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The Manual Project

A Community User Manual for Hearts of


Iron
Document History
Version Author Details Sections
0.1 2Coats First draft includes sections: Compilation of initial
complete draft.
Introduction
HoI Community
Tech Support
Main Screen
Map Screen
View Game Details
J. Heidle Ledger
Dissent
N!ghty Various
0.2 2Coats Second Draft now includes: Added additional
sections. Edited all
sections for clarity,
conciseness and
reformatting. Revised all
sections for accurate and
missing content.
Glorinc Economics
Sanjuro Diplomacy
Chrono Origins of WW2 (part 1)
J. Heidle HoI Dissent Calculator

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Intentionally blank

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Introduction

This document is the result of some extensive labour conducted over the last months by
various members of the Hearts of Iron community.

Although not a ‘sexy’ project to undertake, The Manual Project has seen many false dawns
and dead ends. Now it seems that some closure can be found, even if the result is not
complete. It is my hope that on releasing this document as an Alpha, the community
members that remain will attempt to take one of the remaining sections and update it so that
this will become a complete user guide.

In truth, this should have been done earlier, but alas such is the nature of such projects that
unless there is a real desire to complete what is started, good intentions fade away.

Anyhow, in preparation for the Alpha release of this manual, I’d like to thank the following
participants for the time and effort they put in to making this project happen.

Ø John Heidle - for nagging me to publish what we had done so far!


Ø Glorinc – A founder member of the team.
Ø Sanjuro – Also a founder member of the team.
Ø Chrono – Responsible for the rewrite of the History

A Massive Special Thanks also, to.

Ø N!ghtY – Mr ‘Stony Road’ for hosting the project and corresponding forum at his
site.

And now back to the details…. The following section are taken from the original manual
released with the game and have been modified to reflex real game facts and
implementation.

A word regarding copyright - This document is based in part on the original


text included in the Hearts of Iron manual shipped with the game. It has
been rewritten, formatted and sanitised by volunteers.

Regards,
2Coats – Contributer T.M.P

is the strategy game we have all been waiting for.

Perhaps the definitive game of World War II strategy, Hearts of Iron allows players to
completely manage the country of their choice. You can launch devastating offensives, form
alliances, research new technology, hire and fire diplomats – the options are nearly limitless.

But limitless options bring complexity. Certainly, not needless complexity, but rather, a
complexity born of rich gameplay and depth of design. Nevertheless, it will take more than a
casual look at the game to become familiar with it. You need a thorough user manual. So,

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without further preamble, let's get into the job of explaining Hearts of Iron in this ‘alternate
MODIFIED’ user manual.

System Requirements
To play Hearts of Iron, you'll need the following hardware:

Ø Windows 95/98/ME/2000/XP
Ø Pentium II 300
Ø 64 MB RAM
Ø 120 MB Hard Drive Space
Ø 16 bit Graphics Card with 2mb of video RAM
Ø DirectX 8.1 or Higher
Ø DirectX Compatible Sound Card
Ø 4x CD-ROM

NOTE: For the latest information on compatibility and support, log onto the Hearts of Iron
Forum and navigate to the SUPPORT subforum.

Installation
Place your Hearts of Iron CD in your CD-ROM drive. This should trigger your computer's
autorun function, which displays the Hearts of Iron installation screen.

Follow the prompts to install the game.

If the autorun doesn't work, click Start>Run> [the letter of the CD-ROM drive] >Setup.exe.

That should do the trick.

Once the game is installed, you can play by selecting Programs> Paradox Entertainment >
Hearts of Iron from the Windows Start Menu.

Installation under Windows'95


Hearts of Iron uses Winsock 2.0, This must be installed on your computer for the game to
function properly. If you get an error message when starting the game this may be the
cause.

You can install Winsock 2.0 from the CD. The installation file is located in the folder
x:\accessories\win95 where x is the drive letter of your CD-ROM reader.

Running the game in Windows XP


In some cases the Bink movie player used to play the intro movies may hang when starling
the game under Windows XP. If the game seems to have crashed when starting it then open
the Task Manager by pressing Ctrl + Shift + Esc.

Find and select Binkplay.exe under the Applications tab then press the End Task button. You
may have to do this twice.

NOTE: To speed up the initialisation of the game on startup, rename the avi folder under the
installation directory to a different name. This will skip the intro movie and load the game
start menu sooner.

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The Hearts of Iron Community

LINKS OF INTEREST (Click on Logos to navigate to the site):

Home of the
N!ghty’s Stony Road MOD
and
The Manual Project [T.M.P]

Home of the
Hearts of Iron
Forum

The Hearts of Iron Website

Home of
Paradox Entertainment
- Developers of Hearts of Iron

Home of
C.O.R.E – Community Open Resource
Project

The
Road to War
Site
For all your HoI Downloads

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Technical Support

Should you experience a technical problem concerning the operation of this product, please
contact our technical support staff.

Before you call, please read the README.TXT file on the Hearts of Iron CD to see any last
minute recommendations pertinent to your problem.

Also, check out the Support page on our web site listed below. When you call, please be at
your computer and have the following information available:

Ø Computer make and model


Ø Windows version
Ø Total system RAM
Ø Total Hard Drive space
Ø Video card make and model

PHONE: (514) 844-2433, Mon.-Fri. 9am-6pm EST


FAX: (514) 844-4337, Attn: Support
INTERNET E-MAIL: For prompt technical support via email,
please fill out our online form at: http://www.strategyfirst.com/Support/ContactForm.asp

For any other technical support questions or concerns, e-mail us at:


support@strategyfirst.com

STRATEGY FIRST WEB SITE: http://www.strategyfirst.com

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Getting Started
Hearts of Iron is a complex game, but we know you want to jump right into changing history.

This section has been put together to aid the novice player on getting started. A walkthrough
will cover the following game concepts in brief:

Ø Starting the Scenario


Ø Issuing Your First Orders
Ø Unit Statistics
Ø Leader Replacement
Ø Start the Attack
Ø Order an Aerial Attack
Ø Building Units

It is not designed to province the player a complete understanding of the game, but to
divulge enough information to allow fighting for conquest of the whole world to begin quickly.

Starting the Scenario


After the Hearts of Iron introductory movie plays, you're taken to the opening screen. Select
Single Player to display the Scenario Screen.

There are a multitude of choices here, but you don't need to worry about that right now.
Click the ’1936’ under the Scenarios Pane, and choose the German flag (it's red, white, and
black). Feel free to browse through the information displayed to the left of the red eagle. It's
good historical background for what is happening.

Once you are finished browsing Germany's historical information, click the Start button in the
lower-right corner of the screen.

NOTE: Your choices are not limited to the eight countries whose flags are displayed on the
Scenario Screen. Right-clicking on any of the flags pops up a scrolling menu that allows you
to select from numerous other countries. In fact, you can play one of eight major powers or
any of the minor powers.

When the scenario loads, you're taken to the Main Screen. It's from here that you'll fight
your battles and make the decisions that will dictate the future of the world. To learn more
about the Main Screen, refer to the Interface section.

A pop-up box initially dominates the Main Screen. It tells you that if you score the most
victory points by December 30th, 1947, you'll win the game. Victory points are earned by
conquering countries and to a lesser extent, forming alliances. The number of victory points
that are awarded for each province appear inside the star in the top-right corner of the
Province Menu.

Click Start Game at the bottom of the pop-up box.

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Issuing Your First Orders
At its core, Hearts of Iron is a game of global conquest, and to conquer, you must be able to
fight. Let's learn how to do that by invading Poland.

First press Pause on your keyboard or click the small bronze clock on the right side of the
status bar at the top of the page. Now select a group of units, by holding down the left
mouse button and drawing a box around your units (which consists of two infantry and three
armoured divisions) in Berlin.

Right-click on the province of Stettin and they will move to that province when you un-pause
the game again. After the divisions arrive in Stettin, Pause the game.

Left-click, and draw a box around your newly arrived troops and the three infantry divisions
already waiting in Stettin. This brings up the Unit Screen – Multiple Units/Stacks. At the
bottom of this panel, click on Merge Units. This forms a new army out of your eight divisions.
Click on the army. This changes the Unit Screen to display the one showing a single Unit
or stack display and menu. A list of the divisions that comprise the army can be found in
the right-hand panel.

Unit Statistics
Each division has its own statistics listed beside it. These statistics are explained in more
detail in the Interface and Military sections, but for now, keep an eye on the two numbers
on the first row of statistics. The top-left number is the unit's strength, and the top-right
number is the unit's organization.

Strength reflects the unit's men and material. Organization indicates the unit's combat
readiness. Both may fall during combat. You may replenish a unit's strength by clicking on
the unit and then choosing Reinforce to Maximum Strength at the bottom of the Military
Screen. Organization increases as long as an in-supply unit does not:

Ø move at all
Ø engage in combat

Strength and organization are a good indication of your unit's ability to wage war.

Leader Replacement
At the top of Military Screen, you'll see a leader's portrait. Hover your cursor over the
portrait to display a pop-up box with the leader's statistics. You'll quickly see that your leader
can't control all your divisions, and although you can still give orders to the divisions, they will
not function efficiently in such a state. Let's replace him.

Left click on the leader. This displays all your available leaders in the right-hand panel.
Select General Rommel from those available. He is an excellent leader who can control up to
nine divisions without penalty.

Click on the Luftflotte II (in Halle) and the Luftflotte I (in Mannheim) and order them to
Berlin. When they arrive, merge the four squadrons.

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Start the invasion
Okay, now you're ready to start your invasion of Poland. Click the Diplomacy Screen
button at the top right of the screen (it's the button with the envelope inside).

Click on Danzig and then choose Declare War from the Diplomacy Menu displayed in the
right-hand pane. Confirm the action. You are now at war with Poland. Click Back to Main at
the bottom of the Diplomacy Menu to return to the main screen.

Next, left-click on your army in Stettin, and right-click on the province of Danzig. This pops
up the Combat Control Box (CCB), which we be discussed in great detail later in the
manual. For now order the army to arrive in Danzig at 0800 on January 4th.

Click Okay to close the box. You can change the time at which your troops will arrive by
clicking on the plus and minus signs adjacent to the hour, day, or month.

NOTE: By default, Hearts of Iron uses animated figures to depict your forces. You can
change these figures to standard NATO symbology by clicking the Game Settings icon in
the Quick-Nav panel. Then select Options>Use Counters and click the 'On' radio button.

Order an Aerial Attack


Select your Luftwaffe squadrons in Berlin and order the planes to also attack Danzig. Direct
them to begin their attack at 0700 on the same day that your army attacks the province.

NOTE: The tactical bombers might not reduce the strength of the Polish units. On the other
hand, the bombers will reduce the target units' organization, which will make them
susceptible to your troops' follow-up attack.

Unpause the game. Very soon, your bombers will attack the Polish forces in Danzig.

Immediately after the bombers begin their run, your land forces will join the fray. The two
attacks will most likely defeat the Polish. You'll receive a message saying so, and the Poles
will retreat. With your first victory under your belt, let's look at some of the other aspects of
the game.

Building Units
Let's build another armoured division to help with our assault on Poland. Once again, bring
up the Military Screen by clicking on the circular tank icon. At the bottom of the Military
Screen are three choices: Set up a new division, Commission a new ship/flotilla, and
Build a new aircraft squadron.

Click 'Set up a new division'. This brings up a screen with all your available land units.

Click on the icon of the tank. This displays the statistics for a division. Below the statistics is
another box that tells you how many Industrial Capacity (IC) points the division will cost, how
much manpower it costs, and when it will be ready.

You authorize the division's construction by clicking OK at the bottom of the pane. But let's
not do that just yet.

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Hearts of Iron lets you build different divisions, and you can also attach additional brigades to
those units. Between the name flag for the division type and the division's statistics is a row
of four icons. These icons represent the brigades that may be attached to the division.

Click on the artillery icon to attach an artillery brigade, and then click OK. When the division is
ready (it takes about 210 days to form this division), you may click the Deploy button and
then place it in any province in your home country.

NOTE: It takes both Industrial Capacity (IC) and manpower to build military units. The IC is
lost during the time the unit is being built. The manpower is a permanent deduction from
your manpower pool. That's the bad news. The good news is that your manpower pool is
constantly gaining new recruits, so it doesn't take long to replace the manpower that's been
used.

Diplomacy
At some point in the war, you may want to turn your eyes to the west. After all, war with
France is inevitable. Nevertheless, attacking the French provinces of Colmar, Strasbourg, and
Chaumont is tough.

All three provinces have extensive fortifications, called the Maginot Line. On the other hand,
Belgium and the Netherlands have no such fortifications. Wouldn't it be easier to attack
through those small countries to get into France? We're going to show you how to do just
that.

Bring up the Diplomacy Screen by clicking the envelope icon in the bank of circular icons at the
top-right of the Main Screen. Click on Arnhem and then choose Declare War from the options
presented in the Diplomacy Screen. Click on one of Belgium's states (it doesn't matter which
one) and declare war on Belgium. Now you can send your Panzers through the Low Countries and
march behind the French troops guarding the Maginot line.

Technology
To win a war, you must have not only good leaders, but also troops that are using the latest
technology.

To access that technology, you must research it. Let's take a look at how to do that. Bring up
the Technology Screen by clicking the gear icon at the top-right corner of the main page.
You can bet that we are going to discuss the Technology Screen in great detail later, but
for now, let's just look at how to research a single technology.

A bank of icons is lined up across the top of the Technology Screen. These icons are the
available research categories. Under each category are numerous research projects.

Click on the leftmost icon. This is the Infantry Research technology. Click Early Infantry
Research in the middle panel and click Start Project at the bottom of the screen. Light Mortar
joins the queue at the bottom of the Technology Screen on the right side of the page. Notice
that the light mortar research uses 5 ICs for 90 days. This brings us to the next topic...

