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Hearts OF IRON III
their finest hour
Custom Game Mode
Custom Game mode, or CGM, allows you to customise your country of choice
before you begin playing. Once you begin a CGM game you will be taken to the
customisation screen, which consists of three phases. Ensure you are happy with
you choices in each phase before moving onto the next one, as you are not able to
return without starting a new game.
In each phase you have a certain number of point to spend, and you can normally
gain more of these points by giving up resources you nation possesses in order to
buy other things. The number of points given in either phase, either globally or for
specific nations, can be customised via a simple text file, an example of which can
be found in the CGM folder.
The first phase is Diplomacy, here you can modify your nation’s neutrality, align
towards a faction, or join/leave factions. Faction leaders may not leave their
factions.
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The second stage is Research, here you can modify your technological level. If you
want to remove everything and start with a clean slate, there is a “Clear all” button
near the top of the screen, or if you want to make smaller changes you can gain
points by removing already known techs to buy new ones instead. Be aware that
more difficult or ahead of time techs cost more points, so if you want to focus on a
particular area you may find yourself lacking in others.
If you do not have enough points to fully buy a tech you will have some progress
towards it when you start the game. Any unspent techs are lost when you end this
phase; there is no benefit to not using them all.
The third and final stage is Deployment, where you can buy and deploy units and
buildings. You start with your nation’s default units for the scenario you have
chosen, but you can delete most units and buildings to gain points, the exception
being Infrastructure which cannot be removed. Anything you can build is accessed
via the special build menu at the top of the screen, or buildings can also be built
via the province menu. All units are built instantly in this phase, and they can be
deployed in any province you control, even if they are overseas.
Not that if you disband experienced units, that experience is gone and rewards
you no additional points. Officers are not bought during this phase; once you are
done the game automatically adds enough to give you a 100% officer ratio.
Combat Tactics
Every land battle now begins with the leaders on each side picking a particular
tactic to use, which grants their side certain bonuses in combat. Many tactics also
have a counter-tactic, which if used against them will nullify their effects, if a tactic
has been countered it will have a broken looking grey arrow instead of the normal
smooth black one. The leader with the higher skill has an additional advantage in
picking a tactic that will counter his opponent, in battle the leader with the higher
skill has a highlight around his picture so he can be easily identified.
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Besides leader skill and traits,
doctrines on either side, units
present, and aggression settings
affect what tactics are picked.
Aggression
For players who want to influence their leaders’ Tactical choices, we have added
an Aggression slider to manually controlled units which acts to weigh their choices
in the direction you set (In the case of AI controlled units this is handled by their
Stance). You can set Aggression at any HQ level and your leaders will look to the
nearest HQ above them in the chain of command to take their stance from them.
You can simply set this that the Theatre level, or you can tweak every Corps HQ
on the Eastern front if you so desire. You can even mix n match, for example you
might set a Theatre that’s on the defensive to use cautious tactics, but set your
counter-attacking Armoured Corps to high Aggression.
Higher Aggression settings will tend to make leaders pick higher risk Tactics which
tend to win battles faster but take higher losses, while lower settings will make
leaders use delaying tactics to draw out battles with minimal losses. Do keep in
mind that this only weighs the choices of your leaders though, so you may find
Rommel is still launching Blitzs even while set to low aggression.
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Armour and Armour Piercing
All tank type brigades, and armoured cars, now have an Armour value, and all
land combat brigades, plus a few support, now have an Armour Piercing value.
Whenever an Armoured unit is in combat any unit attacking it must test their
Piercing value against its Armour: If its Armour is higher the unit takes half
damage from their attacks and does increased Org damage. If the Piercing value
is equal or higher than the Armour then there is no effect and combat proceeds as
normal. Both Armour and Piercing work by checking the best value in a division,
it is not averaged.
As a rule of thumb, at equal tech levels Light and Medium armour cannot be
Pierced by Infantry, but will be by Anti-tank brigades, while Heavy armour will not
be. Armoured cars, on the other hand, will not normally have any advantage over
Infantry unless they have a couple of tech levels over them. This means there is
now an arms race between Armour and Armour Piercing weapons, both between
tanks and AT/tanks, and should make AT units more useful as well as offering
some more advantages to Heavy and Super Heavy armour units.
Changes to Leaders and Traits
Leaders may now gain traits when fighting for long enough in certain situations.
There are several new traits for land leaders gained by fighting in certain terrain
types which grant a combat and movement bonus in the same terrain. These are:
• Desert Fox
• Mountaineer
• Hill Fighter
• Jungle Rat
• Ranger (woods and forests)
• Swamp Fox
• Urban Assault Specialist
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You can also gain certain old traits:
LAND
WINTER SPECIALIST: From fighting in frozen provinces,
BATTLEMASTER (FORMALLY KNOWN AS PANZER LEADER): From leading Combined Arms
units in combat.
