockpiles) and if the target nation has no daily increase of an item then you will not be able to request it. The exception to this is that you may offer more than your own daily rate of change of money or supplies if you currently have stockpiles of those items; but you cannot request them regardless of that nations stockpiles. You can check the resources that a nation might be interested in bartering before you open the interface by looking at the small resource icons adjacent to the countrys name in the diplomatic list. An icon will indicate a daily surplus of a resource and means that you might be able to barter for it (reminder, these icons are updated at midnight each day and will not appear until the first game day has elapsed). To set the terms of the proposed trade agreement, simply adjust the sliders to indicate the resources you would like to exchange. Shifting a slider to the left of the mid-point will indicate that you are offering that resource, while shifting it to the right means that you are asking for that resource in return. Once you are satisfied with the deal, click the OK button to send the offer. There is a numeric display near the bottom of the interface that indicates the chance that the nation will accept your proposal, but the accuracy of this value will depend somewhat on your minister of intelligences reports and on your foreign ministers persuasiveness. It is also affected by your belligerence value and by the relationship between your two nations, and is further modified by both nations domestic policies. Dont be too shocked if a nation declines a trade in spite of a 100% acceptance probability and its similarly possible that a nation might agree to an offer even though the chance seems slim. If a trade agreement is accepted, the exchange of goods will begin on the next day and will continue until one of the two nations decides to cancel the deal or is no longer able to supply that resource. There is a trade efficiency factor, however, that will modify the actual amounts that each nation receives. The efficiency reflects the small losses in goods that may occur naturally if they must travel great distances (shipwrecks, etc.) and potentially very large losses if one (or both) of the nations involved is at war with an enemy who is engaging in convoy disruption activities. The routes used by ships involved in trade agreements are not shown on the supplies map-mode, but you must still be
sometimes there is a small trade-off in another area. Brigades may range from anti-tank to anti-aircraft specialists, or may be able to support your divisions by providing withering artillery (or even rocket) fire. Engineers will improve both the defensive capabilities and movement rates of your divisions, while additional armor can be attached to bump up the attack strengths of a force. The available brigade types will depend largely on what technologies you have researched, as will their effectiveness. A brigade is created in exactly the same way that a division is ordered, but they are never deployed by themselves. Instead, brigades must always be attached to a division, which is determined at the time that it is deployed from the force pool, although they may later be detached and returned to the force pool for subsequent redeployment elsewhere. In AoD, brigades have been modified extensively. They have been given greater value in their specific areas and less overall general value. For example, the AT brigades will now do a lot more damage to attacking armor, but do not contribute as much to the overall defense as before. Division Details Before we look at deployment or movement, or begin assembling corps or armies, lets take a close look at the details of an individual division and the meaning of each of its specifications. These can be seen for any unit by first selecting any field command and then selecting the division that you are interested in reviewing. Select any field command by clicking on it on the Main Map, using the Land Forces Hot Button, or via several of the sub-folders in the Statistics Folder. The information panel will then display the name of the commanding officer and a list of the divisions in his command (well come back to the Field Command Details display shortly). Clicking on any one of the listed divisions will display the Division Details for that unit in the information panel, as well as giving you a few options for that specific division. Division Name: At the top of the information panel you will see the divisions name. While this is assigned automatically when the division is first created, you can change it any time you like by clicking on the unit name and then typing a new name. Division Type: Below the division name youll see a picture and then a description of the division type. The specific model represented by the division will follow in parentheses. Brigade Attachment: If there is a brigade attached to this unit then the brigade type and model names will appear immediately below the division name. There will also be an inset picture of the brigade in the lower right quarter of the divisions picture. Commander: You will see a picture of the divisions current commanding field officer. Remember that this officer may command a number of divisions if they are grouped together into a corps or army. Clicking on the officers portrait (or anywhere in this field command summary bar except the Orders Box) will return you to the Field