The End of the Beginning


This section will by no means make you a Hearts of Iron expert. It only demonstrates the
basics of play. Now that you are up and running, you can learn by playing. Or if you prefer,
explore this manual further before you begin playing. The choice is yours.

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The Interface
To play any game well, you must first understand the interface. This section will examine the
Hearts of Iron interface in detail.

The Interface considers of the following screens and menus:

Ø Opening Screen
Ø Scenario Screen
Ø Scenario Set-Up Screen
Ø Main Screen
Ø Map Screen
Ø Technology Screen
Ø Military Screen
Ø Production Screen
Ø Diplomacy Screen

Each screen and much more will be covered in more detail in its own section.

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Opening Screen
After Hearts of Iron's opening movie completes, you're taken to the game's opening screen.
The screen displays the game name and the current version, the Paradox Entertainment logo
and five buttons.

Opening Screen

Clicking on the five buttons provides the following:

Ø Tutorial: This button opens the tutorial. For a novice player, it is recommended that the
tutorial be played through before you play a single-player scenario.
Ø Single Player: Clicking on this button brings up the Scenario Screen (see below).
Ø Multiplayer: This button brings up the multiplayer submenu, which is detailed in
the section on multiplayer gaming.
Ø Credits: This button scrolls the credits of the fine people who created Hearts of Iron.
Ø Exit: Clicking this button is not recommended because you will once again be
released into the real world of chores, little brothers, and bad news.

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Scenario Screen
Clicking on the Opening Screen's Single Player button whisks you away to the Scenario
Screen, where you select the scenario and country that you will play.

Scenario Screen

The screen is divided into four separate sections that display the following:

Scenarios
This window, on the top left hand side of the screen, contains the available scenarios that
can be selected. By default there are three scenarios that are distributed with HOI. These
are:

Ø Awaiting the Giant (1941-1948) – Germany has taken Western Europe and is about
to turn eastwards to invade the Great Bear, the Soviet Union.
Ø Blitzkrieg (1939-1948) – Germany unleashes the new modern method of warfare on
Poland.
Ø The Road to War (1936-1948) – Build up your nation for the inevitable, World War II.

When you have decided what scenario to play, select it, by left clicking on it.

NOTE: Any successfully installed scenario MOD’s created by the community, will appear in
this list.

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Saved Games
Located below the Scenario Window, the Saved Games Window lists the games played and
saved. To load a game, either left-click on a saved game to select it and press the Start
button or double-click the save game name.

Information
This window displays information about the selected scenario or country.

Game settings
This window displays any options you may have changed such as difficulty, AI aggressiveness
etc depending on what game is being loaded or saved.

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Scenario Set-Up Screen
Setting up a scenario is a straightforward process.

First, click on the scenario in the Scenario Window that you want to play, so that it becomes
highlighted in a different colour.

Then it's time to choose the country that you want to play. There are eight major powers:
United Kingdom, France, Soviet Union, Germany, USA, Poland, Italy, and Japan-represented
by the eight flags above the Information Window. These are the starting nations for a
particular scenario and change depending on the scenario that is selected.

Nation Selection Screen

There are also numerous minor countries that await your leadership. Select one of the major
powers by left-clicking its flag. You can browse the flags of the available minor countries by
right-clicking one of the flags above the Information Window.

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Choosing other nations to play

When the country that will be played is decided, left-click the country's flag, and the country's
information fills the information box.

Click on the Options button below the Information Window to set the scenario options.

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Scenario Options

This pops up a submenu with the following choices:

Ø Difficulty: There are five levels of difficulty:

• Very Easy
• Easy
• Normal
• Hard
• Very Hard

Ø Artificial Intelligence (AI) Aggressiveness: A more aggressive AI is more likely


to attack. There are five levels of AI aggression:
• Coward
• Weakling
• Normal
• Aggressive
• Furious

Ø Game Speed: This sets the game's speed. You can also increase or decrease the
speed by pressing Ctrl and + or -. There are six speeds:
• Below Normal - 1 minute = ????
• Normal - 1minute = ????
• Above Normal - 1 minute = ????
• Fast – 1 minute = ????
• Very Fast - 1 minute = ????
• Extremely Fast – ????? = ??????

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Ø Fog of War: This refers to the inherent confusion on the battlefield. In Hearts of
Iron, turning on the Fog of War hides enemy units unless your own troops can see
them. The default position is ON.

Ø Autosave: This option allows you to designate whether you want to Autosave your
game, and if so, how often. The possible selections are:

• Never
• Monthly
• Once every three months
• Once every five months
• Once every ten months.

NOTE: You can change any of these choices by clicking on it and then choosing from the
options. Once chosen, you must either confirm or cancel the change.

Choosing other nations to play

Click the Accept button to accept your options, and click Back to return to the Scenario
Screen. The final two buttons in the bottom of the Scenario Screen are Back button which
returns you to the Opening Screen, and Start begins the scenario.

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Main Screen
The Main Screen is divided into twelve separate parts, as shown in the following picture.

Ø Map Screen
Ø Status Bar
Ø Submenu Buttons
Ø Technology Screen
Ø Military Screen
Ø Government Screen
Ø Production Screen
Ø Diplomacy Screen
Ø Unit Screen
Ø Pause Button
Ø Quick-Nav Window
Ø Map Mode Buttons
Ø Miscellaneous Buttons
Ø Game Log

The Main Screen

Each screen component is covered in some more detail in the following sections.

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The Map Screen

The Map Screen is covered in depth in the Map section.

Status Bar
The Status Bar is located at the top of the main screen in the center. It provides valuable
information for your war campaign.

The Status Bar

The status bar displays information on the following assets:

Ø Coal Reserves
Ø Steel Reserves
Ø Rubber Reserves
Ø Oil Reserves
Ø Nuclear Weapons (Nukes)
Ø Supply Reserves
Ø Manpower Pool
Ø Diplomatic Influence
Ø Dissent
Ø Industrial Capacity
Ø Current Date and Time

By moving the mouse pointer over any of these icons a tool-tip will appear displaying
information on a particular resource. More detail on this information is presented in the
following sections.

Coal Reserves
The top-left icon and the number beside it, represent your country's Coal Reserves. The
maximum value that can be held is 99,999 units of coal.

Coal Resource Tool Tip

Steel Reserves
To the right of the Coal icon is the Steel icon and the amount of steel that your country has.
The maximum value that can be held is 99,999 units of steel.

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Steel Resource Tool Tip

Rubber Reserves
Third icon on right represents the Rubber icon (it looks like a little tire) and its readout. If you
lack rubber, the game automatically converts oil to rubber. The maximum value that can be
held is 99,999 units of rubber.

Rubber Resource Tool Tip

Oil Reserves
This is the icon located forth from the left.

Oil Resource Tool Tip

Not only does oil contribute to your 1CIC, but it also powers your ships, tanks, and planes.
Without oil, they cannot move. If you have no oil, the game automatically converts some of
your coal to oil, but this is inefficient. The maximum value that can be held is 99,999 units of
oil.

NOTE: More information on all resources can be found in the Map Section.

Nukes
This icon represents the number of nuclear weapons you currently own. You must
research nukes before you may produce them. This figure shows the total number of
nukes available.

Nukes Tool Tip

Nukes built using older technology are automatically upgraded when new nuclear
technologies are researched. Once nukes are researched and produced, they may be
loaded on strategic bombers, rockets, and flying bombs. Nukes are built once the

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appropriate technology has been researched. This can vary from one per year to two per
year.

Manpower Pool
This icon displays the number of men available for conscription into your country’s armed
forces. Manpower increases at a monthly rate and through some game events. Manpower is
used to create new or refit battle-worn military units.

Manpower Tool Tip

Diplomatic Influence
This is the amount of influence that you have with other nations. The more influence you
have, the better. DI is gained on a monthly basis. The amount depends on the nation
played.

Diplomatic Influence (DI) Tool Tip

Dissent
The higher the level of dissent in your country, the worse things will go for you. Dissent
rises in the following ways:

• Not providing your people with adequate consumer goods


• The personalities of certain cabinet ministers, only if they take up a government
position
• Certain game events
• Not assigning the minimum amount IC to the production of supplies

Dissent decreases in the following ways:

• Providing MORE than the required consumer goods


• Certain game events

Dissent Tool Tip

Maximum dissent that can be attained is 100%. The minimum is 0%.

Supply Stockpiles
To the right of the oil icon is the Supplies readout.

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Supplies Tool Tip

Supplies are used to keep your military units up and running. When a unit is out of supplies,
its organization and strength will decrease. If a unit cannot trace a line through friendly
provinces back to a friendly port or its capital, it is out of supplies.

Industrial Capacity (1CIC)


1CIC is a key concept in the game. In the status bar it is represented as two numbers
separated by a slash (/). The number to the right of the slash is your total capacity
currently available for production. The number to the left of the slash is the amount of
1CIC currently available.

Industrial Capacity Tool Tip

Current Date and Time


The current game date and time is also displayed within the status bar. Depending on the
game speed set, this will be updated in real time. When colored grey, the date and time has
been paused using the pause facility. When colored in white, it has been paused by an event
set to pause when triggered.

The Pause Button


To the very far right of the status bar, is a small clock like icon coloured in gold. This is the
pause button and can be clicked at any time in the game to pause it immediately.
Alternatively, the pause key on your keyboard can also be used.

NOTE: There is an unofficial key-mapping program that allows you to define your own
Pause key as well as others.

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Game Submenu’s
Immediately to the right of the Status Bar are the four submenu buttons, two on either side
of your country's flag.

These buttons will launch the following screens:


Ø Technology Screen
Ø Military Screen
Ø Government Screen
Ø Production Screen
Ø Diplomacy Screen

Submenu Buttons

They, along with the flag, provide a wealth of information. Let's take a look at them:

Technology Screen
Click on the first button on the left, the one with the cog to bring up the Technology
Screen.

Technology Screen

Game research is conducted from the technology screen. All aspects of technology research
including project commencement and monitoring and examining the technology tree, is done
from this screen. For more information see the Technology section.

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Military Screen
Click on the tank button to bring up the Military Screen.

The Military Screen

From here all aspects of unit manipulation regarding construction, deployment and strategic
redeployment can be performed. For further information on how to use this screen go to
the Military section.

Government Screen
Click the flag in the center of the submenu buttons to bring up the Government Screen,
which lists the cabinet posts in your government and which candidate currently occupies them.

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The Military Screen

Click on the name of a position to bring up the Change Minister Screen.

This will allow you to choose a potential candidate to replace the existing minister. You can
change who sits in a cabinet post by clicking on the appropriate install candidate button.
Not every minister can be replaced. Consult the Internal Politics section for additional
information.

Production Screen
Click the third button from the left (the one with a factory) to display the Production Screen.

Below this panel are two buttons, the Manage Convoys and Trade on the World Market.

Click on the Manage Convoys button to bring up the Convoy screen. From here, you can
manage your convoys and lay out new convoys.

Click on the Trade on the World Market button to allow trading on the world market. From
here, you can trade a resource that you have in surplus for one that you need. Convoys and
the World Market are covered in great detail in the Production section on.

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The Diplomatic Screen

Diplomacy Screen
Click on the far-right icon with an envelope inside it to display the Diplomacy Screen.

We will discuss diplomacy in greater detail later, but let's take a brief look at diplomatic
relations here. Not only does clicking on the button pop up the Diplomacy Screen, but also
changes the provinces' colors on the main map.

The Diplomatic Screen

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Each country's provinces are color-coded. Note that this color code is dictated by the original
geographical boundaries of the country, not its conquests.

Hence, although Germany may have conquered the Polish province of Poznan, the province
will still display the color code of a Polish province. When the Diplomacy Screen is active,
clicking on the province of another country displays numerous options. These options are
covered in the Diplomacy Section.

Unit Screens
The unit screen has three different context sensitive sub-screens. Depending on what is currently
happening the unit screen will change to one of these three screens:

• Single Unit/Stack Mode


• Multiple Unit/Stack Mode
• Battle Mode

The unit screens provide an interface to direct your units in movement around the map screen,
charge them into combat, or retreat from a losing battle. When in battle, the unit screen transforms
providing an update of the combat. The leader of the unit or unit stack is also displayed as well as
unit statistics and unit names. Information on journey times, are also displayed here.

More detailed information about the unit screens can be found in the Army Unit Screen Section.

Quick-Nav Window

The Quick-Nav Window is located at the bottom-right of the Main Screen. It provides an
overview map of the entire world.

Quick-Nav Map

You can center the main map view on any location in the world by left clicking on the
location in the overview map. On the left side of the Quick-Nav Window are the five map
modes discussed in the next section.

At the bottom of the Quick-Nav Window are four buttons that perform the following functions:

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Map Mode Buttons

There are five map modes that can be accessed from the buttons on the left hand-side of
Quick-Nav window at the bottom-right of the Main Screen. From top to bottom, they are:

• Terrain Mode
• Political Mode
• Weather Mode
• Economic Mode
• Supply Mode

These are covered in more detail in the following sub-sections.

Terrain Mode
The Terrain Mode displays the dominant terrain in each province.

Terrain Mode

There are numerous types of terrain:

• Swamp: Land that degrades mechanized movement.


• Forest: Lots of trees. Again, this degrades mechanized movement and gives
defending infantry a bonus.
• Jungle: This is even heavier vegetation than Forest, slowing mechanized movement
by approximately 70% and providing infantry with a large defensive bonus.
• Hills: Depicted as gentle green mounds, hills slow mechanized movement.
• Mountains: Displayed as steeply sloped gray mountains on the map, these slow
down mechanized movement as much as jungles do.
• Frozen: Frozen terrain slows all movement. It's depicted as a white terrain within
the province.
• Muddy: Muddy terrain slows movement roughly twice as much as frozen areas. It's
depicted as tan-brown terrain within the province.

