HEARTS OF IRON 3 STRATEGY GUIDE PDF
I have a question about HOI 3 as the tutorial of this game is very Paradox ( author: Edwin Hanks) published a strategy guide in http://forumcontent. resourceone.info To play Hearts of Iron III you will need to meet the following minimum requirements: . It is the first strategy game of its type with a realistic supply system, which. Hearts of Iron 3 Strategy Guide Supplement - Free download as PDF File .pdf), Text File .txt) or read online for free. This is the supplement of the strategy guide .
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HOI3 - Strategy Guide - US - Download as PDF File .pdf), Text File .txt) or read online. 1, resourceone.info, 23 August Supplement to the Hearts of Iron III Strategy Guide Recc. of be happy to lay it out and publish it as a PDF for readers of that language. Hearts of Iron III. Box artwork for Hearts of Iron III. Developer(s), Paradox Development Studio. Publisher(s), Paradox Interactive. Release date(s). Genre(s ).
Anincorrectsettingcancause damage to your monitor. Please refer to the manual for yourmonitorbeforechangingthedefaultscreenrefresh setting. Higher levels will produce a more pleasing visual image, but will also cause a slight reduction in game performance.
For most systems, the middle position should provide excellent crispness and contrast. Shifting the slider to the left will reduce contrast, and shifting it to the right will increase contrast. Controls Settings — Basic controls that help you to see the map.
This can keep your screen movement from being too jerky. Windowed Mode — This setting is not in the game menus, but it is possible to change to Windowed Mode by manu- ally editing using Windows Notepad the settings. Please note that Windowed Mode is not officially sup- ported, and may cause performance loss, visual issues, or crashes on some systems.
These are designed to quickly introduce you to the basics of play. Each tutorial focuses on a different subject, ranging from domestic management to warfare. This Manual is designed to provide far more depth to your learn- ing experience than the tutorials. These are simply pre- selected scenarios that save you the trouble of choosing from among more than a half-dozen starting dates or more than countries to play.
It may be found on the Paradox Forum. It might actually be better to try the Online Tutorials instead, as they provide hands on instruction. You will see a map of Europe with colour-coded coun- tries, which is where you will choose which country to play.
The map will scroll so that you can explore the entire world, and choose which country to play. At the very top center, you will see the default scenario choice, which starts on January 1, ; however, you can choose other scenarios from the menu at the top left.
Clicking on one of the sce- narios will change the world map to reflect whichever geo- graphical or historical changes occurred between and the start of the scenario.
Asascenarioisselected,youwillseeabriefexplanation of what makes that date an interesting starting point for a gameaboutWorldWarII.
Hearts of Iron III Strategy Guide
Centerednearthebottomarealso a number of flags corresponding to the major world powers which might be interesting choices to play. Clicking on one of the flags selects that country for you to play; otherwise, you may look around to find a more preferable country. Once the desired country has been chosen, and the ap- 9.
The next number, on the other side of the first slash, is the Available IC — how much Industrial Capacity you actually can use.
Again,rednumbersarebadandrepresent a loss while green is good and represents a gain. Further to the right, you will see figures for other im- portant values — Manpower, Diplomatic Points, Espionage Points, Leadership Points, Dissent, and National Unity all of which will be explained later in the Manual.
You will see more World War II scenes as the game fin- ishesloadingyourscenario,whichwillthenleadtotheMain Map and game screen. See Section R for more information about your menu choices, and how to get set up in Multiplayer. YoucanclickontheDatetoPauseand Unpause the game. There is another Pause indica- tor on the other side of the Game Speed buttons. Across the very top of the Game Screen, the rest of the Information Bar displays your Resource Stockpiles first fromlefttoright: If you hover your mouse cursor over the numbers, a Tooltip will explain more about what that Resource is, and at what rate you are increasing or depleting your stockpile.