high value indicates that it can withstand more of the enemys return fire as it makes this assault. Air Defense: This value indicates how well a division is able to defend against enemy tactical bombing attacks. This value is mostly an indication of how difficult a target it is to hit and how resilient it is. It does not imply an ability to fight back. Suppression: This is an indication of a divisions basic capabilities at suppressing partisanship in a province. The value is subtracted from the provinces partisan value (which determines partisan effects and activities) and can be further enhanced by giving the unit orders to engage in anti-partisan activities, which doubles the effective suppression value. Maximum Speed: This is the maximum speed that the unit can travel in clear, unobstructed terrain. This will be reduced in less hospitable terrain or inclement weather. Supply Consumption: The supply amount that this division needs on a daily basis is listed here and will fluctuate depending on the current strength of the unit. Note that this is the amount of supplies it requires and is not necessarily the amount it is receiving. Fuel Consumption: Any division that uses vehicles of any sort will require a daily supply of fuel (oil) equal to this value if it is currently moving or if it is engaged in combat. A stationary unit that is not engaged in combat uses half this amount. Fuel consumption is also dependent on the current strength of the division. Experience: Each division gains combat experience whenever it engages in battle. An experienced unit will receive combat bonuses and tends to maintain its organization and morale far better than a division filled with recruits. When any casualties that a division sustains are replaced through reinforcement, the newly recruited men will dilute the divisions experience level. Effective Supply Efficiency: This is the divisions current rate of supply efficiency which is determined by a large number of factors (details will follow in the subsection on Transport Capacity and Supply Efficiency). Roughly speaking, this indicates whether a unit is fully supplied or whether it will be subject to some penalties for being under-supplied Attach/Detach Brigade Button: If the division currently has a brigade attached to it, then clicking on this button will detach the brigade and return it to the force pool. If the division does not have a brigade attached to it and a suitable one is available in the force pool, then clicking on this button will allow you to select and attach a brigade from the force pool. Disband Button: Clicking this button disbands the division and returns some of its manpower to your national manpower pool. Remember that not all units of the same type will have the same division stats, since these are dependent on whether or not a division has been upgraded to the latest technology. Any brigade that is attached to a division will also have its abilities added to the divisions stats reported in the information panel. Several of the division stats will also be modified by the units experience level and by the
the leadership summary at the top of the Combat Details will display the sum of those two commanders ratings. In the above example, the general and major general attack from the same province the summary would indicate that the general is in command and that he has seven divisions with a leadership capability of nine divisions. If they attack from separate provinces, then the general would still be identified as being in command and having seven divisions, but his total command allowance would be listed as ten divisions (his nine, plus the major generals one) so you might not notice that there is actually a situation where one of those divisions is being heavily penalized. Attacking an Attacker There is a rather curious situation that can arise quite often where an attack has been launched against a province and then the attacker is, itself, attacked from a different province. In this case the field command that is both attacking and defending will actually participate in both battles simultaneously. It will perform normally in the combat that it initiated, but for its defensive battle it will have forfeited any advantages that entrenchment or provincial fortifications would have given it, and it will receive an additional 50% flanking penalty. Needless to say this is a situation that you should avoid having happen to you if at all possible, and that you should look to exploit if the opportunity arises. Special Orders: Support Attack There will be occasions where youd like a field command to participate in an attack against a province but not move to that province if you are victorious. This can be done by issuing a support attack order. Select the field command that you would like to have support the attack and then right-click on the province that is being attacked. The Orders Interface will appear and you will see the default attack pre-selected. Change this to select the support attack option instead. The divisions will then participate normally in the battle; however, if you are victorious they will not begin moving to occupy the province. You may also issue this order by clicking the orders box for the field command and then selecting the support attack option from the drop-down list. You will then be given a list of possible provinces that you may support the attack against and you then need only select the appropriate one from the list. Special Orders: Support Defense Just as you may support an attack, you may also support a defense, although the effect is somewhat different. To issue this order you must be adjacent to the province that is being attacked, or that you think might be attacked. Select the field command, then click its orders box and select the support defense option, then select the province you wish to support from the drop-down list of possible orders. The Orders Interface will then be displayed, allowing you to specify how long you would like the support defense orders to remain in effect. If the province you