Political Mode
Click on the Political Mode to color-code the provinces according to owner.

- 30 -
Political Mode

However, you can see which country was the original owner, by momentarily holding the
mouse over the province or clicking on it. Each province that your units can actually see is
shaded a lighter version of its owner's color.

Weather Mode
Clicking on the Weather Information Mode displays the weather in each province.

Weather Mode

Weather can have a profound effect on a unit's ability to move through the province and an
aircraft's ability to conduct raids on the province. The effects are outlined below:

• Storm: A storm is depicted as a cloud with flashing lightning. Storms slow movement
through a province by 10-20%.
• Snow: A snowing cloud depicts a snowstorm. (That makes sense, doesn't it?) Snow
slows movement about twice as much as a storm.
• Blizzard: A cloud snowing heavily depicts a blizzard. Blizzards drastically slow
movement through a province.
• Clear: If there is no weather icon over a province, the weather is clear. Clear weather
has no effect on movement. Aircraft capability is degraded in all conditions except
clear skies. This degradation can be lessened by technological advancements
such as radar.

NOTE: The Weather Information Mode can be displayed simultaneously with the Terrain
Mode. This is handy when you're planning attacks. For example, you'll have a tough time of it if
you are planning to attack a mountainous province that is currently in a blizzard.

Economic Mode
The Economic Mode shows the primary resources in each province. Be aware that not every
province has a primary recourse. This map is useful when you're considering your global
strategy.

- 31 -
A quick look at the Middle East shows that many of the provinces are oil-rich -- a necessary
commodity for a highly mechanized army. The icons represented are:

• Industrial Capacity (1CIC): Represented by a factory, this denotes a province with a high
1CIC.
• Coal: Depicted as a coal cart, this denotes a province rich in coal.
• Oil: Represented by a drop of oil, this represents a province that is rich in oil.
• Steel: Depicted as three steel bars, this indicates a province rich in steel.
• Rubber: Depicted as a stack of rubber tyres, this indicates a province is rich in
rubber.

NOTE: For one of the above icons to be present in a province in this mode, the province
must have a value of ten or more of that resource or IC. If a province is rich in more than
one asset, only one icon will be present.

Supply Mode
The Supply Made Mode shows the whether or not a region of territories are in supply or not.

Supply Map Mode

Apart from the provinces connected to your capital over land, no other provinces or regions
of provinces are automatically in supply. Therefore, a convoy of supplies will have to be
sent using the Convoy Screen to those regions overseas.

In the above picture, the province of Elbing is separated to the Germany region where the
capital (Berlin) is located, by Polish provinces. However, the military units in supply because
there are supplies in that region as can be seen by the icon directly above the name of the
province of Elbing.

Miscellaneous Buttons
There are a number of miscellaneous buttons located horizontally below the Quick-Nav
Window. These have various functions as follows:

• Map Zoom In
• Ledger
• View Game Settings
• Map Zoom Out

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Each function is described in the following sections.

Map Zoom In
This button zooms in the view of the main map. There are four settings in total including the
current map scale. The minus – button can also be used.

Ledger
Clicking on the second button from the left, calls up the ledger screen. The function key F6
can also bring up this screen.

From this window, you can get a quick view of your empire, its armies, and how it compares to
the other empires. The screens accessible when in the ledger are:

• Territorial Information
• Convoy Summary
• Current Point Allocation
• Land Commanders
• Sea Commanders
• Air Commanders
• Land Divisions
• Ships
• Air Wings
• National Naval Comparison
• National Air force Comparison

Further details on what information the ledger screen provides can be found in The Ledger
section.

View Game Settings


The third button from the left at the bottom of the Quick-Nav Window is the Game
Settings button. The function key F10 can also bring up this screen.

This brings up the view game settings screen with the following options:

• Save
• Load
• Options
• Game Speed
• Fog of War
• Use Counters
• Autosave
• Music Volume
• Hints
• Surrender
• Return
• Cancel/OK

More details of each option can be found at the View Game Settings section.

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Map Zoom Out
This button zooms out the view of the main map. There are four settings in total including
the current map scale. The + button can also be used to zoom in.

Game Log
The window at the bottom of the Main Screen is the Game Log. This log displays the messages
that you chose to display in the Message Settings of the Game Management Screen's Options
window.

Game Log

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Map

The map spreads across most of the Main Screen. It's divided into provinces and sea zones.

These provinces and sea zones will contain the military units that you control in the process
of waging war. Clicking on a province displays information in the main screen's right-hand
panel. Clicking on a unit displays information about that unit in the right-hand panel.

Ø Provinces
Ø Map Features

Provinces
Provinces have one screen and a sub-menu devoted to displaying information and
manipulating the province assets. The screen and sub-menu are described in the next
subsection:

• Province Screen
• Province Upgrade Menu

Province Screen
Clicking on a province pops up the Province Screen and Province Upgrade Menu on the right
side of the screen.

Province Information

At the top of the Province Screen is the name of the province, the flag of the controlling
country, and the number of victory points awarded to the controlling country.

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The menu includes the following information:

• Daily Rubber Production: The amount of rubber the province produces daily.
• Daily Coal Production: The amount of coal the province produces daily.
• Daily Steel Production: The amount of steel the province produces daily.
• Daily Oil Production: The amount of oil the province produces daily.
• Manpower: The amount of manpower the province produces daily. It takes
manpower to man and refit divisions, aircraft squadrons, and ships.
• Industrial Capacity (1CIC): Increase the province's 1CIC by clicking the Build
More Industries button at the bottom of the menu. Note that this only
increases the province's 1CIC, not the amount of industry capacity that's available.
• Anti-Aircraft Batteries Available: Below the province's 1CIC is the number of
anti-aircraft batteries available. The more batteries available, the more
costly it becomes for the enemy to bomb the province. You can increase this
number by clicking Construct AA at the bottom of the menu.
• Size of Fortifications: This is an indication of the size and strength of the
province's fortifications. Larger/stronger fortifications provide greater defensive
bonuses to the troops stationed there.
• Province Infrastructure: The higher the province infrastructure, the more
efficiently it will use the materials within the province. You can increase this
by clicking the Improve Infrastructure button at the bottom of the menu.

NOTE: Improving the province infrastructure will NOT raise the values of any of the above
resources in that province.

Province Upgrade Menu


At the bottom of the Province Menu are five buttons: Build More Industries, Improve Coastal
Fortifications, Improve Land Fortifications, Construct AA, and Improve Infrastructure.

Province Upgrade Menu

Let's take a look at what they do:

• Build More Industries: Clicking on this button increases the province's 1CIC.
• Construct AA: Click this button to increase the province's anti-aircraft defense.
The better the anti-aircraft defense, the more casualties enemy planes will suffer
and the less damage they will do when attacking the province.
• Improve Coastal Fortifications: Clicking here improves the province's coastal
fortifications, which increase the province's resistance to amphibious assaults (as well as
the units garrisoning it). This option is available only in provinces that are adjacent to the
ocean.
• Improve Land Fortifications: Clicking here improves the province's
fortifications, which increase the province's resistance to assaults (as well as the units
garrisoning it).

- 36 -
• Improve Infrastructure: Improving the infrastructure increases the province's
productivity. Productive or not, remember that the province can only produce raw
materials that are inherent to the province. In other words, if the province has
no oil-producing capability, it will never produce oil.

Map Features
Also indicated on the map are the following map features including the following: country capitals,
victory point provinces, province terrain such as; rivers, ports, fortifications, borders and airfields.

Capital Cities
A nation's capital city/province is depicted as a red circle.

Capital City

These capitals may award victory points when captured. To determine how many victory
points a capital province is worth, click on the province. The victory points appear with in
the star in the upper-right corner of the Province Menu.

Victory-point Provinces
Victory point provinces are represented with a red star located somewhere within the borders of the
province.

Rather like a capital province, the military occupation of these special provinces add a certain number
of victory points (VP), to one of three game totals depending on the ideology of the controlling
country.

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Victory-point Provinces

The number of VP’s can been see by clicking on the province. Control of VP provinces, are critical for
nation annexation and puppeting. This is covered in more detail in the Diplomatic section.

Province Terrain
There are numerous types of terrain:

• Swamp: It is depicted as a lake of sludge.


• Forest: Is represented as an icon resembling two tree one behind the other.
• Jungle: Displayed as dense foliage.
• Hills: Depicted as gentle green mounds.
• Mountains: Displayed as steeply sloped gray mountains on the map.
• Frozen: Is depicted as a white terrain within the province.
• Muddy: It's depicted as tan-brown terrain within the province.

Rivers
Rivers are thick blue lines that overlay a province's borders. They impose movement
penalties on units that are moving across them. Moving the mouse pointer over a river will
reveal a tool tip with the river’s name.

Rivers

Ports
A port is depicted as an icon showing an anchor inside a circle. Ship squadrons may dock
at ports.

- 38 -
Ports

When at least on ship or squadron is docked at a port the icon will be colored blue.
Otherwise, it will be shown as grey in color.

Fortifications
Fortifications built within a province are depicted as an eight-sided star.

Fortifications

Fortifications add a defensive bonus to the troops occupying the province. Black stars
represent that land forts are present, blue stars whether coastal forts are present.

Beaches
Beaches are represented on the main map as khaki colored oval shapes and are also referred
to as ‘banana shaped icons’.

Beaches

Provinces with a beach icon are the only place an amphibious landing can be attempted. In
order to land there, the two countries must either be at war or in a military alliance.

Borders
Borders are the geographical limits of a country. They are depicted as dotted red lines.

- 39 -
Borders

- 40 -
View Game Settings

This section of the manual describes what the different options available are, from
within the game and how to access them and how to use them.

When playing a game of Hearts of Iron, certain game options can be accessed from
these game settings. The third button from the left, underneath the bottom of the
Quick-Nav Window is the Game Settings button. Clicking on this button will halt the
game and pop up the Game Management Window. Pressing the F10 key whilst playing
a game, will also display this window.

Game Settings

As can be seen the following game options are available, and are described below.

Save: Clicking here pops up the Save Game Window. Click OK at the bottom of the
window to save your game with the default name presented in the window. Or, type the
name you want to use and then click OK. Pressing the Cancel button aborts any attempt at a
save.

- 41 -
Save

Load: Clicking here pops up the Load Game Window. Click on the game that you want to
load and then click OK. Pressing the Cancel button aborts any attempt at loading a game.

Load

Options: Clicking this button pops up the Options Window that can be seen in the picture
below.

- 42 -
Options

Selecting this provides access to adjust the following options:

Game Speed: Displays a menu at the bottom of the Options Window as seen in the menu
fragment that follows.

Game Speed

There are eight game speeds in Hearts of Iron, from five minutes of real time equaling
one month of game time (this is very slow) to one minute of real time equaling two years of
game time (this is really fast). Of course, you can always pause the game, with your keyboard's
Pause key if you require re-issuing of orders.

Fog of War: This option has two possible toggles as seen here.

Fog of War

This refers to the inherent confusion on the battlefield. In Hearts of Iron, turning on the fog of
war hides enemy units that your own troops can not see. The default position is On.

Use Counters: This option also has two possible toggles as seen here.

- 43 -
Use Counters

By default, Hearts of Iron displays your charges as animated soldiers, tanks, ships, planes, etc.
You may prefer to view them in the NATO symbology that's popular in many board war games
by setting the Use Counters switch to 'On'.

NOTE: There exist additional MODs to enhance the standard Counter representation that comes
as default, with the game. Check the Hearts of Iron Forums for more information.

Autosave: Clicking this option, displays the corresponding menu.

Autosave

This option allows you to designate whether you want to auto save your game, and how often
you want to auto save it. The options are Never, Monthly, Once every three months, once
every five months, and Once every ten months.

SFX Volume: Clicking here displays the SFX (sound effects) volume slider.

SFX Volume

Moving the slider to the left lowers the sound effects volume, and moving the slider to the right
raises it

Music Volume: Clicking here displays the music volume slider.

Music Volume

Moving the slider to the left lowers the music volume, and moving the slider to the right raises
it.

Message Settings: Clicking on Message Settings at the bottom of the Options


Window shows the Message Settings Box.

- 44 -
Message Settings

From this box, you can set which messages you want Hearts of Iron to display. Simply select a
message and then select one of the four options: Do not display this message, Display
this type of message in the game log, Display this type of message in a
message box, or Display this type of message in a message box and pause.
Then click OK. Alternatively, you may Ctrl-Right-Click each message as it appears during
the game and set its visibility parameters from the pop-up box.

NOTE: You don't need to set each message option individually. You can also click Default to
use the settings that the game shipped with.

Hints: The fourth button from the top of the Game Management Window displays the
Hints dialogue box.

Hints

Click here to pop up the Hint Box. You can cycle through all the available hints in the Hint
Box by clicking Next or Previous. Then click the Close button. The Show tips at startup can
checkbox can be ticked so that this dialogue box will appear upon starting any game.

Surrender: Beneath the Hints button is the Surrender button.

Click it to display a confirmation box, and then click Quit in that box. This exits the scenario
and displays the Victory Screen, which we will cover in greater detail later in the manual.
Click OK to exit the Victory Screen and return to the Opening Screen.
- 45 -
Return: Click this button to go back to the Main Screen, without proceeding with any
changes.

Cancel/OK: The final buttons available on the Option Window are Cancel and OK.

Click Cancel to return to the Game Management Window without saving your changes.
Click OK to save your changes and return to the Game Management Window.

