Follow TV Tropes

Following

History Videogame / HeartsOfIron

Go To

OR

Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Mountaineers. They are your EliteMooks that excel at mountain combat and... not much else. In fact, being light infantry, they are worse than regular troops. In all games they are in, they require separate research to even field and upgrade them, they are more expensive to make and don't do much. Taken a notch higher in ''IV'' with the [=post-WTT=] gameplay changes, as they are ''also'' limited in number, rather than being freely recruited. All of this is TruthInTelevision - many armies, after the experience of [=WW1=], decide that they really need dedicated troops to fight in the mountains, observing the Italian Alpine front. Came [=WW2=] and the front was moving so fast, mountain troops were unable to keep up with it and even deploy properly - most armies disbanded their mountain infantry post-war and never reactivated them, reducing them to just a single battalion of specialists.
Is there an issue? Send a MessageReason:
None


** [=DLCs=] for ''IV'' introduced designers for ships, tanks and planes, allowing them to tailor them either for specific tasks, or, much more often, exploit various loopholes in gameplay mechanics and meta. Even without [=DLCs=], experience can be used to alter hardware, providing variants with slightly different stats. The AI is notoriously incapable of using ''either'' of those systems, completely messing up DLC-backed designs (since there are no "default" models) and treating regular variants as endless experience sinks for no real benefits.

to:

** [=DLCs=] for ''IV'' introduced designers for ships, tanks and planes, allowing them to tailor them either for specific tasks, or, much more often, exploit various loopholes in gameplay mechanics and meta. Even without [=DLCs=], experience can be used to alter hardware, hardware of related type, providing variants with slightly different stats.stats than the baseline models. The AI is notoriously incapable of using ''either'' of those systems, completely messing up DLC-backed designs (since there are no "default" models) and treating regular variants as endless experience sinks for no real benefits.
Is there an issue? Send a MessageReason:
None


** [=DLCs=] for ''IV'' introduced designers for ships, tanks and planes, allowing them to tailor them either for specific tasks, or, much more often, exploit various loopholes in gameplay mechanics and meta. AI is notoriously incapable of using those hardware designers.

to:

** [=DLCs=] for ''IV'' introduced designers for ships, tanks and planes, allowing them to tailor them either for specific tasks, or, much more often, exploit various loopholes in gameplay mechanics and meta. Even without [=DLCs=], experience can be used to alter hardware, providing variants with slightly different stats. The AI is notoriously incapable of using ''either'' of those hardware designers.systems, completely messing up DLC-backed designs (since there are no "default" models) and treating regular variants as endless experience sinks for no real benefits.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* DesignItYourselfEquipment:
** ''III'' had a limited scope for this, mostly used by naval units, as players had full control over which components were put in during production. Planes and tanks were always set for using the most recent components, which could still be controlled by simply (not) researching specific things.
** [=DLCs=] for ''IV'' introduced designers for ships, tanks and planes, allowing them to tailor them either for specific tasks, or, much more often, exploit various loopholes in gameplay mechanics and meta. AI is notoriously incapable of using those hardware designers.
Is there an issue? Send a MessageReason:
None


* [=DLCs=] from ''IV'' are quite infamous due to their inherit PowerCreep, but two countries with DLC-granted focus trees stand out the most when it comes to Magikarp status. AI is scripted to ''not'' do them, and they seem like a ViolationOfCommonSense for human player, but still:
** Normally, Yugoslavia is your average minor with some extra aluminium that can think about becoming a regional power. With ''Death or Dishonor'', Yugoslavia can [[BalkanizeMe self-balkanize]], which, contrary to what it looks like, makes it way, way stronger than a unified state. Each of the split-off countries remains the puppet of the central, while having access to the generic focus tree, each roughly corresponding to a single state. That in turn means each of those states gets full benefit from the economic part of the focus tree (maxed out infrastructure, 4 civilian and 3 military factories - with free slots for those - and maybe also level 2 airport). Normally that's barely noticeable... but Yugoslavia can release staggering ''nine'' puppets that can be then simply integrated back. That's potential for up to 36 civilian and 27 military factories in max infrastructure states. For some perspective - that's more than the starting industry of Germany. And both Yugoslavia and its puppets can obviously expand in the meantime. Most importanty, however, Yugoslavia can achieve all of this by late 1938, maybe early 1939 if the AI picks the "wrong" focuses for puppets.
** Ethiopia under ''By Blood Alone'' can go through a near identical situation, except it ''also'' gains free resources and ''only'' when going for the BalkanizeMe focuses. The resulting country is insanely powerful due to the size of its industrial base and doesn't need to trade for resources with the outside world, having ''zero'' problems with world conquest or fulfilling its seemingly tough achievements (conquering Egypt, Palestine and large sections of East Africa). At the game's start, Ethiopia is semi-tribal country with barely any industry or technology and is already fighting a war against Italy, being overrun under AI control in less than 2 months.