that there is no naval equivalent of an HQ. Leader Traits Naval officers sometimes possess a trait that will enhance the abilities of each flotilla in the fleet they are assigned to command. This advantage is lost if the officer is currently assigned to command more flotillas than his rank allows. Sea Wolf: This officer is a superb submarine tactician. Every submarine in a fleet he commands will be much harder to spot and will gain additional attack bonuses (+10%). Note that the fleet can be of mixed classes, but only submarines will benefit from his special bonuses. Blockade-Runner: This commander is particularly adept at avoiding combat, particularly with enemy subs, when he wishes to. Of course he will have a hard time hiding a capital ship, but his transports and screens can often slip past a submarine pack undetected. Superior Tactician: A leader with this trait excels at naval maneuvering tactics. His flotillas will enjoy combat bonuses to both their attack and their defense values (+10%). Spotter: This officer has an uncanny ability to predict the location of the enemy, increasing the detection capabilities of all flotillas under his command. Old Guard: This leader gains experience at 1/3 of the normal rate, units are not affected by this reduction. Ports and Naval Bases
Many coastal provinces have a port, but only a few of these will be full-blown naval bases with the ability to outfit and provision naval vessels. Each fleet must be assigned to a specific naval base, a large port with appropriate facilities, which will ferry supplies and fuel to the fleet when it is engaged in a mission, and to which a fleet must return to be repaired after combat or refitted with the latest technological advances. A simple port appears on the main map as a small anchor icon, while a naval base is a larger but similar icon. The icon will be blue if there is at least one vessel currently located in the harbor, or gray if there are currently no vessels located there. Any number of flotillas may be assigned to the same naval base, including allied vessels, but the speed with which any repairs and upgrades occur will depend Leadership directly on the size of the base and the number of vessels it Just as with land forces, a suitable officer should be is prepared to service. You may place a production order to assigned to lead each of your fleets. The number of flotillas build a new base or enlarge an existing one. This will take he can command without over-stacking penalty depends on some time to complete and is limited to a maximum size of his rank, with the possible ranks being Rear Admiral (who level 10. The operational size of a base may be reduced if can control 6 flotillas), Vice Admiral (12 flotillas), Admiral the base is subjected to enemy attack (and is severely (18 flotillas) and Grand Admiral (30 flotillas). In naval damaged if captured) and may require an allocation of IC to combat, both sides are treated as attackers and since the repairs (reinforcements) before it is fully operational once battle takes place in a single sea zone there is no more. Allied vessels that avail themselves of your naval envelopment or multiple angle consideration. The base will draw their supplies from your stockpiles, which highest ranking officer on each side will determine the can result in some unexpected demands on your supply maximum number of flotillas that may participate before chains at times. Of course the reverse is true, if you base over-stacking penalties apply, but individual officers abilities your vessels out of an allies facilities and your ally might will still be used for determining skill and trait benefits. Just take a little time to adjust to your increased demands as in land combat, these benefits are forfeited if an officer (assuming that he has the stockpiles to even meet those is personally over-stacked (even if the total combined force demands). is within the most senior officers stacking limit). Note, also, The location of a fleets base will determine what The Fleet Details information panel is almost identical to the one used for field commands, with only two major differences that should be pointed out here: Base and Range: Just below the orders box you will see the usual supply icon (a small circle) but below this you will now see the current naval base assignment and effective mission range of the fleet. A fleet may never be further away from its assigned naval base than its mission range value, thus limiting the overall distances it may travel unless re-basing Primary Statistics: The main statistics shown for each flotilla are also different. From left to right they are the Sea Attack, Air Attack, Sea defense and Air defense values.