It will also indicate where those Resources are going, and the source of incoming Resources. Next,totheright,youwillseethreesubdividednumbers, which represent your Industrial Capacity otherwise known Even if you are using Sprites for your Units, zooming out far enough will cause them to turn into Counters. Remember that these values are approximate and only represent relative Combat values, and not actual Combat values.
Zooming in will reveal more information about the Counter, including its national flag and the name of the Leader assigned to the Unit. This will allow you to set up your Government, examine your world, and perform other actions before having to worry about events, wars,etc.
Please also note that you can set your message settings to automatically pause your game if a certain type of game event occurs, as you can set preferences for each category of message.
Event pop- ups will appear in the middle of the screen and may pause the game, depending on your settings. Using the Message Settings Interface see A2. Events windows can be moved around the screen by clicking and dragging any part of the window that is not a button. Most of these windows do not have a default and thus will not close when you hit Enter, though you can never be too sure. These might advise you of newly avail- ableLawswhichmightbetterfittheworldsituation,orthey might indicate that you have constructed units which need to be placed.
The Tooltip is an information box that pops up next to the item to provide additional information.
Later patches mayincludeevenmorehelpfulandupdatedtooltips,should players express a need for greater levels of information. These indicate other countries wanting to deal with you. These icons will remain for 23 days before they start to blink. Once they start to blink,theywillremainforonlysevenmoredays. Clickonthe message to respond. Turn the Outliner on and off by left-clicking the button in the upper- right corner of the Game Screen.
A number of tabs across the top of the Outliner allow you to pick what type of infor- mation you want to look at.
See J1. The Message Settings allow you to customize what information you want to receive and how you want to be informed. Whenyou see a Message in the History Log or in an Event pop-up you wanttochange,right-clickandamenuwillaskyouhowyou want those messages handled.
There is also a manual method of editing these Settings, which may be easier for those who feel com- fortable doing so. Back up the file first, in case you unintentionallychangesomethingimproperly,thenreturn to the original file. Each message type is listed in capitals. Change these, as desired, to provide the Settings as you like them. Make sure you change no other characters, and add no extra spaces, etc. Then save the file. The Main Map dominates the screen when you start.
Whenthegame first loads, your screen will be centered on your selected country. To look around, move the cursor toward the edge of the screen to make the map scroll in that direction. You may also scroll by using the arrow keys on your keyboard. If a province is selected, it will show as a lighter colour than the normal colour shown in other, unselected prov- inces of that country.
This is ex- plained in more detail in Section G Intelligence. Most units or provinces will show an informative tooltip The further back you scroll, the more of the world will be displayed. At maximum magnification, you can closely examine the detail of the landscape, soldiers, and other units on the map; at lowest magnification, you will see most of whole continents. As you zoom out, these sprites will turn to Counters, which show more detailed information about the unit.
A green pulsing arrow will appear if your selected unitcanmoveintoaprovincewhichisfriendly controlledby yourowncountry,orthatofanAlly. Aredpulsingarrowwill appear if your selected unit can move into a province which ishostile yourenemy.
This is about four times as many provinces as there are in HOI 2. Moreprovincesshouldmeanmoreflexibilitywithmovement and combat, rather than more tedium in conquering your foes. To that end, things have been carefully balanced and accounted for.
Theenormousnumberofprovinceswillenable moretacticalbattlesandmaneuvering,becauseportionsof armiescanquicklymovetoanadjacentprovinceinorderto outflank or encircle an enemy. Depending on the Mapmode in use, these provinces will bedifferentcolours. InthedefaultTerrainMapmode,themap iscolouredtoindicatethetypeofTerrainforeachprovince— greenshadesforForest,tanforDesert,andsoon. Mountains and Rivers are also shown. In other Mapmodes, the province colourwillindicatesomethingspecifictothatMapmode.
The red borders divide countries, the black border divides regions, and the lighter spot within the region shown is the province of Casablanca. At higher zoom, it will have a thinner black border around it, too. Provincesaregatheredintolargerregions,whichareuseful for Air Missions. Most regions have four or five provinces.