- 46 -
Economics
There is more to Hearts of Iron than a straight up military simulation. Armies need oil to fuel their
tanks and the population needs food in their stomachs. All this is well depicted by the economic
and production model within the game.

Industrial Capacity

Industrial Capacity (IC) is the cornerstone of the Hearts of Iron economic system. Building military
units, supplying them, feeding your population, and researching new technologies all require
Industrial Capability.

Industrial Capability

Your Industrial Capacity is displayed in the Status Bar at the top of the Main Screen. It is
displayed as a pair of numbers in the form xxx/yyy, where xxx is the currently unused Industrial
Capacity and yyy is the total Industrial Capacity.

At the start of the game, every nation’s IC consists of the total number of ICs in all provinces under
your direct control. Each IC point used to manufacture, requires resources of 1/2 rubber, 1 steel
and 2 coal every day. If not enough rubber or oil are available to fuel your industries then,
resources will be converted automatically to makeup the deficit.

Resource Conversion
Resources are converted depending on the actual shortage and the type of resource needed to
replace the resource in short supply. An example of basic conversion rates follows:

Resource Conversion

The rate of conversion can be reduced through the research of some technologies located under the
Industrial branch of the research tree. An example follows:

- 47 -
Resource Conversion

Resource Reduction
Resources in provinces can be diminished in several ways, through the deployment of a nuclear
warhead by the enemy, or an event.

TBD
Diminishing Resources

Increasing IC
Industrial Capacity may be increased in one of four ways.

The first can be achieved by upgrading provinces using the Build More Industries option, in the
Province Screen. Each point of IC that is upgraded will cost half the total IC present in that
province, up to a maximum of 5ICs for the duration of the upgrade.

Ø Another method of increasing IC is to capture provinces from other nations.


Ø Inherit disputed national provinces through threats in the diplomatic screen.
Ø Changing certain ministers or increasing the number of available raw materials (assuming
you have idle factories due to resource shortages).

Whilst, in possession of national provinces the total IC gained from them is 100% of what is
shown. If a non-national province is captured and just occupied only 10% of the total IC present
in that province is utilized.

However, if a province was part of a country that was annexed and now part of the empire 33%
of the provinces IC can be utilized.

NOTE: Improving a province also consumes IC from the province: 5IC or 50% of the province’s
current total IC – whichever is the lesser of the two values.

Obtaining More Resources


You may increase the amount of available raw materials by three different methods. Either by:

Ø Capturing provinces that have those raw materials.


Ø Trading for additional resources on the world market.
Ø By receiving excess resources from a puppet state as a tribute.

- 48 -
Each province contributes to your overall economics well-being. How much it contributes in IC and
resources, is available by clicking on the province, which pops the Province Menu.

Remember that the percentage availability due to occupation type cannot be seen here.

Production Screen
Click the Production Screen button (the third button from the left at the top right of the main
screen) to display the Production Screen.

From this screen you can manage how much of your economy is dedicated to consumer
goods, supplies, research (i.e. technology) and production.

To change the amount of industrial capacity allotted to a section of your economy, move
the relevant slider. Right-clicking on a slider’s tab, you will lock that specific slider in place.

The specific areas to which you may distribute your Industrial Capability are as follows
(From top to bottom):

Ø Consumer Products
Ø Supplies
Ø Research
Ø Production
Consumer Products Slider
To keep your citizens happy you must give them food to eat and an acceptable standard of
living. This is done by using the Consumer Products Slider.

Slider: Consumer Products

If you fail to do so, dissent may rise. If dissent rises your general's and/or ministers loyalty
may decline. Democratic societies require lots of consumer products to keep down dissent,
Fascist societies require less, but still quite a bit, and Communist societies are the least
dependent on this.

Note: When your country is at war, the demand for Consumer Products decreases
significantly.
Also, Fascists and Communists states require significantly less Consumer Goods when at
peace than a Democratic nation.

Supplies Slider
Your armies need food, bullets, blankets, and other various sundries to fight. This is
where you designate how much of your Industrial Capability goes to supplies.

Slider: Supplies

- 49 -
In v1.05c the ability to exploit the need to not produce supplies at all was removed. Now if
not enough supplies are produced in a given month, the dissent penalty is automatically
incurred.

Research Slider
The Research Slider is where you designate how much of your economy goes to research.

Slider: Research

The more industrial capacity you pump into research, the more research projects your
economy can support. Remember that increasing this value only increases the number of
concurrent active projects – it does not increase the speed at which projects are completed!

Production Slider
The Production Slider designates how much of your Industrial Capacity is allocated to
producing military units.

Slider: Production

Obviously, the more Industrial Capacity earmarked for production, the more military units you can
simultaneously build. Also consider that increasing this value only increases the number of
concurrent active projects – it does not increase the speed at which projects are completed! Your
quantities of stored raw materials and their storage locations are listed in the panel beneath
sliders.

Below this panel are two buttons: Manage Convoys and Trade on the World Market. Clicking
on each button will launch the appropriate game menu.

Convoys
If Industrial Capacity is the measure of Economic muscle in Hearts of Iron, then Convoys are
arteries and bones of the economy.

Convoys are used to ferry all ‘Raw’ materials from provinces abroad (I.e. Provinces NOT
connected to the Capital province of your nation, directly over land). These raw materials
include all of the resources such as Coal, Steel, Oil and Rubber.

In opposite direction (i.e. from the capital province, or a province directly connected to it) must
ship out oil and supplies to remote provinces so that your armed forces will be supplied in their
war effort.

Certain pre-made convoys exist at the beginning of scenarios, but additional ones must be
created or existing convoys edited using the Convoy Menu. The Convoy Menu is used to
manage your nation’s convoys.

- 50 -
The Convoy Screen
The Convoy Menu screen consists of three sections:

Ø Number of Convoys in play and unused convoy duty ships


Ø Itemised list of Convoys in play
Ø Section to setup additional convoys

Convoy Management

Current Convoys
The number of convoys currently running and the total number of convoys are listed across the
top of the Convoy Menu, as are your number of free transports and escorts. Convoys listed in
red do not have enough transports assigned to them, and are therefore not functioning.

To assign more transports click the "+" next to the right-hand box.

To establish a new convoy click the port [rather the Province] of origin and then click the port
of destination.

To manage the resources the convoy transport left-click on the convoy you wish to modify to
bring up the Convoy Customisation Screen.

Note: Sea zones in which your convoys traverse are a different shade of blue than regular
ocean blocks and are predetermined by the game engine.

- 51 -
Itemised Active Convoys
Below this information are your convoys. Each convoy lists its source and destination ports
(in blue). The small boxes with numbers on the left indicate the number of escorts and the
boxes on the right the number of transports in the convoy. You may increase/decrease the
number of escorts and transports by clicking the "+" and "-" next to the correct ship icon.

Escorts
Escorts protect your convoys from enemy raiding fleets, reducing the strength and
organization of the attackers. Escorts are created by ordering Destroyers units from the
map, to convoy duty using the Unit Menu (the button can be found after clicking on a
Destroyer unit).

Hint: For maximum effectiveness, you should have 1 escort ship for every 3 transports.

Transports
You must have at least one transport for each sea zone the convoy traverses. You can
increase the available number of convoy transports available by ordering a transport ship to
convoy duty, similarly to how convoy escorts are created from Destroyers. For each transport
ship sent to the pool 20 points are added. Unlike escorts, each country automatically has a
number of ‘cargo ships’ added to the pool on a monthly basis depending on the number of
ports

Convoy Customisation Menu


The Convoy Modification Screen allows the same alteration as with the generic convoy
customization screen, such as the number of transports, add escorts, and designate what
the convoy may carry.

In the middle of the Convoy Modification Screen are the buttons for adding/subtracting escorts
and transports. The minimum number of transports needed is indicated to the right of the
slash in the transport row.

- 52 -
Convoy Management

The resources available for transportation are located in the bottom panel. The number to
the right of the slash is the daily production of those resources while the number to the left is
the resources carried by the convoy. The more transports in the convoy, the more resources you
can carry. Click on the resources that you wish to carry and set the amount for each type to be
carried each day.

Remember that convoys arrive each day at 00:00 and only once per day. Further note that
convoys send oil or supplies out from your capital to a remote province on a “need” basis only.
This means that it will send out oil or supplies until a small (~50 units) stockpile is created. After
that the convoy will deliver more only when units exhaust that remote stockpile.

Note: That is the contents of a convoy leave their source and reach their province destination at
that time only, each day. Furthermore, each resource unit assigned two actual points of resource
from the source province are taken for shipment. Therefore, if a province produces 100 points of
coal a day, 50 points of coal should be allocated to a convoy, for all the daily produced coal for that
territory to be shipped homeward. Any extra resources not shipped in any convoys leaving the
source province remain at the local supply centre.

The World Market


Clicking on the Trade of World Market button displays the World Market Menu and allows
trading on the world market. The World Market Menu can be seen below.

- 53 -
World Market Menu

The World Market Menu consists of four sections ordered from top to bottom:

Ø Total Available Resources World Wide


Ø Sort Current Trades Buttons
Ø List of Current Trades
Ø Configure and Offer a Trade

From here you may trade a resource that you have in excess for one that you need.
Resources available on the World Market are listed across the top of the World Market
Menu. Below that are current offers on the market. Further down the menu is the offer
panel. You may adjust what you wish to offer and how much you wish to offer by clicking on
the icons and the "-" and "+" signs. When you are satisfied with your offer, click the Offer
Deal button. This posts your offer on the world market. Note that as certain goods become
scarce, you may need to increase the ratio of your trade for it to become successful.

Trades on the market are resolved each day at 00:00. Trades which are red denote that you
are receiving less (possibly zero) of the good you are attempting to trade for. Also be aware
that during war, you will only get a small portion of what you attempt to trade for on the
market. In both cases, you still lose the entire amount of goods that you put up for trade (i.e.
you offer 200 Coal for 100 Oil, and receive only 45 Oil for your 200 Oil). Reviewing the
Economic ledger will help you determine your resource availability.

- 54 -
Diplomacy

Not everything in Hearts of Iron is resolved by military might or economics muscle. There will
be times when it is important to influence countries with your diplomatic prowess.

When understanding diplomacy and its related topics one must understand the concepts of:

Ø Nation Type
Ø Government Ideology
Ø Alignment
Ø Alliances
Ø Government Regimes
Ø Diplomatic Influence
Ø Diplomatic Actions
Ø War Entry

The following sections describe these concepts in more detail and explain how they relate to
each other in game terms and how to go about undertaking.

Diplomacy Screen
The diplomacy screen is can be accessed by clicking the rightmost button of the Game
Submenu. This button displays an envelope icon.

Diplomacy Submenu Button

Clicking on the Diplomacy Submenu button will display the Diplomacy Screen as seen in the
diagram below.

The Diplomacy Screen is separated into three parts, as shown below. The top part shows the
Alignment Triangle. The middle section displays information about the Government Ideology,
Regime Type, Alliances, Puppet Status, Territorial Claims and current Declarations of War.
The bottom part displays either the Liberate Puppet button or the list of all possible
diplomatic actions.

- 55 -
Diplomacy Screen

Nation Type
The game contains a number of playable nations displaced throughout the globe as per the
historical era of the 1930s-1940s. These nations are divided into one of the following
categories:
Ø Major Power
Ø Minor Power

There are seven nations that constitute a Major Powers. These are UK, USA, France,
Germany, Italy, Japan, and the Soviet Union. All other nations make up the minor powers.

Depending on which category a nation belongs to, determines certain factors, such as the
starting values of Manpower (MP), Diplomatic Influence (DI) and Resources. Nation type also
affects a nation’s monthly income for DI’s.

The nation type of a country can never be changed in a game.

Ideology
Furthermore, the games mighty powers are divided into three political blocs. These are:
Ø Democratic
Ø Fascist
Ø Communist

Depending what ideology your nation practices, will be a factor in how other nations treat you
diplomatically, and thus whether or not your country will be a target for a Declaration of War
or an invitation to join an alliance.

- 56 -
Your nation’s political ideology can change over time through Governmental Elections. The
nation’s choice of political ideology will restrict the regime type that it can be.

Diplomatic Influence
Diplomatic Influence (DI) represents the political clout of a nation. For the most part
Diplomacy in game terms is centred on the efforts of the major powers to align minor powers
with their political bloc and on persuading allies to perform certain tasks.

In order to do this the player must initiate the diplomatic action to attempt to influence a
target nation. Most diplomatic actions cost Diplomatic Influence (DI). All nations start the
game with a set amount of Diplomatic Influence and slowly gain more on a monthly (or
longer) basis.

When a diplomatic action is initiated a certain amount of DI points is deducted from the DI
pool. The cost of each diplomatic action can be seen in the screen by highlighting the
appropriate button in the Diplomatic screen.

The example below shows that it costs 2 DI points to share research.

Diplomatic Action Costs

It should be noted that when undertaking a diplomatic action, it is much easier for nations
rich in DI to get their political way. Additionally, certain foreign ministers can reduce or
increase the cost of diplomatic actions.

Starting and accumulated DI depends on the following factors; Nation type, Game and
Scenario.

DI points at game start


At the beginning of a game and depending on the scenario chosen the DI pts in a nations
pool will vary. Major and Minor Powers start with variable DI points.

DI points accumulation
Major Powers each accumulate various amounts of DI every month. Minor nations get one
unit of DI every second month.

See the table below for more information.

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Starting and accumulated DI for the 1941 Scenario

1941 Scenario starting monthly


Britain 100 2.0
France 25 2.0
Italy 0 2.0
Germany 25 2.5
Soviet Union 0 2.5
Japan 25 1.0
China 0 0.5
USA 0 2.0

Information supplied by Robert Koop

The number of currently available DI points can be seen in the status bar at the top of the
Main Screen. A full list of diplomatic actions can be seen in the Diplomatic Actions section
below.