appear on this display, however if you have assigned one of your fleets to an allied base then it will be included in the list until such time as you reassign the fleet to a different location. If a fleet is carrying out a mission, then its mission box will provide a summary of the mission and a tool-tip will give you additional details of the missions parameters. You may click directly on the fleet name to select the fleet and center it on the map, or you may click on the mission box to assign it a mission directly from this interface. If a small red combat icon appears in this listing, then your fleet is engaged in battle (and thus might be worth having a look at, if you werent previously aware of this). Basic Naval Movement Basic naval movement is done using the normal game controls, but in some ways is even easier since sea zones (the naval equivalent of a province) arent subject to national control. Right-clicking in any sea zone will order your fleet to move there and attempt to engage any enemy vessels it encounters. If you move multiple sea zones then your fleet will also engage any enemies it meets along the way. There are only two limitations on sea movement: Fleet range: You cannot exceed the maximum range of the worst flotilla in the fleet. AoD makes this simple to avoid by prohibiting any order that would take a fleet out of range of its assigned base. When a fleet is selected, you will see a tool-tip for each sea zone that displays the fleets range and the distance from the fleets naval base to that sea zone. Denied Zones: There are several sea zones that represent very narrow straits, canals, or channels. Enemy control of the adjacent province will deny your fleet passage through that zone. These include the Panama Canal, Suez Canal, Kiel Canal and Sea of Marmara. If you wish to move your fleet to a province that contains a port or a naval base, then simply right click on the province. Because there are a several possible options in the way that a fleet and province can interact, you will see an abbreviated list of these orders. Select the move option to enter the harbor. Even if the province contains a naval base, this will not re-base your fleets; nor will a base or a port that you move to be able to offer you fuel or supplies when you arrive. Ports cannot meet the needs of military vessels and you must use the re-base option to allow a naval base to offer you supply. As you will soon discover (in the Naval Combat section), opposing fleets do not necessarily engage when they are both in the same sea zone. Each zone represents a fairly large expanse of water and it is entirely possible that two fleets may simply fail to detect one anothers presence unless they have excellent spotting capabilities. Even when you have spotted an enemy fleet, it is rarely safe to assume that youve sighted its entire complement of ships. Re-basing a Fleet You may assign a fleet to a different naval base by issuing it an order to re-base If you select a fleet and then right-click on a province that contains a naval base (it must
weather conditions are generally very bad for naval combat. Positioning will be greatly affected and there is a significant reduction in the chance of inflicting damage. Unlike land combat, however, the defender and attacker suffer equal penalties, unless one has a technological advantage over the other in this area. Carriers will be highly ineffective in poor weather, since their CAGs are severely penalized in these conditions. In very adverse weather (storms and blizzards), CAG's cannot fly at all.
certain portions of the ocean and for a player with a large number of fleets, this would quickly become a nightmare of repetitive mouse-clicking. Arsenal of Democracy allows you to do this if you really want to, but it also includes a number of extremely useful naval missions in the Naval Orders interface that allow you to automate such routine chores. There are also some specialized naval orders that usually require an element of either timing or special targeting - for instance a carrier may send its planes to attack a provinces naval port facilities or its air bases and Out-of-Supply Effects on Naval Combat you will need to identify which of these is your intended If a fleet is operating without supplies or fuel, then target. The Naval Orders interface allows you to do this as well. it would be well advised to turn tail and run as soon as it In most cases, you will issue standing orders to becomes aware of an enemy presence in a sea zone. If it carry out a mission for a specified period of time, under stays and fights, it is probable that it will suffer a certain conditions, and in a particular part of the worlds particularly humbling defeat and will be very lucky if it oceans or possibly against a target provinces assets or manages to escape in anything larger than a life boat. forces. Once youve issued the orders, you can largely leave those fleets to their own devices, even if they run into an Force Composition Effects enemy force, which goes a long way toward eliminating the I have stressed the importance of having a good micromanagement and complexity that would otherwise balance of screening vessels to support your capital ships, plague a naval nation. An additional reduction to potential but I will do so again. You will receive a positioning penalty micromanagement is the assumption of additional support unless you have at least one screen for each capital ship. vessels that will resupply and refuel fleets that are on an Your capital ships will also be unable to maintain a safe assigned patrol. Rather than forcing you to keep track of engagement distance from the enemy, and are thus far the distance each fleet has traveled and then return it to more likely to be sunk. base, naval missions are restricted to targets that are within the mission range of the fleet and they will only need to End of Naval Combat return to base for repairs or upgrades (or for a faster rate Once the fleets have disengaged from combat, the of organization recovery). vanquished fleet must retreat from the sea zone. This will All of the naval orders may be accessed by selecting the be to a randomly selected adjacent zone that is usually (but fleet and then either holding down the Ctrl key and rightnot always) in the general direction of its base. If there is a clicking on the target or by clicking in the naval orders box friendly port or naval base adjacent to the sea zone then it in the information panel. The second of those methods will will retreat there instead. The victor of the combat may display every naval mission that is available (some may not elect to stay in the sea zone or continue whatever mission it be, due to fleet composition or insufficiently advanced was engaged in when interrupted by the combat. Unlike technology levels) and will usually require you to specify a land combat, sea zones are not assigned control so no target zone, area or region from a list of valid potential territory changes hands. targets. After selecting the target, the Naval Orders interface will appear. If you use the Ctrl and right-click Enemy Occupation of a Port or Base method to issue an order, then only context-sensitive If an enemy land force manages to gain control of a missions will be displayed and the Naval Orders interface naval base or port that contains a fleet, then that fleet will will appear as soon as you have chosen the mission (since be scuttled. Any fleets that are assigned to a naval base you have already identified the target by clicking on it). that is captured will be unbased and will rapidly lose supply and organization until they have been given a new, valid Naval Orders Interface base assignment. Your personnel will sabotage the naval This interface is used to set specific mission base before fleeing, though, so it will take a little while parameters whenever you issue a naval order. We will see before the enemy will be able to make effective use of that an identical set of controls when we take a look at the facility. possible Air Orders.