Regions are defined by darker lines which encompass more than one province. As you zoom out, the province borders will disappear and only the region borders will be visible. Individual provinces can still be displayed, one by one, by clicking on it. The province will show as a lighter spot within the region border. Country borders are shown as a bright red line.
A Naval Base which has Ships at dock will be a blue colour, rather than the unoccupied gray, and will have a ship icon inside the circle. An Airbase which has Airwings based there and on the ground i.
During times of peace, Control will always match Ownership. AprovinceisnormallyshowninthecolouroftheOwner, but when Occupied by a different Controller country, the province is shown with a crosshatch pattern in the Political Mapmode. Whentheonlyunitsremaining i. A province will typically remain under the Ownership of its original country through most or all of the game. Control, however, may switch hands until Control is taken back by its Owner, or until the country is Liberated by an Ally.
Clickingonaplaceon the Minimap will center your Main Map there. You can use this toggle to activate or make visible the History Log, which will show a running, day-by- day list of all major and minor events throughout the game, depending on your Message Settings.
An arrow pointing up allows you to display the History Log, while a down arrow allows you to close it. The History Log is located at the bottom-center of the Main Screen.
The log will scroll, displaying a chronological list of the most recent events in the game. You can scroll back using the slide bar at the far right of the History Log to learn what else has happened, up to the point where you began the current game session.
You can also use your mouse scroll wheel if your pointer is over the History Log. Left-clicking on an entry in the History Log will center the Main Map on the location where that event occurred.
Youmayalsoright-clickon anyLogitemtoopenamenuallowingyoutospecifyhowyou want to be informed of future messages of that type. Often, these will be things you want to know about, but which do not rise to the importance of needing a pop-up or a pause to the game.
See A2. It is both the most artistic of the Mapmodes and the most useful for combat purposes, though Terrain fea- tures also appear in other Mapmodes. The type of ground on which battles take place can make a huge differencebetweenwhowinsorloses: It also shows provinces which are under control of another country. A stripedpatterninaprovinceindicatesthismixed Ownervs. Controller status—thecolourofthecontrollingcountrywill bethepredominantcolouroftheprovince,butthecolourof theOwnerissuperimposedinhatchmarksovertheprovince to indicate the original Ownership.
TheunderlyingTerraininthisandotherMapmodesisdis- playedusingbackgroundtextures,butitmaybenecessaryto checktheProvinceInterfacetobesureoftheTerraintype. It can be used to plan movement routes and offensives. Keeping an eye on the weather is crucial, particularly for planes, as the Weather might be different by the time they finish their Mission. Thefollowingdescriptionsexplainonlyhoweachtypeof WeatherappearsontheWeatherMapmode.
Forinformation on how these Weather Conditions develop, see A7. This information, along with various other types of Intelligence, isprovidedtoyouthroughtheIntelligenceMapmode. Other methods will gather intelligence about other factors, and about units deployed deeper into foreign territory.
These forms of intelligence are described in Section G. Provinces displayed with a red colour have a higher chance of revolt.
Non-warringAllies will be shown in a greenish-blue colour, and Allies which are currently involved in your war will be coloured green.
Diplomacy section , or if it has a Casus Belli on another country an excuse to declare war , the target country will be shown with green hatchmarks or alternating bands of green and gray.
Regions are used for some Air Mission Orders. It can be useful to know exactly where the Supplies and Convoys are traveling so that you can pro- tect those areas. It also helps to see where there might be a backlog in Supply traffic. Aprovincethatiscolouredgreenisreceivingallofitsre- questedSuppliesandeveryUnitisInSupply. A yellow colour, or anything in between, indicates partial Supply.
The Supply Lines in and around besieged Sevastopol. Overseas Trade Routes are marked with red and blue lines, extending the length of the Route. Red is an outgoing Convoy, and blue is for Convoys headed back to your home. EachConvoyisalsolistedintheProductionInterface,inthe lower right hand corner. Provinces shown with a bright green colour have high Infrastructure, but the colour shifts from darker green to yellow as the level lowers, and eventually to red whenever there are low Infrastructure levels.