to:

* ** [=DLCs=] from ''IV'' are quite infamous due to their inherit PowerCreep, but two countries with DLC-granted focus trees stand out the most when it comes to Magikarp status. AI is scripted to ''not'' do them, and they seem like a ViolationOfCommonSense for human player, but still:
** *** Normally, Yugoslavia is your average minor with some extra aluminium that can think about becoming a regional power. With ''Death or Dishonor'', Yugoslavia can [[BalkanizeMe self-balkanize]], which, contrary to what it looks like, makes it way, way stronger than a unified state. Each of the split-off countries remains the puppet of the central, while having access to the generic focus tree, each roughly corresponding to a single state. That in turn means each of those states gets full benefit from the economic part of the focus tree (maxed out infrastructure, 4 civilian and 3 military factories - with free slots for those - and maybe also level 2 airport). Normally that's barely noticeable... but Yugoslavia can release staggering ''nine'' puppets that can be then simply integrated back. That's potential for up to 36 civilian and 27 military factories in max infrastructure states. For some perspective - that's more than the starting industry of Germany. And both Yugoslavia and its puppets can obviously expand in the meantime. Most importanty, however, Yugoslavia can achieve all of this by late 1938, maybe early 1939 if the AI picks the "wrong" focuses for puppets.
** *** Ethiopia under ''By Blood Alone'' can go through a near identical situation, except it ''also'' gains free resources and ''only'' when going for the BalkanizeMe focuses. The resulting country is insanely powerful due to the size of its industrial base and doesn't need to trade for resources with the outside world, having ''zero'' problems with world conquest or fulfilling its seemingly tough achievements (conquering Egypt, Palestine and large sections of East Africa). At the game's start, Ethiopia is semi-tribal country with barely any industry or technology and is already fighting a war against Italy, being overrun under AI control in less than 2 months.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* [=DLCs=] from ''IV'' are quite infamous due to their inherit PowerCreep, but two countries with DLC-granted focus trees stand out the most when it comes to Magikarp status. AI is scripted to ''not'' do them, and they seem like a ViolationOfCommonSense for human player, but still:
** Normally, Yugoslavia is your average minor with some extra aluminium that can think about becoming a regional power. With ''Death or Dishonor'', Yugoslavia can [[BalkanizeMe self-balkanize]], which, contrary to what it looks like, makes it way, way stronger than a unified state. Each of the split-off countries remains the puppet of the central, while having access to the generic focus tree, each roughly corresponding to a single state. That in turn means each of those states gets full benefit from the economic part of the focus tree (maxed out infrastructure, 4 civilian and 3 military factories - with free slots for those - and maybe also level 2 airport). Normally that's barely noticeable... but Yugoslavia can release staggering ''nine'' puppets that can be then simply integrated back. That's potential for up to 36 civilian and 27 military factories in max infrastructure states. For some perspective - that's more than the starting industry of Germany. And both Yugoslavia and its puppets can obviously expand in the meantime. Most importanty, however, Yugoslavia can achieve all of this by late 1938, maybe early 1939 if the AI picks the "wrong" focuses for puppets.
** Ethiopia under ''By Blood Alone'' can go through a near identical situation, except it ''also'' gains free resources and ''only'' when going for the BalkanizeMe focuses. The resulting country is insanely powerful due to the size of its industrial base and doesn't need to trade for resources with the outside world, having ''zero'' problems with world conquest or fulfilling its seemingly tough achievements (conquering Egypt, Palestine and large sections of East Africa). At the game's start, Ethiopia is semi-tribal country with barely any industry or technology and is already fighting a war against Italy, being overrun under AI control in less than 2 months.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Similarly to France, Italy has the distinction of being a "major" nation that barely even looks the part. No matter which game in the series is being analysed, Italy is a complete pushover in AI's hands and severely underpowered for a major even in the hands of a competent player. And it's also incredibly easy to mismanage it into being ''even weaker'', particularly in ''Darkest Hour'' and ''IV''. All there is to say is that Italy can't even reliably win the war against Ethiopia, a semi-tribal country with close to no military and hardware.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The American alt-history path has an option where you can demand Canada give some of its land to you. If they refuse, declining the war goal you'll receive is labeled with the message "What do we want with a bunch of [[Music/TheArrogantWorms rocks and trees]]?"
Is there an issue? Send a MessageReason:
None