Alignment
Each nation is subject to reaction to diplomatic actions. These vary in from joining one of the
three factions to being hardly influenced. As a result, nations are never completely neutral.

In game, a nation’s alignment is represented in the alignment triangle, as seen below.

Alignment Triangle

The alignment triangle shows a cursor within a triangle, where each point represents the
pinnacle of political Ideology. The closer the cursor is to one of these points, the closer that
nation is to that type of ideology.

The topmost point represents the pinnacle of Fascist belief. The leftmost point represents
the pinnacle of Communist belief and the rightmost point, the pinnacle of Democratic belief.

The Major Powers normally cannot change their alignment, the exception being if the regime
should fall in a coup or as the result of foreign intervention (e.g. Vichy France). The Minor
nations however, constantly move about on the alignment triangle as the struggle to convince
these nations to join one of the three Ideologies is fought.

In the case of minor nations, the alignment should not simply be regarded as the actual
policy of the government (although that sets the "baseline"), but also how frightened and
pressured the nation feels by the three political blocs. Thus, minor nation alignment tends to

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lean towards the bloc with the strongest presence near its borders as well as to the side that
appears to be winning the war.

The major powers will attempt to influence key minors by using their Diplomatic Influence to
change minor countries' alignment. Let's take a look at the three alliances.

Political Regimes
In total there are nine different political regime types in the game. The nation you play will
already be one of these at the scenario start. By choosing to vote a certain way during
governmental elections, the regime type of the nation will change. Governmental elections
are portrayed in game as scripted events and occur roughly every year and only if at peace.

Here is a table showing all possible regimes. Regimes can be changed

Fascist Democracy Communist


Paternal Autocrat Reformed Socialist Stalinist
Fascist Centrist Leninist
National Socialist Liberal-Conservative Left Wing Radical

The Alliances
There are only three possible alliances in Hearts of Iron: Axis, Allies, and Communist
International (Comintern). Each Alliance has an alliance head.

Germany alone constitutes the "Axis" alliance, Britain the "Allies", and the Soviet Union the
"Comintern" alliance. Each alliance however can have any number of members depending on
how a game is played out. All countries not involved with any of the alliances are considered
neutral.

The Axis
Fascist nations may only join the Axis alliance, which is headed by Germany. A nation is
considered fascist if its alignment is close to the fascist point of view.

Regimes that are considered fascist:


Ø Paternal Autocrat
Ø Fascist
Ø National Socialist

The Allies
Democratic nations may only join the Allies, which are headed by the UK. A nation is
considered democratic if its alignment is close to the democratic point of view.

Regimes that are considered democratic


Ø Reformed Socialist
Ø Centrist
Ø Liberal-Conservative

The Communist International (Comintern)


The Comintern alliance is led by the Soviet Union. A nation is considered communist if its
alignment is close to the communist point of view.

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Regimes that are considered communist:
Ø Stalinist
Ø Leninist
Ø Left Wing Radical

Diplomatic Effects of War


The basic concept in Hearts of Iron is that it is impossible for a country to remain neutral if it
is at war with an alliance that is, in turn, at war with another alliance. Specific instances are
explained below.

Allied against Neutral


If an allied nation declares war on a neutral nation, the latter will immediately join the
opposing alliance closest to its own alignment that is at war with the aggressor. If there is no
opposing alliance at war with the attacker, the neutral nation will stay neutral and fight on its
own. If at any time the neutral nation joins another alliance, that alliance will declare war
against the aggressor alliance.

Allied against Allied


It is not possible to declare war on any member of your alliance.

Neutral against Neutral


A neutral nation may declare war on another neutral nation.

War Entry
Another concept with regards to war and diplomacy is War Entry. War Entry only affects
democratic countries. It ranges from 0% - 100%. When war entry for a particular nation
(and its alliance) reaches 100% it will be able to Declare War on an aggressor.

War Entry for a given nation can be found in the diplomatic screen to the top left of the
alignment triangle, as displayed here.

War Entry

War Entry can rise and fall depending on the actions of other nations and the results of
choices from certain scripted events. If you play a warmonging country remember that while
your early Declarations of War may not result in a response, sooner rather than later the free
nations of the world will unite to stop any aggressor!

Diplomatic Actions
You may perform a variety of diplomatic actions in Hearts of Iron. From declaring war to
suing for peace, if the leaders of the Second World War could do it, so can you.

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To access the diplomatic actions, click on the Diplomacy Screen icon/button. It is the right-
hand button in the bank of four buttons at the top right of the main screen. Once you have
clicked on the button the map's provinces will colour code to indicate their owner.

Click on a province of a country you wish to interact with and the Diplomatic Actions Sub-
menu will appear. You can make one diplomatic action for each country per week. Each
diplomatic action costs you a certain amount of DI, which is stated below.

However, there are certain ministers who will grant you bonuses on specific actions.
Depending on the circumstances, the following actions are available:

Declare War (0 DI): The effects vary depending on the alliances: If not a member of any
alliance, the attacked nation immediately joins the opposing alliance at war with the attacker
closest to its own alignment, if such an alliance exists. If the defender is part of an alliance,
that alliance declares war on the attacker. Declaring War on another country will raise
dissent by a variable amount.

Note: that if you are a democratic country, you can only declare war when your war entry
value hits 100%.

Bring into Alliance (3 DI): This attempt is not a sure thing. The action is only available if
you are the leader of an alliance (Germany, UK or SU) and the target nation is both neutral
and close to your own alignment; the closer the alignment and the greater the gap between
you in power, the better the chance of success. If the action succeeds, the nation
immediately joins your alliance.

Join Alliance (1 DI): Only available to neutral countries. It is a request to join the alliance
of the target nation. The leading nation alone will then decide whether to accept the request
or not. If the alliance is at war, the joining nation will also join the war.

Leave Alliance (5 DI): Only available to members of alliances. This is quite unusual, and
possible only if the alliance (and therefore you) is not at war. Once the alliance goes to war,
you must sue for separate peace with the enemy in order to leave the alliance.

Influence Nation (3 DI): This is an attempt to pull the alignment of the target nation
closer to yours. If successful, the target country's alignment moves closer to yours.

Coup Nation (30 DI): Attempts to overthrow the government of another nation. Only
possible if the government of the target nation is not of the same type as yours (Communist,
Fascist or Democrat). If successful, the new government will be of a similar alignment than
yours. If not, the nation’s alignment will move further away from yours.

Ask for Military Access (5 DI): If successful, the target country allows you to move your
troops through its provinces. While you are granted this, you may not declare war on this
country.

Assume Military Control (3 DI): You ask an ally for military control of their units. If
successful, you get to control the military units of your ally (but not his production, diplomacy
or research efforts). If you are both human players, you will have joint control over the units,
but the owner must keep them in supply.

Send Expeditionary Force (0 DI): This is an offer to grant control over one of your task
forces to one of your allies, or to a neutral country. It will still be considered one of your
units. If you are a human and you grant control to another human player, you will both have
joint control over it. Right clicking on it and choosing "return control to owner" can reassert

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full control. Examples of this from real history would include the German task force sent to
help Franco, and the Italian units fighting in the Soviet Union.

Annex Nation (0 DI): Nations with all of their key points (provinces with victory points,
indicated by a red star) and the capital occupied by you or your alliance will accept
annexation by the invading power(s). The nation will cease to exist and all its provinces will
be considered part of your nation. If the occupied nation was the leader of an alliance,
another member of the alliance will be considered the new leader. If there is now only one
alliance left in the game, it will end in victory for that alliance.

Install Puppet Regime ( - 3 DI): This is the only diplomatic action by which you actually
gain DI. A nation with more than two thirds of its key points occupied may have its
government replaced with a puppet regime by the aggressor.

The puppet regime will be aligned with the occupier, will immediately cede any natural
territorial claims to the occupier and join his alliance. Its units will remain under its own
control however. Fleets at sea will randomly join either the puppet regime or a member of
its former alliance. The owners of the ports will control fleets in ports. The same goes for
armies and air flotillas on foreign ground. The puppeted country will send you all of its
excess resources, which are not needed for the country’s production.

Demand Territory (3 DI): Some nations have territorial claims on other nations. All of
these are hardwired special cases (for example Germany claims Austria, Czechoslovakia,
Polish corridor, Elsass, and Lothringen) that correspond to historical claims. If you have such
a claim on another nation, you may demand that territory. If the nation refuses, her
alignment will shift away from yours. You can view your nation’s claims by clicking the
diplomacy icon. All provinces on which you have a claim are shown in dark green.

Share Research (1 DI): Using this action, a player can hand over his discoveries in a given
research area to another nation.

Sue for Peace (1 DI): This is always an option, but is usually unlikely to be accepted. If the
war was a result of a claim on some of your provinces, you can opt to give them up, which
will automatically result in peace and kick you out of your alliance (if you are a part of one).

However, in regular wars, the other side will have to decide whether to accept your peace
offer or not. If the enemy accepts, peace will be restored between your enemy and you and
pre-war borders will be restored

Note: It should be remembered that Foreign Ministers can increase or decrease the DI cost
of the above diplomatic actions, depending on the minister type. For more information, see
Ministers in the Government section.

Liberate Puppet (New as of v1.05c)


This new feature is a welcome addition to the range of diplomatic actions in Hearts of Iron.
Unlike the other actions, this is performed by clicking on the country that is being played.

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Liberate Puppet

The button appears below the alignment/treaties window on the right.

This action now allows the nation being played to liberate any territory that was annexed in
an earlier campaign. It can also be used to form a new nation from where reside an ethnic
group of citizens that can be supported to become independent.

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Technology
Technology is the heart of any country's war effort. Without armies that field the latest
weapons, you cannot hope to win battles.

Research IC Allocation
But tTo field those weapons, you must first research them. You mustThis is done by
reservinge some of your 1CIC for research in the Production Screen. Set the amount to
reserve using the Research Slider.

Research IC Allocation

This amount is then divided among a number of specific research projects in the Technology
Screen. There is no upper limit to the number of research projects a player can have in
progress, but you should'll want to concentrate heavily in the certain areaareas that will
enable your objectives to be achieved.

Project Types
There are two types of research, and therefore two types of projects.: These types are known
as Theoretical and or Applied Technologies.

The simplest analogy to describe the Technology Tree is that it can be thought of as a real-
life tree; Theoretical Technologies represent the branches of the tree and Applied
Technologies represent the leaves on a particular tree branch.

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Project Types

In the example above Combat Medical Service is the Theorectical technology that allows the
Applied Technologies of Medium Mortar, Bulldozer, etc to be research.

Researching the Improved Infantry Weapons Theorectical technology will allow the Applied
Technology of Basic Submachinegun to be researched.

Theoretical Research Projects


Theoretical research is level-based (1-10) and does not necessarily provide any immediate
benefits. Each level of theoretical technology can only be researched, after the previous
theoretical technology level and/or any pre-requisite applied technology have been
discovered.

Furthermore, completion of each new Theoretical Technology Level automatically activates


the next level of theoretical research and the Applied Research Projects directly underneath
it.

Applied Research Projects


The applied research projects that are opened up by each level of theoretical research are also
dependent on pre-requisite technology having being learnt in order for that particular tech
becoming available. Some key applications technologies will always appear, but others may
never be researched by that certain nations during that a particular game.

NOTE: Which is not to say that they cannot be shared by an ally. See the section on
diplomacy and Technology sharing. The Random events on tech stealing do not work

Technology Sectors
Click on the Technology submenu button to bring up the Technology Screen.
The Technology Screen is divided into five sections. Across the top of the screen are several
icons that represent the broad categories of technology that you can research.

These are divided as follows:

Ø Infantry Research: This research area covers things that enhance the
abilities and performance of infantry units.
Ø Armoured Vehicle Research: Under this topic are research projects that enhance
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the ability and performance of armored vehicles units, whether they're tanks or
armored personnel carriers.
Ø Electronics Research: The research of all things electronic, from radar to radio to
magnetrons.
Ø Industrial Research: This encompasses research that increases your 1CIC.
Included
are topics such as Assembly Mass-Production and Rocket Assembly Construction.
Ø Rocket Research: Encompasses the research that's necessary to start your own
rocket program and keep it growing.
Ø Nuclear Research: Research that leads to the development of nuclear weapons.
Includes Isotope Separation Process and Fission Bomb (ouch!).
Ø Naval Research: This research focuses on the navy and methods of enhancing its
performance. Ruling the seas starts here. Emphasizes surface vessel research.
Ø Submarine Research: Obviously, this is where you study submarines and their
deployment. Research topics include Mini-Subs and Steel Periscope.
Ø Artillery Research: Researches artillery and its deployment. The research of
infantry guns, artillery, and anti-tank guns is part of this category.
Ø Heavy Aircraft Research: This leads to heavy bombers, which are a must if you
hope to attack your enemy's economy from the air.
Ø Light Aircraft Research: This focuses on the study of light aircraft. Included are
research topics that lead to the development of better fighters and tactical
bombers.
Ø Land Warfare Doctrine: The study of land warfare doctrine improves your land
unit's basic organization (among other things). Topics include Motorized
Headquarters and Encirclement-Destruction Doctrine.
Ø Air Warfare Doctrine: This field of research leads to unproved air unit
performance. Advancements here will increase your air unit's organization.
Ø Naval Warfare Doctrine: This field of research leads to unproved naval unit
performance. Advancements here will increase your naval unit's organization. Topics
include Great War Analysis and Sea Lanes Denial Doctrine.

The Technology Screen


Click on the Technology button on the Main Screen will bring up the Technology Screen.