Dark brown is the lowest level of Infrastructure. In the short term, it gives you an idea of how closeacountryistoBreaking,whichisaconditionthatmay lead to Surrender. Victory Point Provinces controlled by you or your Allies will be shown in green.
Victory Point provinces controlled by a neutral country will be shown in brown. Enemy Victory Points are shown in red. Tooltips will show you how many Victory Points a province is worth if you hover your mouse over that province.
You canusethisMapmodetoseehoweachTheatreboundaryis defined, and how you might decide to modify those bound- aries to best reflect your military priorities. A green colour indicates the presence of an available Resource, and an icon will show you which Resource s can be found there.
ItcanalsoinvolveDiplomacy,EconomicProduction and Espionage. These things are all controlled through tabs in the Information Bar along the top of the screen.
Each tab opens an Interface, each one of which is described in more detail later in this section. Intheupper-leftoftheProvinceInterface,youwillseea generalizedpicturerepresentingthekindofTerrainpresent in that province. If you hover your mouse over the picture, a tooltip describes the Terrain in greater detail. The prov- incenameisdisplayedoverthepicture,andaflagindicates which country currently Owns that province. To the upper-right of the Interface, you will see each prov- ince which borders the selected province.
Seazones bordering will be blue. If a province borders a Strait a waterway which can be crossed without Ships , it will display as a wider blue band on the green background. Underneath the Terrain picture will be a description of the Weather conditions in that province. Cloud cover is shown, and rain or snow if appropriate, alongside the Temperature, and Windspeed.
If the ground is Frozen in Similarly, Mud will be a brown icon. Across the middle of this Interface is a series of figures with icons. The camera represents your level of Intelligence about this province. The rifle shows the Revoltrisk in the province.
The soldiers show the Manpower provided by the province. The checkered flag shows the amount of Leadership Points being generated. The second row shows theResourcesbeingproduced,whichare,fromlefttoright: At the bottom of this Interface, you will see rows of in- dicators showing your level of each type of Installation de- scribed in A3.
If bombing or other damage has reduced the total value of an Installation in wartime, the Interface will also show the level to which it will recover. The main feature of this screen is the triangle display on the right side, which is the Ideological Spectrum. Its three points represent the three Factions major Military and Ideological Alliances in the game.
A country is ranked on this triangular spectrum according to where they stand, Ideologically. They will tend to drift gradually according to internal and external influences, including Diplomatic Actions from other countries. Any countries which have be- come Members of that Faction have their flag roundels displayed here. To the left is where you can examine Diplomatic and Trade information for every country in the world, using a sortable list.
This also is where you may initiate Diplomatic Actions toward any country. Underneaththis,inthelowerleftcornerofthisInterfaceis whereanyavailableoptionsforDecisions seeF3. Near the top-center of the display, you will see the flag of the selected country along with its current Ruling Party.
Below this is the Surrender Progress Bar, which is normally green. If the bar is partially red, then that country is at war and has lost territory, and may be likely to Surrender if things continue without change. Below this section is relevant Diplomatic information, such as what countries they are Allied to or whether they YourcurrentRelationswiththemarealsoshown, along with relative Threat values, and relative Neutrality values. Any Treaties or other important Diplomatic Relationships the country has will be shown underneath their Relations with you.
Toward the bottom center of the Interface is a list of available Diplomatic Actions. Any button which is grayed out cannot be chosen, and a tooltip will indicate why. If it is a gold colour, you may use that Diplomatic Action on the selectedcountry. Atooltipbrieflyexplainswhateachaction will do, but for more detailed information, see D6. One of the most common Diplomatic Actions is a Trade Agreement,whereuseofthelistofcountriesandResources to the left is advisable.
The list of countries and their Resources is fully sortable. If a country is experiencing a deficitinitssupplyofacertainResource,itwillbedisplayed with a reddish colour. A tooltip will show the exact figures as to how much surplus or deficit the country has of that Resource. Thesesliderswillfloat,soyouwillneedto lock them, by either double left-clicking or by right-clicking once, in order to keep them from moving from the desired value.