* AlternateHistoryWank: Any good player will cause this in the nation they play as: [[CrapsackWorld Germany conquering the Soviet Union and the world,]] [[UsefulNotes/SecondSinoJapaneseWar Japan conquering China,]] [[HoldTheLine France or even Poland holding off the Nazi tide,]] [[RedScare the red flag flying over all of Europe]], [[AmericaTakesOverTheWorld the United States conquering the Soviet Union and Germany]], a boatload of historically neutral nations (Argentina, Sweden, Turkey, Afghanistan, Saudi Arabia, Iran, Spain, and so on) joining either side, the Republicans winning the UsefulNotes/SpanishCivilWar (either the main faction, or after a takeover by the anarchists), [[{{ForeverWar}} WWII lasting beyond 1945]], the Nationalists winning the Chinese civil war, etc. Anything is possible. Hearts of Iron 4 provides even wilder scenarios and plotlines in shape of focus trees, such as Turkey coring ''Finland'' because their lineage can be traced back to Ural-Altay tribes.

to:

* AlternateHistoryWank: Any good player will cause this in the nation they play as: [[CrapsackWorld [[AlternateHistoryNaziVictory Germany conquering the Soviet Union and the world,]] [[UsefulNotes/SecondSinoJapaneseWar Japan conquering China,]] [[HoldTheLine France or even Poland holding off the Nazi tide,]] [[RedScare the red flag flying over all of Europe]], [[AmericaTakesOverTheWorld the United States conquering the Soviet Union and Germany]], a boatload of historically neutral nations (Argentina, Sweden, Turkey, Afghanistan, Saudi Arabia, Iran, Spain, and so on) joining either side, the Republicans winning the UsefulNotes/SpanishCivilWar (either the main faction, or after a takeover by the anarchists), [[{{ForeverWar}} WWII lasting beyond 1945]], the Nationalists winning the Chinese civil war, etc. Anything is possible. Hearts of Iron 4 provides even wilder scenarios and plotlines in shape of focus trees, such as Turkey coring ''Finland'' because their lineage can be traced back to Ural-Altay tribes.
Is there an issue? Send a MessageReason:
None


** While their sprites are shown using bolt-actions, the Polish forces are issued the Kbsp wz.1938M semiautomatic rifle. This is particularly egregious as only 150 were built, and practically all Polish soldiers used the bolt-action Kbk wz.29 instead.

to:

** While their sprites are shown using bolt-actions, the Polish forces are issued the Kbsp wz.1938M semiautomatic rifle. This is particularly egregious as only 150 were built, built and they were at the prototype stage when the war started, while practically all Polish soldiers used the bolt-action Kbk wz.29 instead.
Is there an issue? Send a MessageReason:
None


* PowerupLetdown: Intelligence agencies in general, and tech-stealing in particular from ''IV''. For the time and factories invested in it, the results are just insulting. There are at least 3 different mods that simply slash the time needed for espionage missions to make them even remotely worthwhile.

to:

* PowerupLetdown: Intelligence agencies in general, and tech-stealing in particular from ''IV''. For the time and factories invested in it, the results are just insulting. There are at least 3 different mods that simply slash the time needed for espionage missions to make them even remotely worthwhile. Oh, and to add insult to injury, to even get those questionable options, you need to buy a DLC first.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Starting from ''II'', each following game offered a worse and worse ability to share technology. ''II'' had blueprints, ''halving'' the time needed to research that specific tech and applying it first in the calculations, before any other modifier. ''III'' removed blueprints, but gave the ability to share Theoretical Knowledge in a specific field, offering a scaling modifier up to 39.5% boost to all techs related to that field (which meant a whole bunch of different research going along could gain the bonus). ''IV'' has a meaningless -5% research speed per member of a research group that already has that specific tech while only applying to new research, rather than affecting the ongoing ones - and there is just no way to pool efforts otherwise.


Added DiffLines:

* PowerupLetdown: Intelligence agencies in general, and tech-stealing in particular from ''IV''. For the time and factories invested in it, the results are just insulting. There are at least 3 different mods that simply slash the time needed for espionage missions to make them even remotely worthwhile.
** Intelligence agencies take a horrendous amount of time to set up to be fully useful and it's very easy to simply forget about adding new upgrades in the thick of it. Then they take just as long to build up a spy network in a very small region, which then allows them to execute missions that require first infiltrating enemy ranks and ''then'' performing another mission to do the thing you wanted to do[[note]]And if you reload the game, the infiltration will be cancelled, forcing the player to start from scratch[[/note]]. It will take anywhere between 10 to 16 months, for just ''one'' mission in a ''single'' country. The game lasts for 10 years. Oh, and various missions require you to assign 3 spies to them, meaning you will also need to assign a political advisor offering +1 spy or have a few regional powers as your puppets.
** Tech-stealing takes it a step further, since all of the above applies, but adds a few extra hurdles: you have very limited control over what is being stolen, so the bonus can get extremely niche[[note]]Say you want to steal naval blueprints. The game then makes a roll and decides you get a bonus to the mine-laying technology or naval rangefinders, rather than general "cruiser technology" or "ship armament" groups, which at least can be used for a bunch of different things[[/note]] and, worst of all, unless highly specific circumstances are met, it's just a generic -10% research time. You've spent a ''year'' of elaborate missions that syphoned resources along the way to research a single technology 8-13 days faster. The only exception is when stealing from a country two tiers better in any given tech line (this will generate a 1-3 years of catch-up research bonus), but that means you are already lagging behind ''big'' time.
Is there an issue? Send a MessageReason:
None


** ''Waking the Tiger'' (8 March 2018), the ''Cornflakes'' update, which adds/revises focuses trees for Germany, [[UsefulNotes/SecondSinoJapaneseWar China, and Japan]], including the various Chinese warlords and Manchukuo. Also adds new General abilities to add more flexibility to combat.

to:

** ''Waking the Tiger'' (8 March 2018), the ''Cornflakes'' update, which adds/revises focuses trees for Germany, [[UsefulNotes/SecondSinoJapaneseWar China, and Japan]], including the [[UsefulNotes/NoMoreEmperors various Chinese warlords and Manchukuo.Manchukuo]]. Also adds new General abilities to add more flexibility to combat.



** ''LaResistance'' (25 February 2020), the ''Husky'' update, which adds/revises focuses trees for Spain (including every faction in the [[UsefulNotes/SpanishCivilWar Spanish Civil War]]), France (including Free France and Vichy France), and Portugal. Also adds a brand new system of espionage to uncover enemy intel.

to:

** ''LaResistance'' ''La Resistance'' (25 February 2020), the ''Husky'' update, which adds/revises focuses trees for Spain (including every faction in the [[UsefulNotes/SpanishCivilWar Spanish Civil War]]), France (including [[LaResistance Free France France]] and [[LesCollaborateurs Vichy France), France]]), and Portugal. Also adds a brand new system of espionage to uncover enemy intel.



