![]() The game is set in the World War II era, and players can choose to play as any nation that existed during that time period. It was released on June 6, 2016, and is the sequel to Hearts of Iron III. It can be fun to see these pop up and then do better than the historical analogue.Hearts of Iron IV is a grand strategy wargame developed by Paradox Development Studio and we’ll review this latest edition of the game. When this happens some flavor text will appear on the screen describing the real battle. It is a rather natural thing for a German player invading Russia to do. The Germans may end up besieging Stalingrad in your game, for example. Even though your war will be rather different than the real war, certain events are likely to occur in similar manners in both. Strategic Events provide nice ways to reflect the consequences of actions (yay! I own the Strait of Taiwan) that otherwise wouldn't be reflected in the engine (now I can move supplies more efficiently).Īlso nice are the Historical Battle Effects. This would give your nation a bonus to ship-related activities. One might build enough ships to have the "Grand Fleet" Strategic Event fire. These modes show, on the main map, things like AA batteries and air strips along with more abstract ideas such as areas covered by air superiority orders. This is bolstered by the addition of Air and Naval map modes. For example, Britain could set land units to be defensive, while air units could be attacking. The player can now set air and naval stances separately from land units. There are a few new things that add to play, rather than fix underlying problems. Again, this is a feature to correct an AI failure. Semper Fi allows the user to define their own theaters. Again, the AI fell down on the job, often defining theaters that had no connection with what was actually going on. ![]() might have a European and a Pacific theater. Even with this change the new Command Hierarchy Browser and Visible Command Hierarchy features indicate that Paradox is not entirely comfortable with the way command hierarchies work.Īnother change allows to player to manually define a theater. It didn't effect play that I could tell, but did not raise my confidence level in this feature. On the other hand, it looked like some of my units were reorganizing every other day. This saves a lot of time and aggravation. ![]() It is now possible to tell the AI to reorganize itself. One of the first things HOI3 players would do was reorganize all the units into command hierarchies that made sense. Arcade mode is an admission of defeat by the developers.Another change is the ability to allow AI HQs to auto-reorganize. Examples abounded of supply paths that were laughably suboptimal, often crossing the same territory multiple time. The only problem with the idea was that the engine could not track supply paths in any meaningful way. to land at Normandy then sink enough supply boats to make them withdraw. It was a practical plan for Germany to allow the U. If the supply had to go overseas, the engine made sure there was a transport to take it, and both ports were required to have enough handling capacity. If it went overland, the engine would keep track of how many supplies were going through that territory and limit the flow of the infrastructure in that territory could not handle the traffic. The engine would keep track of the path a supply would need to take to get to a particular unit. This differs from the original HOI3 model in that the original model included a full-blown logistics simulation. The point of this mode is that supply is drawn directly from the national stockpile. Probably the most important change is the addition of an "Arcade" mode. Most of the additional features in the Semper Fi expansion can be viewed as attempts to work around the AI problems. You know, after the super-smart serum wears off. It is the downfall because the AI plays like the "after" picture of "Flowers for Algernon". It is both such a good idea and so obvious it's hard to believe no one had thought of this before. The pride because this is obviously the way all future games of this scale will be written. This solution is both the pride and the downfall of HOI3.
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