FORTRESS BUSTER: From attacking Forts.
SEA
SEAWOLF: From convoy raiding.
SUPERIOR TACTICIAN: From winning naval battles.
AIR
CARPET BOMBER: From strategic bombing
TANK BUSTER: From tactical bombing.
FLEET DESTROYER: From bombing fleets.
Superior Air Tactician – From winning air combat
In addition, we have increased the amount of experience which is passed up the
chain of command, so leaders higher up will gain skill more often, although they
will not gain traits unless directly involved in combat.
Assigning Leaders to a division has a new cost: Their new unit has its current
Organisation halved to represent the settling in period where the leader bring
himself up to speed on his new situation.
Leaders anywhere on the map can now be found via the ledger by double clicking
on their names.
Finding a leader with specific traits to assign to a unit is now easier too, on the
leader selection screen there is a Filter button which allows you to pick any trait or
combination of traits and displays only them.
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Combined arms
Unlike in previous versions of HoI3 units where units received the Combined Arms
bonus when their Softness was in the 33-66% range, in TFH we have changed this
and the Combined Arms bonus is now based on combining different unit types
within a Division. You now also get a varying size of bonus depending on how many
different unit types you combine.
UNIT TYPES FOR THIS PURPOSE ARE:
• Infantry, Artillery, Direct Fire, Armour, Support, and None.
• Infantry is the base unit and offers no bonus in itself.
• Artillery, Direct Fire, and Support each give a 5% bonus.
• Armour is also 5% initially, but once the Combined Arms Warfare tech is
researched their bonus is raised to 15%.
• Units with the “None” type offer no bonus.
INFANTRY: All Infantry types besides Militia, and Cavalry.
ARMOUR: All tank types, from Light to Super Heavy.
ARTILLERY: Both Rocket and Regular, plus their Self-Propelled types.
DIRECT FIRE: Anti-Tank, Tank Destroyers, Anti-Air, and Motorised AA.
SUPPORT: Engineers and Armoured Cars.
NONE: Militia and Military Police.
Infantry is the key to combined arms, no unit without an infantry brigade will
receive any CA bonus. Aside from that, brigades may be combined freely in any
legal combination. Bonuses from multiples types stack, but multiples of the same
type DO NOT stack. E.g:
INF + ARTY = 5% bonus.
INF + 2 ARTY = 5% bonus.
INF + ARTY + TD = 10% bonus.
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When on the division build
screen all brigade types are
colour coded to show their
Combined Arms type, and there
is an additional box below the
division’s stats which shows
how much of a bonus this unit
will receive.
Operational orders map mode
We have added a new mode that lets you construct detailed plans. It works as an
overlay on top of any mapmode, and any plans can be toggled on and off. This lets
you draw up complicated operations in advance, in which you can draw arrows,
border lines, write text and place an assortment of icons in a variety of colours .
They can be saved, edited and loaded, and we even have some historical plans for
the seven major nations to give you some examples.
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For singleplayer games this is only for your own enjoyment and an aid to your
memory, but in multiplayer you can share battleplans with your allies and faction
members by toggling the “share” flag by each plan’s name.
Multiplayer Chat
There is a new chat system for MP, with separate channels and an automaticallyjoined faction channel, which can be selected at the top of the chat box. You can now
open chat with the tab key. You can also whisper specific players by either typing “/
whisper <Playername>, <your message>”, or just clicking their name on the right.
Unique units
The seven major nations can now each build a unique brigade with its own model.
In general these units are more powerful than standard infantry, but their numbers
are limited based on the size of your total infantry force. Note that these units will
not appear on the build screen if you have built as many as you are allowed.
Lend Lease
Countries may now request Lend lease from nations they close to diplomatically.
This action allows the nation granting Lend-Lease to send some of their
Industrial Capacity to the receiving nation. This action is limited by neutrality, if
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it’s too high a nation will not be able to give out any Lend-Lease, and the amount
that they can give out is also capped by their neutrality – they will not be able
to give out the maximum possible Lend-Lease until your neutrality has been
reduced to 0.
The country providing Lend-Lease pays the needed resources to power the
shared IC, but the receiving nation must provide any needed convoys to transport
the goods.
If you have agreed to give another nation Lend-Lease, you can allocate IC to this
in the production screen. If you are providing Lend-Lease to multiple nations you
can use the Distribute button by the slider to share this amount between them.
Hostile nations may sink Lend-Lease convoys to reduce the IC that gets through,
but it canot be stopped entirely.