** ''By Blood Alone'' (27 September 2022), the ''Avalanche'' update, which adds/revises focus trees for Italy, Ethiopia, and Switzerland. Also overhauls the peace deal system and revises the Ship Designer (again), while adding a new Plane Designer. With this update, every nation with a focus tree at launch will have gained reworked content.
** ''Arms Against Tyranny'' (Autumn 2023), which adds new focus trees for the Nordic countries (Finland, Sweden, Norway, and Denmark), as well as adding a new industry designer and an international arms market mechanic.

to:

** ''By Blood Alone'' (27 September 2022), the ''Avalanche'' update, which adds/revises focus trees for Italy, Ethiopia, and Switzerland. Also overhauls the peace deal system and revises the Ship Designer (again), while adding a new Plane Designer. With this update, every nation with a focus tree at launch will have has gained reworked content.
** ''Arms Against Tyranny'' (Autumn 2023), which adds new focus trees for the Nordic countries (Finland, ([[Finland, Sweden, Norway, and Denmark), as well as adding a new industry designer and an international arms market mechanic.
Is there an issue? Send a MessageReason:
can't find any information about Japanese tech teams expiring en masse; at least this https://hoi2.paradoxwikis.com/Japan_Tech_Team_List has nothing of the sort, and DH has more retirements in 1954 than 1945


* ForegoneConclusion: Various historical events, along with [=WW2=] itself, will happen each and every time, across all the games in the series. In case of ''II'' and especially in ''Darkest Hour'' it also means certain events will play out ''despite'' player intervention: Spanish Civil War will still happen (despite having three extra years of preparation and in theory ability to act against future Nationalist's commanders), 4th encirclement of the Jiangxi Soviet will fail (even if you micromanage it enough to completely over-run them and wipe out all troops), Tianjin Garrison can't be disbanded (and so it will get Japan into 2nd Sino-Japanese War) etc. ''II'' most infamously had a hard-coded event for admiral Isoroku Yamamoto to be shot down with his plane on April 18, 1943, with absolutely nothing to prevent that - and even without the event itself, tech-team representing him was expiring on that date.

to:

* ForegoneConclusion: Various historical events, along with [=WW2=] itself, will happen each and every time, across all the games in the series. In case of ''II'' and especially in ''Darkest Hour'' it also means certain events will play out ''despite'' player intervention: Spanish Civil War will still happen (despite having three extra years of preparation and in theory ability to act against future Nationalist's commanders), 4th encirclement of the Jiangxi Soviet will fail (even if you micromanage it enough to completely over-run them and wipe out all troops), Tianjin Garrison can't be disbanded (and so it will get Japan into 2nd Sino-Japanese War) etc. ''II'' most infamously had a hard-coded event for admiral Isoroku Yamamoto to be shot down with his plane on April 18, 1943, with absolutely nothing to prevent that - and even without the event itself, tech-team representing him was expiring on that date.that.



** Most often seen when importing in a scenario from ''VideoGame/VictoriaAnEmpireUnderTheSun''. Whilst the borders and existing countries will change, the leaders most often won't. Meaning that you can have UsefulNotes/AdolfHitler in charge of a democratic Germany, with or without the UsefulNotes/WorldWarI scenario having happened.
** Tech teams in II are hard-coded. This means two things: you are stuck with whatever is pre-defined for your country without any ability to upgrade or switch[[note]]Eventually, an option to capture tech teams of conquered nations was added to alleviate this[[/note]] and, much worse, they came with a historical expiration date. This is probably most prominent with Japan, which might [[JapanTakesOverTheWorld take over the world]], but come September '45, it will get completely defanged with its military tech-teams, as by the game logic, Japan should surrender by then.
** Great Britain is hardcoded to always declare war to Germany in the Forties, no matter what is the geopolitical situation. Even if you managed to play Germany as a democratic state with peaceful relations with Poland and the Western Europe.
** In IV, there's a chance that someone will spot the problem that would have caused the Hindenburg disaster, resulting in it safely reaching the its destination. However, it's stated that the public's trust in airship travel is still shattered due to how close it came to disaster, since the problem[[note]]It should be noted that, while the game does outright say what caused the disaster, in real life the cause is unknown to this very day, with several different theories floating around[[/note]] was only discovered by a stroke of luck.

to:

** Most often seen when importing in a scenario from ''VideoGame/VictoriaAnEmpireUnderTheSun''. Whilst the borders and existing countries will change, the leaders most often won't. Meaning that you can have UsefulNotes/AdolfHitler in charge of a democratic Germany, with or without the UsefulNotes/WorldWarI scenario having happened.
** Tech teams and leaders in II ''II'' are hard-coded. This means two things: you are stuck with whatever is pre-defined for your country without any ability to upgrade or switch[[note]]Eventually, an option to capture tech teams of conquered nations was added to alleviate this[[/note]] the issue somewhat[[/note]] and, much worse, they came with a historical are removed from the scenario either by event[[note]]''some'' at least do have specific triggers, but most do not[[/note]] or expiration date. This is probably most prominent with Japan, which might [[JapanTakesOverTheWorld take over year, regardless of whether the world]], but come September '45, it will get completely defanged with its military tech-teams, as by circumstances in the game logic, Japan should surrender by then.
leader/team became unusable in real life are in place or not.
** Great Britain is hardcoded to always declare war to Germany in the Forties, 1940's, no matter what is the geopolitical situation. Even if you managed to play Germany as a democratic state with peaceful relations with Poland and the Western Europe.
** In IV, ''IV'', there's a chance that someone will spot the problem that would have caused the Hindenburg disaster, resulting in it safely reaching the its destination. However, it's stated that the public's trust in airship travel is still shattered due to how close it came to disaster, since the problem[[note]]It should be noted that, while problem[[note]]While the game does outright say what caused the disaster, in real life the cause is unknown to this very day, with several different theories floating around[[/note]] was only discovered by a stroke of luck.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** ''Arms Against Tyranny'' (Autumn 2023), which adds new focus trees for the Nordic countries (Finland, Sweden, Norway, and Denmark), as well as adding a new industry designer and an international arms market mechanic.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** ''Darkest Hour'' has a set of decisions offering an option to buy obsolete hardware from other countries, netting dated airplanes, tanks and even ''battleships''. They are rarely anything more modern than mid-20s, but in a pinch, even that can be useful.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* MoodWhiplash: In ''IV'', if you own the extra music packs and the Allied Speeches DLC, then the radio will bounce back and forth between some of the most dramatic and dire speeches in history and easy listening jazz.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Tech teams in II are hard-coded. This means two things: you are stuck with whatever is pre-defined for your country without any ability to upgrade or switch[[note]]Eventually, an option to capture tech teams of conquered nations was added to alleviate this[[/note]] and, much worse, they came with a historical expiration date. This is probably most prominent with Japan, which might [[JapanTakesOverTheWorld take over the world]], but come September '45, it will get completely defanged with its military tech-teams, as by the game logic, Japan should surrender by then.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* GoldenMeanFallacy: ''II'' and ''Darkest Hour'' have internal political sliders. Going to either extreme end of each slider provides additional bonuses (and penalties) in specific fields. Staying in the middle does nothing at best and applies only penalties at worst - and yet it's a common rookie mistake.
Is there an issue? Send a MessageReason:
None


** Military police companies in ''IV'' - they're not flashy and don't have any particularly neat effects for combat divisions like engineers or recon and don't have the raw stats of support artillery, but especially with the integrated support branch of the superior firepower doctrine, they are the absolute most IC-efficient source of soft attack in the game, and do so at no combat width cost, and have manpower efficiency only surpassed by artillery. With the integrated support bonuses, they're essentially an entire additional infantry battalion that takes no frontage and only uses half as many rifles and half as much manpower.

to:

** Military police companies in ''IV'' - they're not flashy and don't have any particularly neat effects for combat divisions like engineers or recon and don't have the raw stats of support artillery, but especially with the integrated support branch of the superior firepower ''Superior Firepower'' doctrine, they are the absolute most IC-efficient source of soft attack in the game, and do so at no combat width cost, and have manpower efficiency only surpassed by artillery. With the integrated support bonuses, they're essentially an entire additional infantry battalion that takes no frontage and only uses half as many rifles and half as much manpower.
Is there an issue? Send a MessageReason:
None
Is there an issue? Send a MessageReason:
None


