Mechanics

From Hearts of Iron 4 Wiki
Jump to: navigation, search

Mechanics are aspects of the game which require detailed discussion. Herein is a brief about each mechanic and a link to a more detailed page.

Note: There is no version 0.9, its just used to indicate pre-release information.

Politics[edit]

Mechanic Ver. Notes
Unknown Ideology.png Ideology 1.3 A political ideology is the sum of ideas, concepts and theories to justify political action. The game has four primary ideologies: communism, democracy, fascism and non-aligned (neutral).
Relation join faction.png Faction 1.3 A faction is an alliance of nations that can call on each other when fighting a war. The player is never forced to join the war of other faction members.
Goal unknown.png National focus 1.0 The national focus tree represents the decisions available to steer the country towards economic development, militarization or political action.
Ideas.png Ideas 1.3 Ideas are the set of laws, political advisers, research and production companies and the military staff available to each country.
Political power.png Political power 1.3 Political power is the resource required to take any political action.
National unity.png National unity 1.3 National unity is a measure of the war-resolve and the will to persevere of a nation.
Integrated puppet.png Puppet 1.3 A puppet is a country whose politics are largely controlled by another country.
Allied plans button.png Diplomacy 1.3 Diplomacy is the interaction between countries.
World tension.png World tension 1.3 World tension is a measure of how heated the atmosphere between the countries is.
Generic volunteer expedition bonus.png Civil war 1.3 When a country is divided on ideological grounds and no peaceful solution is available, a civil war will begin.

Production[edit]

Mechanic Ver. Notes
Traded factories.png Trade 1.3 Resources can be traded between countries.
Industrial capacity.png Production 1.3 Production of equipment or ships is necessary for all military units.
Concentrated industry.png Construction 1.3 Constructions are fixed assets that may be built in states.
Equipment.png Equipment 1.3 Equipment is a necessary component of combat units.

Research and technology[edit]

Mechanic Ver. Notes
Atomic Research.png Research 1.3 Research is required to unlock technologies.
Unknown Infantry technology 1.3 Research technologies that improve infantry weapons and equipment, and unlock and improve motorized, mechanized, and special forces infantry.
Unknown Support Companies technology 1.3 Research technologies that unlock and improve all types of support battalions.
Unknown Armor technology ~ Research technologies that unlock all types and models of tanks, from light to super heavy chassis, as well as their variants.
Unknown Artillery technology 1.3 Research technologies that unlock and improve all types of artillery, including anti-tank, anti-air and rocket artillery.
Unknown Land doctrine 1.1 Research one of the four land doctrine trees: mobile warfare, superior firepower, grand battleplan and mass assault.
Unknown Naval technology 1.3 Research technologies that unlocks new ship types and classes, as well as submarine and improve transports for naval invasions.
Unknown Naval doctrine 1.3 Research one of the three naval doctrine trees: fleet in being, trade interdiction and base strike.
Unknown Air technology 1.3 Research technologies that unlock or improve all types of airframes: light, medium or heavy, as well as their jet propulsion versions.
Unknown Air doctrine 1.3 Research one of the three air doctrine trees: strategic destruction, battlefield support and operational integrity.
Unknown Engineering technology 1.3 Research technologies related to electronic engineering (computers, radios, cryptography), rockets and atomic research.
Unknown Industry technology 1.3 Research technologies that improve production efficiency and volume of all factories, improve resources excavation, and unlock and improve synthetic refineries.

Military and warfare[edit]

Mechanic Ver. Notes
Relation wargoal.png Warfare 1.3 When diplomacy is not enough.
Generic infantry bonus.png Land units 1.3 All army components need to be designed, produced, deployed and supplied to conduct land warfare.
Overwhelming Firepower.png Land warfare 1.3 Land warfare consists of assigning command groups to theaters, through which they can engage enemy armies and capture territory.
Unknown Division designer 1.3 Designing divisions allow to customize them battalion by battalion.
People's Army.png Army planner 1.3 Designed divisions need to be recruited and trained to be deployed on the field.
General Staff.png Command group 1.3 Organization of divisions in command group(s) is necessary to assign them some specific tasks, such as exercise.
Old Guard.png Commander 1.3 Command groups can be led by a more skillful commander, if available.
Operational Concentration.png Battle plan 1.3 A battle plan enables automatic management of divisions in a specific role.
Tactics combat width.png Combat tactics 1.3 Combat tactics are determined for both sides at the beginning of a battle and after every 24 hours.
Generic navy bonus.png Naval units 1.3 All navies require ship design, production and a naval base to conduct naval missions.
Floating Fortress.png Naval warfare 1.3 Naval combat is mostly automated through mission orders assigned to fleets and to be carried out in particular Sea Regions.
Patrol.png Naval missions 1.3 Tasks that only navies can achieve.
Generic air bonus.png Air units 1.1 All air wings require plane design, production and an air base to conduct air missions.
Strategic Destruction.png Air warfare 1.0 Air warfare consists of the deployment of air wings to Strategic Regions, where they can undertake missions.
Fighter Ace Initiative.png Aces 1.3 Aces are special proficient members of air wings.
Army experience.png Experience 1.3 Experience is gained mainly during combat and training, but also some national foci give experience. It can be used to create variants and division templates.
Onmap attrition.png Attrition and accidents 1.3 Equipment loss as a result of a sustained offensive.
Convoys.png Logistics 1.3 All military components require supply to function.
Manpower.png Manpower 1.3 Manpower is needed to recruit and strengthen divisions.

Map[edit]

Mechanic Ver. Notes
Province buildings.png Map 1.3 The map is split in finite regions of various size characteristics.
Victory point texticon.png Province 1.3 The smallest division of the map. Provinces contain a specific terrain and enable some constructions.
River.png Terrain 1.3 Terrain may apply limitations and penalties to military, actions and attrition.
Storm.png Weather 1.3 Weather may apply penalties to military movement, actions and attrition.
State buildings.png State 1.3 States are made of one or multiple provinces. States enable some constructions and provide resources and manpower.
Oil.png Resources 1.3 Resources are needed to produce equipment.

Events[edit]

Mechanic Ver. Notes
Report event soldiers marching.png Events ~ Events add flavor to the game or provide choices that will affect the course of the game.