identical to the one used for naval commands, including the squadrons current base assignment and operational range. The set of primary statistics listed for each wing are (in order from left to right) the values for air attack, naval attack, soft attack, hard attack, strategic attack, air defense, and surface defense.
and it will take longer to upgrade your aircraft to the latest technology. Airfields may be damaged by enemy aerial attacks, with runways becoming too cratered to accommodate the normal allotment of aircraft (although this can be repaired over time by allocating IC to reinforcement). You can review the size and operational status of a Leadership base by selecting a province that contains a base and then Officers perform a similar function for squadrons as hovering your mouse over the airbase symbol. A tool-tip will inform you of the maximum base size and its current they do for both ground and naval forces. Each leader in your officer pool will have the ability to control between one effective size (which will be lower than the total base size if and twelve wings at a time, depending on his rank, without its runways are cratered). The tool-tip does not indicate how many wings are currently assigned to the base, incurring a penalty for over-stacking Air officer ranks are similar to their land force counterparts, with a Maj. General however, so it may be more convenient to use the Air Force Hot Button to view a list of all bases and the number of being able to command 1 wing, a Lt. General may squadrons that are stationed in each. New air bases and command up to 3 wings, an Air General may command up enlargements to existing bases are most easily ordered by to 9 wings, and an Air Marshal may command as many as right-clicking on the province and using the Quick Build 12 wings. Since air combat, like naval combat, occurs in a production order method. single air zone, the stacking, skill and trait effects are There is one other very special condition that relates to air handled in exactly the same way as they are used in naval combat. Defending officers leadership ratings do not stack bases - if the province in which an air base is located is to allow larger numbers of wings since, for these purposes, experiencing a storm or a blizzard, then any squadrons that are based there will be grounded until the weather has there is no defender. dissipated. When conducting normal missions, a squadron is Leader Traits limited by its maximum range. A squadron is able to exceed Air officers may also possess a special trait that will this range in one special instance only: re-basing A improve the combat abilities of the squadrons they squadron may re-base to any other base that you control in command, although these are forfeited if the leader is overthe world and this is handled in exactly the same way that stacked long-distance naval re-basing is done, except that it must Tank Buster: This officer excels at commanding squadrons be ordered through the orders box. The route selected may that primarily attack tactical land targets such as tanks, only pass through air zones above friendly provinces or sea mechanized infantry and motorized infantry (+10%). zones and once you exceed your normal flight range your Superior Tactician: This officer is a combat ace, inspiring organization will drop to nearly zero, so if you are attacked his squadrons to exceptional performance in air-to-air during the balance of your flight you will almost certainly be combat (+10%). torn to shreds. (Note: this long-distance re-basing actually Spotter: An officer with this trait can spot a needle in a represents a combination of air movement and commercial haystack. He is particularly good at aerial reconnaissance, shipments of partially-disassembled aircraft so its not quite reporting enemy force strengths with remarkable accuracy. as strange as it seems.) Carpet Bomber: Ideally suited to command squadrons of strategic bombers, this officer has a proven record of Air Wing Deployment, Supply, Reinforcement effective attacks against large provincial structures such as and Upgrades factories and infrastructure (+10%). Air wings are deployed from the force pool in the Night Flier: An officer with this ability will negate many of same