The Technology Screen is divided into eight separate panels:

Ø The Research Sector Menu bar


Ø The Research Requirement Panel
Ø Research Projects Panel
Ø Research Allowed Panel
Ø Project Information Panel
Ø Ongoing Technologies Panel
Ø Available Technologies Panel
Ø Budget Panel

NOTE: Clicking on a technology category flows text into three of the other four panels of the
Technology Screen.

Let's look at these panels and what they allow us to do.

Budget Panel
Displays the current available ICs assigned to Research against the total overall ICs assigned
to Research.

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Budget Panel

Technology submenu
When you click the Technology Submenu button, the panel on the right side of the screen
displays all the projects that you can currently research.

These projects are grouped by research category, such as Infantry Research, Submarine
Research, etc. You can research any of these projects by clicking the Start Research button
under the project listing.

The top of the panel displays the amount of 1CIC that you have currently allocated to research,
and the amount that you are using. You can allocate more 1CIC to research by clicking on the
Production Screen button and moving the Research Slider to the right.

The Research Sector Menu-bar


The menu bar is found at the top of the flip-out screen. It contains a horizontal collection of
icons, each representing all the Technology Sectors that define all the technologies that
can be researched.

Research Sector Menu-bar

Beneath this, are three panels from left to right; Research Requirement, Research
Projects and Research Allowed Panels.

Research Requirement Panel


After a project is selected, this panel displays its research requirements. If the panel
remains blank, the project has already been researched. If you select a project that has
not yet been researched, its requirements will be displayed here.

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Research Requirement Panel

Displayed requirements that have already been researched will be illuminated and identified
with white lettering. Projects that have not been researched will be shaded out, with their
research 1CIC and time requirements highlighted in blue text.

Research Projects Panel


The Research Topics Panel lists the research projects available in the currently selected
technology category.

Research Projects Panel

Projects are coded with five colors. Blue-lettered projects indicate it has already been
researched. Green-lettered projects meet all research requirements and can be researched.

NOTE: Available projects will also appear in the Technology sub-menu on the right side of
the page.

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You can 'search one of these projects by clicking Start Project under its name in the
technology submenu, or by clicking Start Project under the project's picture in the Project
Information Panel at the bottom of the screen.

Each project requires a specific amount of 1CIC for a set time. For example, if the Germans want
to research Light Mortar, it costs 5 units of 1CIC for 90 days. The cost of each project is shown in
both the Project Information Panel and the Technology submenu.

The third type of projects that appear in the Research Projects Panel, are those that are not yet
ready to be researched. These are shaded out. Clicking on them will show which projects need
be researched (in the Research Requirement Panel) before research can be commenced.

Projects that are being researched are indicated with Orange lettering.

Red colored projects are the Theoretical Projects that cannot yet be researched because as yet
the previous theoretical level and/or the pre-requisite applied technologies are required.

Research Allowed Panel


The Research Allowed Panel displays the research that the completion of the currently selected
project will allow. You can click on any of the allowed projects to see what they will require for
completion.

Research Allowed Panel

Beneath the Research Requirement, Research Projects and Research Allowed Panels is the
Project Information Panel.

Project Information Panel


The bottom pane of the Technology Screen is the Project Information Panel.

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Research Information Panel

Clicking on a research project in Research Requirements, Research Projects, or Research


Allowed Panel displays information about the project in the Project Information Panel. This panel
shows a description of the project, a picture, the 1CIC cost, and build/research time.

Available Technologies Panel


To alert the player to the currently available technologies that can be researched, to the far right
of the screen are two panels.

Available Technologies Panel

The top panel contains a list of currently available technologies that can be immediately
researched. Each technology displayed provides IC that will be used and the duration it will be
used for, to complete its research.

To start research of a technology from here, click the Start Project button directly underneath
the required technology.

Ongoing Technologies Panel


Below the Available Technologies Panel is a list of currently researched projects. The projects
in this window are
listed in order of priority.

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Available Technologies Panel

Each ongoing project is displayed with the ETA (or Estimated Time of Arrival or Completion
date), the remaining duration before its completion and the IC required to complete it.

A Prioritize Project button is visible directly beneath each project.

If the ETA date is colored in Red, it means that not enough IC is being dedicated to research
projects or too many projects are being researched at the moment. Either one of two actions
can be undertaken to correct this.

1. Move the Research Slider in the Production Window to the right and dedicate enough
IC to current projects.
2. Click on the small boxed x, next to a project to cancel it.

A scroll bar can be used to scroll down and up if the content is larger than the size of the
window/pane.

Technology Upgrades
Relevant military units completed aAfter a new Applied Technology discovery is made, no unit
is automatically issued this new equipment and therefore will not be automatically upgraded.

The only exception to this rule is the accumulation of units from an event, such as Germany’s
Anschluss with Austria. In this case, the inherited older units must be refitted using some of
the 1CIC.

If you require an Armoured Division, Air wing or ship to be upgraded with the latest
technology you will have to use the Unit Menu to do so.

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Ledger
The ledger is a collection of informative screens that provide a variety of statistical data in the
form of a spreadsheet.

It can be called up by either finding the ledger icon located near the bottom right of the screen
where the Quick-Nav Window is located or by hitting F6. You might want to Pause the
game first because the game continues while you look at these screens.

The ledger has five sections with 17 pages of detail. It is split into the following categories:

Ø summary
Ø economy
Ø technology
Ø military units
Ø history

Pg 1 – Summary - Current Point Allocation

Summary - Current Point Allocation


This screen provides an overview of the current victory points possessed by each country and
block of allies (Axis, Allies, Communists, and Neutral).

Specifically, this screen lists each province that has a value, its value, its controller, and
which block of allies reaps the victory point reward of controlling the province.

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The bottom row supplies the totals of each column.

The information can be sorted by column. For example, if you want to see precisely which
victory point locations are controlled by Austria, double-click the Controller head. This sorts
the controllers alphabetically, which places Austria at the head of the class.

NOTE: this is the first place to look to find out what Victory Point (VP) provinces you need
to control to conquer and annex another country. You do not have to take every province to
conquer another country; you only have to take the VP provinces that are shown on this
screen. HOI is a dynamic game, things change, so it’s a good idea to check and recheck
this ledger summary to make sure that you know where the Victory Point provinces are for a
country that you want to annex.

This is especially important for European countries with lots of oversea colonies. If you are
not sure where the VP province is, exit the ledger and call up the find province function
(enter a question mark and then type the province name). You don’t have to post questions
on web forums to find out what provinces you need to control to annex another country,
instead you use this ledger summary screen. Note that countries that are ‘split’ are listed
by their adjective first such as Nationalist China, Communist China, Vichy France, Nationalist
Spain, Republic Spain, etc.

There is one unusual exception for France if Vichy France has been created. If you are
trying to annex France, besides any colonies such as Dakar which are VP provinces, you also
have to take the French capitol which is usually relocated to Cayenne. Cayenne is a
province in South America on the northeast coast adjacent to Brazil.

Pg 2 – Economy - Territorial Information

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Economy - Territorial Information

This screen lists the Industrial Capacity, resources, and manpower of each province that you
own. It does not list the provinces that you control but which are still owned by others in an
ongoing war.

NOTE: this screen is not very helpful except perhaps at the beginning of a game for your
home provinces. If you have colonies, you get only 1/3 of the listed IC production and this
fractional production is not shown on this screen.

Example: start the 1936 scenario as England (United Kingdom) and contrast the IC
numbers on the main screen with the IC totals on this ledger screen. The IC totals on the
ledger screen are approximately 25% higher on the ledger screen than on the main screen.
The main screen has the accurate figures.

Any industrial production increases that you get from industrial, electronics, or nuclear
research are also not shown on this screen. It does not show the IC or resources of
controlled provinces that you have conquered in war but which are not yet annexed. If you
want to know your current IC, just use the figure on the main screen instead of the totals
for IC on this ledger screen. To get a better overview of resources, use the next screen.

Pg 3 - Economy - Daily Resource Flow

Economy - Daily Resource Flow


This screen lists the coal, steel, oil, and rubber that are produced and used by industry on a
daily basis.

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NOTE: this is one of the most important screens when you are trying to adjust your
resources. You generally want in peacetime to trade your excess resources such as coal for
resources that you lack such as rubber. To know how much excess coal or other resources
that you have, the summary info on this page is accurate except for two factors:
1) If you are convoying resources to allies, that information is not noted on this screen.
2) Oil consumption by your military is not shown on this screen.

Wartime advice: during war, your world trade receipt is fractionally reduced. This
information is shown on this screen. You still sell at the normal ‘at peace’ price, but you
only receive back a fraction of the listed trade. This represents the difficulties in peacefully
procuring resources from other countries when you are at war, or having to use the ‘black
market’ to pay higher prices for resources. This fraction varies roughly by how much of a
colonial and naval power you are. Germany, for example, will receive only a small fraction
of its normal trades, while France and Great Britain will receive a larger though still reduced
percentage.

You might want to cancel all world market trades when you are at war because you are only
receiving a small fraction of the trades. If you, however, still have a daily surplus of a
resource that you are trading, and you have the maximum stockpile of that resource, this
reduced trade when at war might still be profitable. Due to the 99,999 stockpile limitation
in your capitol, any unused resources are wasted and might as well be traded away even if
you are only receiving a small fraction of a needed resource.

Example: if you are Germany and have a 300 coal daily surplus, and you have a 300 coal
for 100 rubber trade, when you are at war you receive only around 15 rubber for this trade.
If you keep this trade on when at war and still have a daily coal surplus and the maximum
coal stockpile, this is still a profitable trade. Your surplus 300 coal is wasted if it is not
traded away or convoyed to an ally or friend or to a remote island, so you might as well
continue the trade even when you are only fractionally getting any return on the trade.

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Pg 4 - Economy - Convoy Summary

Economy - Convoy Summary


This provides data on your current convoys. Each line lists where the convoy originates, where
it's headed, and how many transports and escorts are included.

Additionally, this screen lists how many units of coal, steel, rubber, oil, and supplies the
convoys are carrying. The bottom of the screen displays the total for all convoys. The
convoys can be sorted by column. For example, if you want to sort your convoys by the
amount of coal they are carrying, click on the coal column header. Refer to the convoy section of
this user manual for more information.

NOTE: this screen is especially important when you have control of provinces that are scattered all
over the world. Several European powers start with colonies in various continents and convoys are
usually already set up for these locations when the game starts. Each remote location needs a supply
and oil convoy for the troops, and a separate resources convoy back to the capitol location for any
resources that are stockpiling. In the production screen below your capitol are places where stockpiles
are accumulating. You can click on them to find out where they are and to arrange or adjust convoys
to those areas.

There are some problems with this ledger screen. This screen does not divide resources into those
going into the home provinces and those going out of the home provinces. If you are supplying
resources to allies or friends, these resources are added to the totals column rather than being
subtracted on an ‘in-out’ basis. This makes the totals columns inaccurate when you are convoying
resources to allies or friends.

To help overcome this problem, you might want to send all incoming convoys to one province and
outgoing convoys to another province. You can then sort by provinces in the To and From columns to
get a better picture of where your resources are going.
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Example: if you are playing the United Kingdom (England), you might want to receive all colonial
resources at Plymouth while you send all allied and unit supply convoys from Southampton. When you
sort by either To or From, you can mentally figure out more easily what your daily surplus or deficit is
for each resource. You still have to do some mental calculations, but at least some of the ‘in and out’
confusion on this screen is reduced.

Pg 5-7 - Technology

Technology: these pages summarize the technological land, naval, and air levels of the eight
countries including your own that are shown when you start a game. These are normally the
eight largest countries unless you have switched countries at the beginning of a scenario.
When you start or reload a game, however, it takes a while for these screens to refresh the
information.

NOTE: The refresh period is about one game month.

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Pg 8-10 – Military - Commanders

Military – Commanders
Pg 8 lists Land commanders, Pg 9 Naval Commanders, Pg 10 Air Commanders. Each screen
has name, rank, skill, experience, and commission columns which can be sorted. Use these
screens to make sure that your best commanders have unit commissions/assignments. If you
want to find a commander to reassign him to another unit, use this screen to find the
commander, then the military unit screen to find out where the unit is.

Military – Units
These screens list individual land divisions, naval ships or flotillas, and air squadrons. Sortable
columns include name, type, unit, location, strength, and organization.

- 78 -
Pg 11 – Military – Land Divisions

Military - Land Divisions: This ledger provides information on all your land divisions at a
glance. Included on the ledger are the division's name, the type of division it is, the unit
that it's a part of (3rd Army, for example), its geographical location, its divisional
strength, and its location.

Its strength is based on a 100 scale. You can bring weaker divisions up to strength by
selecting them on the Map Screen and then clicking Reinforce to Maximum Strength on the
Division Submenu. Organization is a reflection of the organization and morale of the troops. A
unit's strength and organization dictate its effectiveness in combat. Totals are provided at the
bottom of the page. Each column can be used to sort the data.

NOTE: this ledger screen’s usefulness is somewhat limited when you play a large country with
hundreds of land divisions. The sortable columns can help you to better utilize this page. You
might also want to consider renaming individual divisions or units to help you to better find
them on this screen. If you are receiving loaned expeditionary units from allies, you might
want to rename their unit names to start with names such as ZZ Italy if you want to keep
better track of these loaned units. ZZ is an easy sort in the unit’s column.

- 79 -
Pg 12 – Military - Ships

Military - Ships: It lists the name of each ship or flotilla and defines the type of ship, the
units it's a part of, and its location, strength, and organization. Ships are different from land
divisions, however. Before you can repair a ship or flotilla, it must be in a friendly port.