* TakeOverTheWorld: It is indeed possible ([[DifficultButAwesome but difficult]]) to do this. Even as [[JokeCharacter Luxembourg]], as demonstrated [[https://youtu.be/-8kMkNMCNrg here.]]

to:

* TakeOverTheWorld: It is indeed possible ([[DifficultButAwesome but difficult]]) to do this. Even as [[JokeCharacter Luxembourg]], as demonstrated [[https://youtu.be/-8kMkNMCNrg here.]]]] Percentage of world conquered is one of the statistics measured by the end screen, and you even get a specific achievement ('One Empire') for taking over the entire world as the United Kingdom.
Is there an issue? Send a MessageReason:
None


** Also in ''IV'', any minor country that got its own national focus tree thanks to a DLC usually suffers from a significant nerf. The generic focus tree is nothing fancy, but it offers very upfront and easy to get benefits, significantly bolstering your starting position. Country-specific focus trees, meanwhile, tend to introduce a whole host of esoteric mini-games and usually provide less factories, less research bonuses and far less options to switch your government, spread over few times larger tree. Most prominent examples are the Chinese warlords[[note]]Especially when compared with a Japanese puppet state of Mengkukuo, which gets ''thrice'' as many factories, massive infrastructure improvements and potential for enormous recruitment bonus before the Second Sino-Japanese War starts, while warlords will be given almost nothing from their focus trees[[note]]), Baltic countries and Ethiopia, who all went from "drab, but decent" to "elaborate, but mostly useless".

to:

** Also in ''IV'', any minor country that got its own national focus tree thanks to a DLC usually suffers from a significant nerf. The generic focus tree is nothing fancy, but it offers very upfront and easy to get benefits, significantly bolstering your starting position. Country-specific focus trees, meanwhile, tend to introduce a whole host of esoteric mini-games and usually provide less factories, less research bonuses and far less options to switch your government, spread over few times larger tree. Most prominent examples are the Chinese warlords[[note]]Especially when compared with a Japanese puppet state of Mengkukuo, which gets ''thrice'' as many factories, massive infrastructure improvements and potential for enormous recruitment bonus before the Second Sino-Japanese War starts, while warlords will be given almost nothing from their focus trees[[note]]), trees[[/note]], Baltic countries and Ethiopia, who all went from "drab, but decent" to "elaborate, but mostly useless".
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Also in ''IV'', any minor country that got its own national focus tree thanks to a DLC usually suffers from a significant nerf. The generic focus tree is nothing fancy, but it offers very upfront and easy to get benefits, significantly bolstering your starting position. Country-specific focus trees, meanwhile, tend to introduce a whole host of esoteric mini-games and usually provide less factories, less research bonuses and far less options to switch your government, spread over few times larger tree. Most prominent examples are the Chinese warlords[[note]]Especially when compared with a Japanese puppet state of Mengkukuo, which gets ''thrice'' as many factories, massive infrastructure improvements and potential for enormous recruitment bonus before the Second Sino-Japanese War starts, while warlords will be given almost nothing from their focus trees[[note]]), Baltic countries and Ethiopia, who all went from "drab, but decent" to "elaborate, but mostly useless".
Is there an issue? Send a MessageReason:
None


* BlatantLies: In ''IV'', the [[UsefulNotes/TheBritishRaj British Raj]]/[[UsefulNotes/{{India}} India]] has the "Agrarian Society" national spirit, which reduces the recruitable population by 69% due to local traditions that make the drafting of farmers unacceptable. While the game describes it as "''This belief is so wide-spread and well-entreched that it will require at least a generation to overcome''", it is actually impossible to remove this from India. Change of ideology or winning independence doesn't remove this national spirit. Even if India were to have a civil war, both sides will still retain this national spirit. This was rectified after updates that came around the time of ''By Blood Alone'', which did allow a player-controlled Raj to remove the spirit completely.
** However, there is a way to get rid of this spirit if you aren't playing as the Raj: Pakistan, Burma, and Bangladesh will not have this spirit if you satellite them as puppets, and if you form a collaboration government from the British Raj, said collaboration government won't have the spirit.