manner as other forces are deployed (and they must the normal penalties for flying night missions against be assigned to an air base). They also draw their supply targets of all sorts (+20%). from their assigned air base just as naval flotillas do. If the Fleet Destroyer: The tricky timing of pulling out of a steep attack and releasing a torpedo takes a special sort of base cannot be kept supplied, then your wings will suffer skilland this officer certainly has it (+10%). Naval vessels from these shortages, although they are still able to scrape up barely enough fuel to get into the air. Organization will beware! drop rapidly and they should be re-based immediately, if possible, since they will be almost useless for combat Air Bases purposes. The rules that governing air movement and basing Being out of supply also reduces the wings rate of are very similar to those of the naval bases. Each squadron organization recovery and upgrade, which will be further must be assigned to an air base and may only land in a hampered if there are too many wings assigned to a base province that contains one (you may use either your own that isnt large enough to support them. Unlike naval forces, air bases or those of an ally). If you station more wings at a however, air wings may be fully upgraded to the most base than the size of the base allows, then you will suffer recent technologies if sufficient IC is allocated to upgrades. from reduced rates of strength and organization recovery, This process will remove the old aircraft from the wing and
Modding the Game
They are custom definable in the boostertext.csv. We have removed the country limit, so you can include all the nations you have ever wanted. And of course we exported hundreds of game variables to the misc.cfg. You can set and define now every piece of the game in this file. From the cost of artillery bombardment through the relative damage a bomber does on installations to gearing times, conversion rates, infrastructure bonuses and so on. We re-arranged the technology tab in a way that you are now able to mod in more techs if you want. the room available on every tech-section has increased dramatically. In the events section, we build in various new commands as triggers. For example, a check command if complete areas are under control of an ally/enemy/neutral/etc., which opens up lots of new possibilities for modding. For map creating purposes, we have removed the province limit. you can now mod your own maps with up to 10.000 provinces.
Please consider registering your game using the activation code. This gives you easy access to our tech support forums and various other useful discussion forums about the game: http://forum.paradoxplaza.com Paradox Interactive offers many levels of service for our customers and members. To get the best help possible please visit below about our services and what best fits your issue. http://www.paradoxplaza.com/support/
Developed by: Lennart Berg Programming, Planning. Philipp Elhaus Game Concepts, Design. Andy Gibson Historical Research, Calculations, Discussion. Manual Editor: Clifford Andersen. Paradox Interactive Credit list: CEO - Fredrik Wester Executive Producer - Thomas Johansson EVP Development - Johan Andersson EVP Sales - Reena M Miranda EVP Publishing - Susana Meza Product Manager - Boel Bermann Associate Producer - Mattias Lilja CFO - Lena Eriksson Packaging Layout - Christian Sabe Cover Art - Christian Sabe Translation: German - Roland Mdler. Italian - Davide Benedetti. Polish - Jacek Ogonowski. Portuguese - Gianluca Debiasi Anders, Rafael Tressoldi Tedesco, & Ricardo Jos. Russian - Cyril Andreichuk. Spanish - Juanfra Valero. Beta Testing: Mathias R. (Lead Europe), Kyle Gordon (Lead USA), Jan Kozak, Christoph Meyer, Josip Tarle, Lars Bttner, Brandon Mills, Dominic Freyberg, Lars Neumeier, Alexander Brunius, Dennis Stansert, Stefan Rumen, Pavel Jerzey, Stefan Nesinger, Robin Tuess, Marek Saemann, Konrad Hoerhold, Karsten Bertram, & Dennis Stansert. Community Support: Jamison Geibel, Ian Coccozza, Riko Jensen, Peter Simcic, Vladimir Pavlov, Manfred Tilgner, dm Kun, William Ling, Glenn de Groot, Nicholas Broadbridge, Giuseppe Orlando, Matthias Bestian, Fernando Torres, & Lodovico Ariosto. Strategy is our game!