NOTE: Remember that naval units can slowly regain strength by remaining in port. If they
are instead reinforced, they go into the unit redeployment pool and have to be returned to a
port in the same geographical location. When redeployed, they have to regain their
organization. Naval units in ports can be either destroyed or even captured by another
country’s land units if the province that they are in is lost.

- 80 -
Pg 13 – Military – Air Wings

Military - Air Wings: It lists the name of each squadron and defines the type of plane, the
unit it's a part of, and its location, strength, and organization. You can bring weaker squadrons
up to strength by selecting them on the Map Screen and then clicking Reinforce to
Maximum Strength on the Squadron Submenu.

Organization is a reflection of the organization and morale of the squadron. A unit's strength
and organization dictate its effectiveness in combat. Totals are provided at the bottom of the
page. As with the other ledgers, this one can be sorted by any of its columns.

NOTE: like naval units, air units can be destroyed if the province that they are in is captured
by the enemy. Try keeping a land unit in the same province to help prevent this.

- 81 -
Pg 14-16 – Military – National Comparison Screens

Military National Comparison Screens


There are separate Army, Naval, and Airforce screens. Each screen has sortable columns by
country, unit types, and totals.

NOTE: Units that are in redeployment pools are not listed in these totals. You might be
surprised by the ‘sudden’ appearance of a lot more enemy land divisions when you go to war
with another country. Some players also consider these screens to be a cheat as they roughly
indicate what enemy forces you are likely to encounter.

- 82 -
Pg 17 – History

History

This lists any activity that is in your game log that you see on the main screen. If you are
trying to figure out or trace how something happened, it is easier to view and read this ledger
screen than to scroll through the same information in the 5 lines shown on the game screen.

NOTE: Your game history is also saved in the large EUG save game file.

- 83 -
Dissent
Dissent is an insidious killer that will plague all Hearts of Iron players. Dissent can turn the
head of the most loyal general or even spark a rebellion.

Status Bar – Showing Dissent


The current dissent level is displayed on the Main Screen Status Bar. There are several key
factors that affect dissent.

Consumer Goods

Hungry people are unhappy people. Make sure that you feed your people well. You can
ensure your population receives enough Consumer Goods by checking the Consumer Goods
slider on the Production Screen.

Production Screen – Consumer Goods

The amount of Consumer Goods needed to satisfy the population is indicated under the
slider. Adjust the CG slider so that it matches or exceeds the required number. If the CG
slider is in the red, there is a deficit even if the numbers shown on screen seem to match.
The calculation for this goes several decimal points past the amount shown on screen.

Locking the Consumer Goods slider

Right click the Consumer Goods slider to lock it. This will keep the Consumer Goods at the
needed levels even when Industrial Capacity changes except for two countries: the USSR
(Russia) and the USA.

For those two countries, their Consumer Goods requirements vary with their War Entry
values, meaning that their Consumer Goods requirements can change a lot. Their CG needs

- 84 -
change roughly monthly but can also change by events occurring elsewhere such as a
Declaration of War or an annexation.

Events

Historical and random events often have dissent effects. Some increase dissent while others
decrease dissent. When you can make a choice when an historical event occurs, check to see
what the dissent effects are before making your decision.

Lack of supplies

Starting in v. 1.05, there is now a dissent penalty for producing zero supplies when a nation
is out of supply stockpiles (per readme.txt). Both conditions have to be met.

If you have a supply stockpile, you can produce zero supplies for a while until your supply
stockpile runs out. If you then continue to produce zero supplies without any supply
stockpile, at that point dissent can start to increase. This change was made to prevent an
exploit when some players produced no supplies for a few years and only produced supplies
when war was imminent.

Declarations of War

Dissent increases when you declare war. It varies with your type of government and by
several other factors. A summary of dissent effects for Declarations of War has been posted
by Jdrou on the Paradox forum:

Democracy vs. Democracy 80%


Democracy vs. other 40%
Fascist vs. Fascist 20%
Communist vs. Communist 20%
Fascist vs. Democracy 10%
Communist vs. Democracy 10%
Fascist vs. Communist 4%
Communist vs. Fascist 10%
Germany vs. Fascist 2%
Germany vs. Democracy 1%
Germany vs. Communist 0.4%
Italy/Japan vs. Fascist 4%
Italy/Japan vs. Democracy 2%
Italy/Japan vs. Communist 0.8%
If you have a national claim on a province, dissent is
halved.
If you have a national claim on a province,
dissent is halved.
There is a special case for the primary Axis
powers (Japan, Germany, or Italy) if they are
a democratic government: their DoW dissent
hit is the democracy rate/5, e.g., democratic
Japan gets an 8% dissent hit (40/5) for a
DoW on Nationalist China.

If you have a national claim on a province, dissent is halved

- 85 -
The Effects of Dissent

Dissent is a bad thing. As dissent rises, production and research falls. Your cabinet ministers
will become less cooperative as their loyalty fades. If dissent reaches catastrophic levels civil
war could ensue.

Ø Each one-percentage dissent means one percentage less industrial capacity.


Ø Each two-percentage dissent results in 1% less combat efficiency.

Reducing Dissent:

There are two ways to reduce dissent:

Ø By events
Ø Or by increasing Consumer Goods production beyond the minimum requirements.

You have to decide whether you want to ignore dissent, reduce it slowly, or reduce it as soon
as possible by devoting a lot or all of your production to Consumer Goods. Each percent
reduction in dissent takes an increase of at least either 2% more of Industrial Capacity or 4%
more of IC (per Jdrou on the Paradox HOI forum). When you have dissent, it is listed on the
main screen in ‘whole’ numbers that are rounded up.

Increasing Consumer Goods to reduce dissent is a little tricky. In the production screen, you
simply increase the Consumer Goods above the minimum needed. You then have to do
something else for this, however, to take effect. If you stay on the production screen,
nothing changes. You have to exit the production screen and go to another screen such as
military units or research or a province in order for any changes to become effective.

Dissent – Tool Tip

After going someplace else, pause over the dissent number on the main screen to get the
rollover that shows you the rate at which dissent is now going down. If you want to fine tune
the reduction of dissent some more, you then have to again go through the sequence of
going to the production screen, increasing Consumer Goods, exiting the production screen,
and checking the dissent rollover to see what the rate for the reduction of dissent is after
these changes.

Dissent can take a long time to reduce. When you pause over the dissent number, the
rollover number gives more details and says something like “Our dissent will change by –0.05
percent each day”. So after one day in this example, your dissent would then be 0.95
percent, but on the main screen this is still rounded up to 1%. At that rate it will take 1/. 05
or about 20 days to reduce the dissent by one percent.

If the rollover reads “Our dissent will change by –0.01 percent each day”, that means it will
take about 100 days to reduce dissent by one percent. Again remember that the calculation
for the rollover is carried out to more decimal points than shown on screen, so you have a
rough estimate of how many days it will take to reduce dissent by one percent.

- 86 -
Also note that you do not have to exactly fine tune the dissent reduction to either 0.01 or
0.02 percent a day. You can have a dissent reduction rate of 0.0148, but that will be shown
in only rounded numbers on the dissent rollover.

If you want to really speed up dissent reduction, you need to greatly increase the production
of Consumer Goods. You can stop or slow down all of your supply, research, and unit
production to very quickly reduce dissent. If you quickly reduce dissent, you lose industrial
production for a while that could be used elsewhere, but you gain it back after dissent is
reduced to zero. If you devote all your industrial production to reducing dissent, it takes
about 5 or 6 days for each percent reduction of dissent. So you could get rid of 2% dissent
in about 11 days. For those 11 days, however, you are producing no supplies and you are
permanently delaying any research by 11 days and permanently delaying unit production for
11 days.

There are a few rough guidelines for reducing dissent. Each percentage of dissent reduction
requires either 2% or 4% more IC be used for Consumer Goods for 100 days (a 0.01%
dissent reduction rate would be shown on the dissent rollover). If you want to speed up
dissent to the next rounded number (0.02% rate), you need to double the additional IC used
at the first step. Beyond that level, however, the extra IC needed at the 0.02% rate is simply
added (a tableau effect). This tableau effect has one important implication: the faster you
reduce dissent, the more IC you have. The payback period for higher dissent reduction
levels is greatly reduced, meaning that you get more IC by quickly reducing dissent than you
would by slowly reducing dissent.

There is a formula for calculating the costs of reducing dissent:

(((DDR-0.01)*100*2*(IC*EPR)))+CG+(IC*EPR)

Ø DDR is the Desired Dissent Reduction in 0.01 [two decimal points] format
Ø EPR is the Estimated Percent Requirement (either 0.02 or 0.04)
Ø IC is the Industrial Capacity displayed on the main screen in whole numbers
Ø CG is the Consumer Goods shown on onscreen

Dissent reduction is based upon IC, not upon CG. The two percent or four percent more IC
that is needed for dissent reduction varies between countries. It can vary depending upon
whether your country is at peace or at war. Try 2% first, and if that is not a good fit, then
4% will probably give you a good fit.

Ministers and Dissent:

Some of the security and armaments ministers have ‘dissent’ effects. These minister dissent
effects, however, have no direct role in reducing dissent. These ‘dissent’ effects are only a
change in the base level of Consumer Goods requirements.

- 87 -
Ministers and Dissent

You can not reduce 1% dissent to zero dissent by simply changing your security minister to a
silent lawyer or a crime fighter. Similarly, the Prince of Terror does not increase dissent.

For example: on the Security Minister screen you see a description that a “Silent Lawyer
reduces dissent by 1%”. This really means that instead of needing say 100 Consumer Goods,
you only need 99 CG.

A “Prince of Terror increases dissent by 5%”, meaning that you need 105CG instead of 100CG
if your Security Minister is a Prince of Terror, to keep the population from becoming unhappy
and causing dissent.

Dissent in the minister effects refers to a change in the amount of Consumer Goods that are
required to keep your people happy on an ongoing every day basis. It might be better to
understand a “Silent Lawyer reduces dissent by 1%” as meaning that a “Silent Lawyer
reduces your Consumer Goods needs by 1%”, or that a “Prince of Terror increases dissent by
5%” as meaning that a “Prince of Terror increases your Consumer Goods needs by 5%”.

- 88 -
The Origins of the Second World War
Following the collapse of the four great autocratic empires (German, Austro-Hungarian,
Russian, and Ottoman) after the end of World War I, the successor states of central and
eastern Europe formed a belt of parliamentary democracies stretching from the Baltic Sea
down through Germany and Poland to the Balkans. But political polarization and economic
collapse soon engendered authoritarian regimes.

Italy was an early example of this development. Widespread fear of socialism, generated by
the postwar economic crisis and the results of the new universal male suffrage, helps to
explain why broad strata of the police, civil service, and the political elite looked to the
Fascists to solve Italy's problems. Elsewhere, as in Weimar Germany, proportional
representation produced fragmented legislatures, with large numbers of parties. There were
hardly any countries in Europe after 1918 where the average cabinet lasted more than a
year: in Germany and Austria the average was eight months, in Italy five, in Spain and France
(during the 1930s) four.

The nationalist right assailed democracy as sluggish, materialistic, decrepit, and selfish,
glorifying instead the spirit of self-sacrifice, obedience, and patriotic duty associated with the
army. During the 1920s and 1930s liberal parliamentary democracy failed in Italy, Turkey,
Portugal, Spain, Bulgaria, Greece, Romania, Yugoslavia, Hungary, Albania, Poland, Estonia,
Latvia, Lithuania, Austria, and of course Germany. The Treaty of Versailles had given sixty
million people a state of their own, but it turned another twenty-five million into discontented
minorities. Under these conditions parliamentary government seemed to magnify rather
than to resolve disputes. Democracy to these disgruntled citizens was not legitimacy.

Spain had been relatively untouched by the First World War, but its monarchy fell in 1931,
having lost the confidence of the army and the political elite. A democratic republic set
about the difficult task of modernizing a traditional, semi-industrialized society under
Depression-era conditions. Expectations of radical change on the part of the underprivileged
workers and peasants in Spanish society were raised but not fulfilled; that those expectations
could be entertained at all was enough to generate a nationalist coup in the summer of 1936.

The Spanish Civil War began with a military insurgency led by General Franco, who had long
experience of bitter colonial warfare in Morocco. Franco was an authoritarian conservative
rather than a fascist: he appealed, not to mass parties and paramilitary organizations, but to
the army and the Catholic Church as his bases of support. But he was willing to accept help
from the real fascists Mussolini and Hitler and their support was crucial to his eventual
victory. For Hitler, there were several incentives to intervene. First, there was the
opportunity to test the tactic of terror bombing of civilian population centers that Hitler would
later use against Warsaw, Rotterdam, and London during the Second World War. Second,
with Germany engaged in a massive rearmament program but short of foreign exchange,
there was the promise of access to Spain's iron and copper ores. Third, there was the
prospect of cementing his relationship with Mussolini while distracting the British and the
French from his activities in the heart of Europe.

The Spanish Republicans were torn between enacting a social revolution that would inspire
the working classes and peasants and defending parliamentary democracy and property
rights to reassure the middle classes and foreign powers. But the British and the French
followed a policy of non-intervention, leaving the Republic dependent on support from Stalin's
USSR and volunteer soldiers. The Republicans were divided over matters of political ideology
and military strategy. The Soviet Union, though the only European power to furnish supplies

- 89 -
to the Republic, kept the flow of aid to a minimum and demanded immediate payment in gold
or raw materials.