If your allocation does not meet the need this number will be red. Otherwise it will be white.
The choices are: Even if ev- erything is fully upgraded, you may need to Upgrade someunitsassoonasyouResearchanewTechnology. A tooltip will show you how many units you need to Upgrade, and how much of that investment is covered by your current allocation. Unitsengagedincombatwilltakecasu- alties, and lost men will need to be replaced. Even when atpeace,thereisacertainlevelofAttritionfromillness, retirements, etc.
Atooltipwillexplainhowgreat the need is, as well as how your investment compares.
Hearts of Iron III PC Review
Your units all need Supplies in order to keep operating properly. These Supplies are of the utmost importance, especially in combat. Your country has stockpilesofSuppliesinacentrallocation—yourCapital — and also at depots around the world, if you have out- lying territories anywhere they are pre-positioned, or where your Convoys drop them.
You will want to main- tainadequateSuppliestoensuresuccess. Someofyour surplus you can Trade for, but if war prevents you from trading, or if you need to supplement your imports, you may allocate IC to produce more Supplies. You will see the current level of Production IC reflected in the ProductionQueueontheleft-handportionofthescreen the window might have to be closed and re-opened to display updated information , which we will discuss in a moment.
However, if you do not allocate some of your IC to meeting current demand for Consumer Goods, the population will become unhappy and Dissent will rise, whichcanbecomeaproblemifitgetstoohigh. Soldiers, too, need Consumer Goods during peacetime. TotheimmediateleftoftheICslidersisalistofResources with values indicating how much of each Resource you have, and at what rate the stockpile is increasing or de- creasing.
See A9. Below the normal list of Resources is a slot for Nuclear Bombs. Once the necessary Technology has been devel- oped, you will be able to Produce Nuclear Bombs. Your stockpilewillbelistedhereoncethathappens seeP3. OntheleftsideofyourProductionInterface,youwillsee three categories of units you can build: Division, Airwing, andFlotilla i. Underneaththese headers are three related types of Production options — Brigade Attachment a single Brigade which you can attach toanexistingDivisionofyourchoice ,Airbase,andSeaport.
TheoperationoftheUnitProductionInterfacesisexplained in more detail in C2. Belowthesebuttons,whichallowyoutoProducethings, is the Production Queue, which shows all the units you are currentlyProducing. Ifthelistislongerthanthewindow,you willseeascrollbarontheright-handsidethatwillallowyou to scroll to see all of the units.
Ontheright,eachunitintheProductionQueuewillshow details of the unit being built - ship name, Division designa- tion, etc. UnitswhichdonothavesufficientICorsufficient priority to be covered by the assigned IC will show green if they are being produced at maximum speed, yellow if they areonlypartiallyfunded,andrediftheyarenotprogressing through the Queue at all i.
Thisselectionofprioritywill helpyoukeepthemostimportantunitsmovingthroughthe Production Queue, even when you do not have sufficient IC to build everything in the Queue at top speed. At the very bottom of your screen is a checkbox allowing you to ask the computer toautomaticallydeployyourunitsastheyfinishProduction. They will go to a Theatre according either to your instruc- tions, or to the need of the Theatre.
Underneath the IC sliders, you will see two sections re- lated to International Trade.
HOI3 - Strategy Guide - US
ATooltipwill show how much is being Traded. If this Trade has been sus- pendedforsomereason lackofResourcestoTrade,orlack of Convoys for Transport , it will display in red. Beneath this box is a box showing all your active Convoys, which can be either Resource Convoys or Supply Convoys. Inactive or understrength Convoys display in red. Available Transports and Escorts are listed at the top of the box. Keep in mind that Convoy Transports freight- ers are different from Transport Ships, which are used to Transport troops.
The Create Convoy button allows you to start a new Convoy, and its operation is described in H8. TheseLeadership Points are pooled at the national level, and you can allocate them to deal with your national problems and needs in any offourcategories.