21 December 2007
By: Calin Ciabai, Games Editor
Hearts Of Iron Cheats (PC)
Different codes and event numbers
Hearts of Iron (HoI) is a grand strategy computer game developed by Paradox Entertainment and Strategy First, set in the years 1936-1948. In the game you can control any one nation as World War II unfolds. It was released for Windows-compatible PCs in 2002. A Macintosh version was also released by Virtual Programming. The lead game programmer was Johan Andersson. A sequel to Hearts of Iron, Hearts of Iron II, was created and released with several changes in the tech tree and gameplay. (Wikipedia) CHEATSPress F12 during single player game play to display the console window. Enter one of the following codes to activate the corresponding cheat function.Codes 5000 additional coal - coal 5000 additional manpower - manpower 5000 additional oil - oil 5000 additional rubber - rubber 5000 additional steel - steel 5000 additional supplies - supplies Additional transports - transports Additional escorts - escorts 1 additional nuclear bomb nuke Diplomatic influence set to 500 - di No troop building limits - nolimit Toggle God mode - difrules Toggle AI aggressiveness - nowar Toggle revolts - norevolts Toggle fog of war - nofog Toggle automatic event pause - handsoff Toggle province Ids - showid Toggle control of all nations - fullcontrol 100% war entry level - war Trigger indicated event - event (number)Event numbersUse one of the following entries with the event code. 32: Arsenel of Democracy67: USA surrenders1000: Research sabotaged1001: Random leader loyalty down 41002: Supply stockpile +2001003: Manpower +1001004: Manpower +1001005: Supply -100 Dissent -51006: Industrial Capacity +61007: Manpower +301008: Dissent +3 Supply -3501009: Dissent -31010: Industrial Capacity -11011: Steal technology1012: Technology discovered1013: Industrial Capacity +61014: Choose Dissent +1 or -11015: Choose Dissent +1 or -1 but a politician dies1016: Choose: ->Fascism -5 and ->Communism 15 or ->Fascism 15 and ->Communism -51017: Choose: ->Fascism -5 and ->Communism 15 or ->Fascism 15 and ->Communism -51020: Land fort -11030: Cost fort -11040: Steal technology1050: Commander assassinated1060: Commander defect1080: Commander executed1090: Dissent +51100: Minister dies1110: War entry +51120: War entry -51140: Four ministers die, Dissent -101150: Regime overthrown, Dissent -1002000: War entry for France +10 and for UK +52100: Choose join Germany or Germany annexes Austria or Dissent -402200: Choose join Axis or Dissent -25 or trigger event 2300: Join the Axis, Dissent -302400: Germany Claims Memmel event2500: Dissent -5 -> Facism 202600: Choose claim some provinces or the Russian/German pact2700: War against Soviets and Soviets claims terretory 2800: Vichy France event (you lose a lot of leaders if not playing as France)3100: Spanish Civil War3200: Finnish Winter War event. Choose give in to Russian demands or declare war on Soviets3300: Sweden intervention in the Finnish Winter War 3400: Spanish Civil War intervention3500: Italy Claiming Albania event3600: Invite Poland to enter alliance with the allies3700: Lend Lease Act3800: US oil embargo oil -100003900: Give Iceland and Greenland to the US4000: Japan get bases in Vichy4100: Dissent -30 4500: Put Pressure On Siam event5000: Oil from Romania (Oil +1500) Here's a video from the game:
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Paradox Interactive's critically acclaimed strategy series returns in Hearts of Iron III, this time offering grognards more than 150 nations to control and more than 10,000 provinces to manage and conquer. Players take control of any nation that existed during the time period of 1936 to 1948, and then try to fashion themselves into a world power through a combination of military might, domestic production, research and technology, politics, and diplomacy. However, decisive shifts in world power are often most dependent on military action, and Hearts of Iron III addresses this by giving gamers the option of controlling their armed forces from a broad perspective in the form of battalions, or all the way down to an individual soldiers. There are 20 brigade types to deploy, a dozen different technology trees, and thousands of real-world military commanders and politicians available. Players can ask the improved AI to handle tasks both large and small, while a new economic model allows for overseas weapon procurement, and the expanded intelligence system offers gamers more ways to learn about enemy reserves and troop movement. ~ Christopher Brown, All Game Guide
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