At the end of July 1936 the nationalist insurgents controlled about a third of Spain, including
the most important wheat-growing districts. But they had captured none of Spain's major
industrial cities. In the areas controlled by the Republic, a profound social revolution was
under way, especially in Catalonia, where 70% of industry was collectivized. Hence the
paradox of the Spanish Civil War: the government was controlled eventually by Communists,
yet they still crushed a popular revolution in the interest of winning the war and serving
Stalin's foreign policy aims. But they did not win the war. Republican units, brave in
defense, were ineffective in their counteroffensives. And this civil war was especially brutal,
with atrocities and retaliatory killings of civilians on both sides.

Why did the Western power fail to defend Spain or to resist Hitler's escalating series of
provocations during the latter half of the 1930s? First, there was the memory of the
butcher's bill (the millions of dead and the mutilated war veterans) and the banker's bill (the
poisonous conflicts over reparations, the inflation of the postwar period) that were the
legacies of the Great War. Now there were new fears of aerial bombardment of cities.
Europe, many people believed, could not survive another bloodletting. Second, there was
the view that Nazism was a political disease caused by the Treaty of Versailles.

The British believed that the French had pushed too hard in 1919. The changes the
Germans demanded through 1938 did not extend beyond the apparently enthusiastic union of
German-speaking peoples in eastern Europe. The appeasers assumed that Hitler would
prefer a peaceable negotiation of issues to a forcible settlement, and that he would raise only
a finite number of claims. Third, there were domestic considerations. Appeasers feared
that a new world war might lead to another round of social revolutions.

Regardless of how distasteful Hitler and his regime were, they offered a barrier to Communist
expansion in central Europe. Finally, there were imperialist considerations. British armed
strength was insufficient to confront all three of the principal threats to the British Empire:
Germany, Italy, and Japan. The Chiefs of Staff recommended that, until rearmament was
well advanced, it should be the main task of foreign policy to diminish the number of Britain's
enemies.

The large Czechoslovak state created in 1919 with French support was not so much a triumph
of self-determination for the Czechs as it was something analogous to the old Habsburg
Empire on a smaller scale: seven million Czechs, five million Slovaks, 750,000 Magyars,
500,000 Ruthenians, 100,000 Poles, and, in the south, 3.25 million Germans.

The Depression hit hardest in the German-speaking cities. Here was an opportunity for
Hitler, who proceeded to isolate the Czechs and threaten war. But Prime Minister of Great
Britain, Neville Chamberlain intervened at Munich, and arranged for the peaceful transfer of
the Sudetenland to Germany, on the condition that Hitler should renounce force and respect
the sovereignty of the rest of Czechoslovakia. Hitler broke the agreement six months later,
moving into Prague on March 15, 1939. Appeasement had been based on the assumption
that Nazi Germany was pursuing a revisionist agenda aimed at incorporating areas inhabited
by ethnic Germans. But now it was clear that Hitler's aims were unlimited. In response
Britain and France belatedly sought to resuscitate the security tier they had created at
Versailles by offering guarantees to Poland and Romania. Hitler was not impressed.

- 90 -
Why not explore an alliance with the USSR against Germany? The British were unconvinced
of the value of a Soviet alliance. The Soviet armed forces had been wrecked by Stalin's
purges; the states of eastern Europe, terrified by the Russians, were likely to be driven by an
alliance with them into the arms of Germany; and insofar as moral considerations entered
into British thinking, Stalin was regarded as being at least as evil (and territorially ambitious)
as Hitler. Stalin, for his part, distrusted the British, thinking they were likely to get him into a
war with Hitler before he could reconstruct his army. Why not, indeed, make a deal with
Hitler, at least in the short run? Stalin wanted the Baltic states and Hitler might let him have
them. Hence the notorious Nazi-Soviet Pact of 1939, based on a secret agreement to carve
up the Baltic states and Poland. The two countries that had been ignored in the Versailles
settlement now made common cause in destroying it.

In the 1930s there was no popular clamor in Britain and France for military action to block
Hitler's remilitarization of the Rhineland, his annexation of Austria, or his partition of
Czechoslovakia. Chamberlain and Blum's successor, Daladier, were popular politicians,
considered by the democratic public to be calm and reasonable men, rightly refusing to run
risks in order to address merely hypothetical dangers. The public turned to the prophetic but
"irresponsible" Churchill and de Gaulle only after all the possibilities of appeasement had been
tried and failed. And after the Kristallnacht pogrom against the Jews in Germany in
November 1938, which more than any other event helped to turn the British people against
appeasement. But to stop Hitler now would require another world war, more terrible than
the first one.

- 91 -
APPENDIX A
H.o.I Dissent Hit Calculator
Dissent reduction calculations. Note that the on screen dissent displays are in rounded numbers,
so there can be no defininte match to the displayed numbers because calculations are done at more decimal points
than those displayed on screen.

Conclusion: the dissent reduction formula is not proportionally related to CG needs.


It is related only to the percentage of IC that has to be additionally allocated to CG.
This was figured out by Jim Drouillard (Jdrou on the Paradox HOI forums).

You usually need an additional 4% of IC to get a 0.01% dissent reduction during war or 2% during peace.
The SU (Russia) and Germany, however, use the 2% of IC calculation whether at war or at peace.
Other countries might use either 2% or 4% too. Just try one and then the other for the best fit.

If you double the dissent reduction rate to 0.02%, you double the costs. Beyond 0.02% reduction, however,
you are only adding the increase instead of multiplying by a higher number, implying that a dissent rate reduction
of 0.03% or higher is the most cost effective way to reduce dissent (a tableau effect shown below).

The higher the dissent rate reduction is, the more cost effective is the reduction of dissent. If you reduce dissent at all
by allocating more consumer goods, use the highest rate that you can afford. See Payback analysis below.

Fill in four numbers to calculate the IC needed for a desired dissent reduction rate:
Compared with:
CG on screen 19.44 19.44
IC on screen 81 81
estimated % needed (2 or 4)
shown as 0.02 or 0.04 0.02 0.02
dissent reduction desired 0.04 0.05 Switch just this variable
shown in 0.01 format

Calculated CG needed: 30.78 34.02

=================================
===========================

- 92 -
Methodology used: On screen ticks.
Lock your research and unit production sliders. Adjust the CG slider to an increased rate which can be pre-estimated
with this calculation. Exit the screen and pause over the dissent rollover for the percent reduction feature such as 0.02 or 0.01.
Re-enter the production screen, readjust the CG slider, and exit the screen in a tedious cycle looking for the click when the
dissent rate reduction rate increases or decreases to the next 'rounded' number.

The general forumula is (IC * .02) + required CG = 0.01 dissent rate reduction. Use 0.04 instead of 0.02 as needed.
For a 0.02 dissent rate reduction, simply double the additional CG needed at the 0.01 dissent reduction rate level.
For 0.03 or 0.04 or higher levels, simply add the additional CG needed at the 0.02 level.

Examples =================================
===========================

Germany at war uses 2% CG IC Dissent reduction


on screen on screen on screen Level Calc on screen Calculated
189 1260 0.01 25.20 214.20
189 1260 0.02 50.40 264.60
189 1260 0.03 50.40 315.00
189 1260 0.04 50.40 365.40
189 1260 0.05 50.40 415.80

Italy at war uses 2% CG IC Dissent reduction


on screen on screen on screen Level Calc on screen Calculated
7.74 86 0.01 1.72 9.50 9.46
7.74 86 0.02 3.44 12.90 12.90
7.74 86 0.03 3.44 16.30 16.34
7.74 86 0.04 3.44 19.80 19.78
7.74 86 0.05 3.44 23.20 23.22

- 93 -
Worker's strike: CG IC Dissent reduction
on screen on screen on screen % Calc on screen Calculated
SU at peace used 2% 115.33 387 0.01 7.74 123.30 123.07
115.33 387 0.02 15.48 138.8 138.55
115.33 387 0.03 15.48 154.1 154.03

=================================
===========================

CG IC Dissent reduction
on screen on screen on screen % Calc on screen Calculated
SU at war after annexing 168.64 992 0.01 19.84 188.90 188.48
Germany but still fighting 168.64 992 0.02 39.68 228.60 228.16
other Axis. SU DoWs 168.64 992 0.03 39.68 268.20 267.84
Switzerland for a 10% 168.64 992 0.04 39.68 307.90 307.52
dissent hit. SU still 168.64 992 0.05 39.68 347.60 347.20
using 2% rate 168.64 992 0.06 39.68 387.30 386.88
168.64 992 0.07 39.68 427.00 426.56
168.64 992 0.08 39.68 466.60 466.24
168.64 992 0.09 39.68 506.30 505.92
168.64 992 0.10 39.68 546.00 545.60
big jump to 0.20 reduction 168.64 992 0.20 39.68 942.90 942.40

Remarks: given that the display number on screen is shown in fewer decimal places than the actual calculations,
this is a pretty good fit.

- 94 -
With dissent reduction 0.01 % using a 2% base. Using a worker's strike as an example when IC = 100

IC days additional ICloss


used gain net net
dissent at 3% 100 100 -2 -200 0 -200
dissent at 2% 101 100 -2.02 -202 100 -102
dissent at 1% 102 100 -2.04 -204 200 -4
dissent back to zero 103 Sum loss/gain: -606 300 -306
IC per day gained
Break even catch up 103 102 3
Net days 402
Months 13.4

Remark: in this example, after 13.5 months you get more IC by reducing dissent than you would by ignoring it.

=================================
===========================
Double the dissent rate reduction from 0.01 to 0.02%

Use a worker's strike as an example. IC =


100

IC days additional ICloss


used gain net net
dissent at 3% 100 50 -4 -200 0 -200
dissent at 2% 101 50 -4.04 -202 50 -152
dissent at 1% 102 50 -4.08 -204 100 -104
dissent back to zero 103 Sum loss/gain: -606 150 -456
IC per day gained
Break even catch up 103 152 3
Net days 302
Months 10.07

Remark: in this example, it's quicker and more cost effective to double the dissent reduction rate.
You get dissent down to zero 100 days earlier and get 100*3 = 600 more net IC with a quicker dissent reduction.

- 95 -
================================= ===========================
A 5% dissent hit with a base 2% of IC needed to reduce dissent using a 0.01% dissent rate reduction:

IC days IC per day lost


loss gain net net
dissent at 5% 100 100 -2 -200 0 -200
dissent at 4% 101 100 -2.02 -202 100 -102
dissent at 3% 102 100 -2.04 -204 200 -4
dissent at 2% 103 100 -2.06 -206 300 94
dissent at 1% 104 100 -2.08 -208 400 192
dissent back to zero 105 Sum loss/gain: -1020 1000 -20
IC per day gained
Break even catch up 105 5 5
Net time period: 505
Months 16.83

Remarks: the length of the pay back period is not a simple calculation. It takes only 505 days to get even with
a 5% dissent hit compared to 402 days with a 3% dissent hit when both are done at a 0.01% rate.

=================================
===========================
Using a 4% ratio instead of 2%

IC days IC per day lost


loss gain net net
dissent at 4% 100 100 -4 -400 0 -400
dissent at 3% 101 100 -4.04 -404 100 -304
dissent at 2% 102 100 -4.08 -408 200 -208
dissent at 1% 103 100 -4.12 -412 300 -112
dissent back to zero 104 Sum loss/gain: -1624 600 -1024
IC per day gained
Break even catch up 104 150 4
Net time period: 450
Months 15
Remarks: it takes 15+ months to get more IC after a 4% dissent hit is reduced to zero.

=================================
===========================

- 96 -
================================= ===========================
A 5% dissent hit with a base 2% of IC needed to reduce dissent using a 0.01% dissent rate reduction:

IC days IC per day lost


loss gain net net
dissent at 5% 100 100 -2 -200 0 -200
dissent at 4% 101 100 -2.02 -202 100 -102
dissent at 3% 102 100 -2.04 -204 200 -4
dissent at 2% 103 100 -2.06 -206 300 94
dissent at 1% 104 100 -2.08 -208 400 192
dissent back to zero 105 Sum loss/gain: -1020 1000 -20
IC per day gained
Break even catch up 105 5 5
Net time period: 505
Months 16.83

Remarks: the length of the pay back period is not a simple calculation. It takes only 505 days to get even with
a 5% dissent hit compared to 402 days with a 3% dissent hit when both are done at a 0.01% rate.

=================================
===========================
Using a 4% ratio instead of 2%

IC days IC per day lost


loss gain net net
dissent at 4% 100 100 -4 -400 0 -400
dissent at 3% 101 100 -4.04 -404 100 -304
dissent at 2% 102 100 -4.08 -408 200 -208
dissent at 1% 103 100 -4.12 -412 300 -112
dissent back to zero 104 Sum loss/gain: -1624 600 -1024
IC per day gained
Break even catch up 104 150 4
Net time period: 450
Months 15
Remarks: it takes 15+ months to get more IC after a 4% dissent hit is reduced to zero.

=================================
===========================

- 97 -
Same 4% ratio but doubling the dissent reduction rate to 0.02%

IC days IC per day lost


loss gain net net
dissent at 4% 100 50 -8 -400 0 -400
dissent at 3% 101 50 -8.08 -404 50 -354
dissent at 2% 102 50 -8.16 -408 100 -308
dissent at 1% 103 50 -8.24 -412 150 -262
dissent back to zero 104 Sum loss/gain: -1224 300 -924
IC per day gained
Break even catch up 104 231 4
Net time period: 381
Months 12.7

The higher the dissent rate is reduced (ex. using 0.04% instead of 0.01%), the more effective is the
dissent rate reduction. This gets to a positive 'cash flow' quicker than a smaller rate such as 0.01% would.
A rate even higher than 0.02% dissent reduction would be even more effective due to the tableau effect.

Work on this was originally done by Jim Drouillard (Jdrou on the Paradox HOI forums).
All mistakes or lack of clarity are my own. John Heidle heidlejf@yahoo.com Sep 2003

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End of Document

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