You can divide up your Leadership Points using the slid- ersintheTechnologyInterface. Thesesliderscanbelocked, just like those in the Production Interface, by either right- clicking or double left-clicking.
The categories to which you can allocate Leadership are: Officers — Officers, including non-commissioned offi- cers NCOs ,becometheguidingforcebehindyourmilitary units. To be fully staffed, each Division requires Officers. Smaller countries, though they mayneverhopetocatchuptothemajorpowers,maymake up for shortcomings in some areas through well-selected Research priorities.
MostoftheInterfaceistakenupbyanarrayofTechnologies which can be Researched. Tabs along the top of the screen al- low you to pick Research categories. On the far left of the TechnologyInterface,underneaththeLeadershipsliders,isthe ResearchQueue,whichworksmuchliketheProductionQueue, andshowswhatTechsarebeingResearched. MuchofthefunctionoftheTechnologyInterfacerelates to choosing and managing your Research priorities.
Since this is more complicated than the functions of some of the other Interfaces discussed here, the technical operation of the Interface, as well as an image of what it looks like, are all located in E4.
TherulingPartyisshownattheverytopofthiscolumn of political information, along with a colour corresponding to its Ideology. Both charts are colour-coded to show Party Ideology: Tooltips will also indicate which colour represents whichParty. The top-left of the Interface shows what Ideology your Ruling Party follows, along with an icon showing to which FactionthatPartyisclosest.
WhenorwhetherElectionsare held under the Ruling Party is also mentioned.
Underneath this is a listing of your Heads of State and Government as well as the Minister positions, which help run your Government. At the bottom left is a list of all the categories of Laws you have the power to select. Click on any category to changeGovernmentPolicythroughtheLawsyouenact see To the right of it is a list of any countries you have Occupied, along with the type of Occupation Government you have established there see F7.
This is just a brief overview of the Politics Interface. More detail about how each section of the Interface oper- ates can be found in Section F. It also allows you to view important information about dif- ferent countries that have been discovered through use of these tools. At the top-left of this Interface is information about the Intelligence situation inside your country.
Below this is a list of all the countries, which can help you make decisions about where to send Spies, etc. Thislistcanbefilteredwiththebuttonslocateddirectly above it.
To the right, you will see a wide range of information about the country you selected from the Map prior to en- tering the Interface, or any you choose from the country list. Use the three buttons along the side of the Military Information list — Army, Airwing, and Flotilla — to switch be- tweeninformationoneachformofMilitaryUnit.
The main new features are Gurkhas and some naval rebalance. Gurkhas can only be recruited by nations that either own a Nepalese core or are Nepal's puppet master. Naval firing distances have been lowered to more historical values, air defense and attack has been improved for ships, and destroyers are slightly less effective at finding submarines. Also included are trade AI improvements based on player feedback.
Nations are more likely to trade with land-locked neighbors, and the major raw material exporters are more likely to sell rares. The mod is now in a beta state and we expect there to be some bugs, but no crashes. If you follow the install instructions to the letter then it will start up without any problems; I'm testing with the exact same download you guys will get and I follow the instructions I wrote down in the download section and can start up the mod with no problems, so if you're getting startup issues then go double-check the install instructions.
The more detail you can provide the faster we can fix the bug or crash. This file is deleted every time you start the game, so please look at it and report any errors at the bottom before you start the game up again if you saw the AI fall asleep.
If you do see any errors please report them, because the errors will point us to the files we need to fix. Also, please keep in mind that generating the map cache can take a long time and hog up a bunch of memory.Published in: If you know something you want to change like the values attached to battle events, for instance , look for a folder where those files might be kept, and just poke around to find the right one. Malo and Cherbourg prevented the capture of another We will go J5.
But for most the world. Most of these policy choices have a clear best setting, but you are often constrained in achieving this option depending on your neutrality, government and whether you are at war among other factors.
This goes for the other side.