to:

* BlatantLies: In ''IV'', the [[UsefulNotes/TheBritishRaj British Raj]]/[[UsefulNotes/{{India}} India]] has the "Agrarian Society" national spirit, which reduces the recruitable population by 69% due to local traditions that make the drafting of farmers unacceptable. While the The game describes it as thus: "''This belief is so wide-spread and well-entreched that it will require at least a generation to overcome''", which suggests that there is some way to remove it. However, until a 2022 balance update (which added a long series of decisions to remove it), it is was actually impossible ''impossible'' to remove this from India. Change of ideology India, not even by changing ideology, winning independence, or winning independence doesn't remove this national spirit. Even if India were to have a civil war, war (as both sides will still retain this national spirit. This was rectified after updates that came around would always have the time of ''By Blood Alone'', which did allow a player-controlled Raj to remove the spirit completely.
spirit).
** However, there is has always been a way to get rid of this spirit if you aren't playing as the Raj: Pakistan, Burma, and Bangladesh will not have this spirit if you satellite them as puppets, and if you form a collaboration government from the British Raj, said collaboration government won't have the spirit.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Albania: You are economically dependent on a country which has every intent of annexing you (Italy) and have very little industry. As with Luxembourg, your only real hope for survival is to convert to Fascism and join the Axis.
** New Zealand: While you start off in the Allies and thus are protected by the UK and her colonies, your limited industry and manpower means that you’re basically screwed if Japan invades you, regardless of whether you have taken advantage of the country’s good tank research bonus focuses.
** Mengkukuo. The weakest industry in the game, with one civilian factory and no military factories. Good luck getting literally anything done without the help of your Japanese overlord.

Added: 299

Changed: 166

Is there an issue? Send a MessageReason:
None


* EternalEquinox: Day and night do vary with latitude, so days are shorter in the Northern Hemisphere. But they're always shorter in the North -- apparently, it's always winter there.

to:

* EternalEquinox: EternalEquinox:
**
Day and night do vary with latitude, so days are shorter in the Northern Hemisphere. But they're always shorter in the North -- apparently, it's always winter there.there.
** ''VideoGame/HeartsOfIronIV'' averts this, however, as the duration of day and night at different latitudes varies over the year.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* EternalEquinox: Day and night do vary with latitude, so days are shorter in the Northern Hemisphere. But they're always shorter in the North -- apparently, it's always winter there.
Is there an issue? Send a MessageReason:
None


* BlatantLies: In ''IV'', the [[UsefulNotes/TheBritishRaj British Raj]]/[[UsefulNotes/{{India}} India]] has the "Agrarian Society" national spirit, which reduces the recruitable population by 69% due to local traditions that make the drafting of farmers unacceptable. While the game describes it as "''This belief is so wide-spread and well-entreched that it will require at least a generation to overcome''", it is actually impossible to remove this from India. Change of ideology or winning independence doesn't remove this national spirit. Even if India were to have a civil war, both sides will still retain this national spirit.

to:

* BlatantLies: In ''IV'', the [[UsefulNotes/TheBritishRaj British Raj]]/[[UsefulNotes/{{India}} India]] has the "Agrarian Society" national spirit, which reduces the recruitable population by 69% due to local traditions that make the drafting of farmers unacceptable. While the game describes it as "''This belief is so wide-spread and well-entreched that it will require at least a generation to overcome''", it is actually impossible to remove this from India. Change of ideology or winning independence doesn't remove this national spirit. Even if India were to have a civil war, both sides will still retain this national spirit. This was rectified after updates that came around the time of ''By Blood Alone'', which did allow a player-controlled Raj to remove the spirit completely.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** One decision that was added for postwar flavor was the ability to form UsefulNotes/NATO, which is available to all of the founding members. However, the decision only checks the country, and doesn't take into account the ideology (or, for that matter, what faction the player is a part of), meaning it's entirely possible for a Fascist Italy to form the NATO while part of the Greater East Asian Co-Prosperity Sphere, a Monarchist United Kingdom to form it while part of the Axis, or most amusingly, for a Communist United States to form the faction '''while part of the Comintern'''.

Top