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Table Of Contents

System Requirements
Historical Context
welcome
GAME SCREEN, MAPS & INTERFACES
A 1.0 Startup Options & Startup Screen
A2.0 Main Screen Interface
A3.0 Main Map
A4.0 Mapmodes
A5.0 Interfaces
How the HOI 3 World Works
A6.0 Terrain
A7.0 Weather
A8.0 Time of Day
A9.0 Resources
B1.0 Industrial Capacity (IC)
B2.0 Demand for Resources
B3.0 Resources & Trade
B4.0 Debt
B5.0 Special Comintern Rule
ECONOMICS
B6.0 Oil & Fuel
B7.0 Money
B8.0 Consumer Goods
B9.0 War Exhaustion (WE)
B10.0 Mobilization
c1.0 Manpower
c2.0 Unit Production Interfaces
PRODUCTION
c3.0 Carrier Air Groups (CAGs)
c4.0 Reserve Divisions
c5.0 Placing Produced Units
D1.0 Faction
D2.0 Cores
DIPLOMACY
D3.0 Threat (Belligerence) & Neutrality
D4.0 Diplomatic Relations
D5.0 Alignment Drift
D6.0 Diplomatic Actions
D7.0 Alliances
D8.0 Trade Agreements
D9.0 Expeditionary Forces
POLITICS & GOVERNMENT
F2.0 Internal Politics
F3.0 Events, Decisions and Laws
F4.0 Mobilization
F5.0 National Unity
F6.0 Governments in Exile
F7.0 Occupation Governments & Policies
F8.0 Liberating Countries
F9.0 Puppet States
F10.0 Partisans & Rebels
F11.0 War Exhaustion
F12.0 Surrender, Peace & Annexation
G1.0 Intelligence & Espionage Concepts
INTELLIGENCE & DETECTION
G2.0 Detection Levels
G3.0 Display of Detected Units
H1.0 Infrastructure
H2.0 Throughput
H3.0 Logistics Technology
H4.0 Supply & Supply Lines
SUPPLY & LOGISTICS
H5.0 Out of Supply
H6.0 Supply Mapmode
H7.0 Oil & Fuel
H8.0 Convoys
H9.0 Fleet Supply
H10.0 Airdrop of Supply
H11.0 Logistics Technology
H12.0 Strategic Redeployment
J1.0 Unit Interfaces
MILITARY UNITS
J2.0 Movement
J3.0 Manpower
J4.0 Unit Organisation
J5.0 Land Units
J6.0 Air Units
J7.0 Naval Units
K1.0 Management Concepts
MILITARY MANAGEMENT
K2.0 Headquarters (HQs) & Command Structure
K3.0 Leadership Concepts
K4.0 Theatres & HQ Command
K5.0 Doctrines
K6.0 Bases
K7.0 Repair Rate
L1.0 Movement Is Attack
L2.0 Combat Fronts & Main Line
LAND WARFARE
L3.0 Combat Statistics & Values
L4.0 Combat Resolution
L5.0 Modifiers to Combat Efficiency
L6.0 Post-Combat Considerations
L7.0 Tactical Air and Close Air Support (CAS)
L8.0 Amphibious Landings
m1.0 Air Orders Interface
AIR WARFARE
m2.0 Detection & Air Defence
m3.0 Combat Statistics & Values
m4.0 Air Combat Resolution
m5.0 Modifiers to Efficiency
m6.0 Tactical & Close Support
m7.0 Paradrop Landings
N1.0 Naval Orders Interface
NAVAL WARFARE
N2.0 Search, Spotting & Detection
N3.0 Ship-to-Ship Combat
N4.0 Modifiers to Combat Efficiency
N5.0 Submarines
N6.0 Convoy/Escort Reserves & Deployment
P1.0 Strategic Warfare Score
P2.0 Rockets
P3.0 Atomic Weapons (Nukes)
STRATEGIC WARFARE
VICTORY & VICTORY POINTS
R1.0 Starting a Multiplayer Game
R2.0 Multiplayer Start Interface
R3.0 Multiplayer Lobby
R4.0 The Metaserver
R5.0 Multiplayer Gameplay
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PDX5005US__ManualBody__HeartsOfIron

PDX5005US__ManualBody__HeartsOfIron

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Published by tah

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Published by: tah on Mar 21, 2011
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