Strategic Warfare Screen
A new addition to the
tabs at the top of the
screen is the Strategic
Warfare Screen. This
screen tracks loss and
damage statistics for
air, naval, and land
warfare and can be
used to compare them
to the statistics of
selected enemies over
chosen periods of time.
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Naval Invasions
When a unit on board a transport ship is sent out to attack an enemy held province
there is now an Unloading phase at the beginning of combat. While this is going
on the invading units do less and take less damage, as they make progress in
Unloading these modifiers are reduced until they take and do normal damage
when fully on shore. Unloading progress can be seen both in combat as a progress
bar on the units, and on the map in the form of an additional movement arrow
drawn from the transport to the shore which fills up as the invasion progesses.
There are new technologies and
units which increase the speed at
which units unload, and increase
the defence bonus they get while
doing so, as well as reducing the
Amphibious invasion penalty.
The new Assault Ship unit also
has a bonus for Light and Medium
armour, further reducing their
Amphibious invasion penalty.
Espionage
Espionage has undergone several changes, the first of which you are likely to
notice is that instead of assigning spies to a single mission type, you can now
assign them to multiple types with a priority setting for each. Note that the more
different missions you set your spies to, the less effective they will be at any of
them. Tech espionage now gives a chance to steal technologies from your targets.
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Military intelligence
is no longer shown
on the Espionage
screen, instead it is
directly shown on the
main map. Instead,
the Espionage screen
contains information
on what your targets
are currently building,
with the level of information given depending on the number of
spies you have in their
nation.
Finally, another new mission type is Covert operations. Spies sent on this mission
generate Covert ops points which can be either used for Coups on the Espionage
screen, or used for tactical operations, which can be accessed by selecting a
province on the map and pressing the Covert operations button. Tactical covert
ops missions are:
SABOTAGE STRATEGIC RESOURCE: This mission lets you sabotage a strategic resource
in a single province.
SCOUT/SABOTAGE AREA: This simulates things like sending in under cover scouts, or
sabotage all road signs in an area. It will slow down enemy movement, or speed
up your movement.
STEAL LOCAL BATTLE PLANS: This mission can give you a local intelligence advantage
and reveal unknown units.
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Hearts OF IRON III
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Credits
Certain images from Deutsches Bundesarchiv (German Federal Archive) were used.
HEARTS OF IRON 3: THEIR FINEST HOUR WAS DEVELOPED BY
STUDIO MANAGER: Johan Andersson
PRODUCER: Linda Kiby
PROJECT LEAD: Dan Lind
GAME DESIGN: David Ballantyne, Chris King, Johan Andersson, Dan Lind
PROGRAMMING: Dan Lind, Tomasz Kowalczyk, David Ballantyne
ADDITIONAL PROGRAMMING: Fredrik Zetterman, Johan ’Jurassic’ Lerström,
Henrik ’High Explosive’ Eklund, David Martinez
GRAPHICS: Jonas Jakobsson, Fredrik Persson, Aline Gladh
PR MANAGER: Boel Bermann
QA: Carsten ’t Mannetje, Niklas Tammpere,Erik Elgerot, Gabriel Gaitan, Jonatan
Ekman, Daniel Moregård
BETA TESTERS: Alexander Brunius, Andreas Hoffmeyer, Andrew Burnett, Ata Sergey
Nowak, Bill Whelan, Brenton Leekley, Brian Haddad, Christoph Safferling, Daniel
Mellbin, Daniel Newton, Granger Petersen, Gregory Johnson, Jaakko Tuunanen,
Jad Tabet, Jason Faberman, Jason Pitruzzello, Jimmy Williams,John Urbanik, Karl
Anders Ellingsen, Kristian König, Lukasz Damentko, Markus Grebe, Matt Saccaro
Michiel Bruisten, Nathan Van Der Meulen, Oliver Begg, Pedro Lopez, Thomas
Broman, Thomas Foster,Tim Mateski, Tuomas Tirronen, Zachary D. Beechler
PARADOX INTERACTIVE
CEO: Fredrik Wester
CFO: Andras Vajlok
EVP SALES & MARKETING: Reena M Miranda
CMO: Susana Meza
EXECUTIVE PRODUCER: Mattias Lilja
VP OF BUSINESS DEVELOPMENT: Shams Jorjani
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Hearts OF IRON III
their finest hour
SENIOR LINE PRODUCER: Jörgen Björklund
LINE PRODUCER: Jakob Munthe
QA MANAGER: Artur Foxander
ASSOCIATE QA MANAGER: Niklas Lundström
QA TESTERS: Josè Gabriel Gaitan Amaru, Sebastian Contreras, Johan Dorell, Daniel
Hamberg, Niklas Ivarsson, Anna Jenelius, Karl Leino, Filip Sporer, Tobias Viklund
SENIOR PR MANAGER: Petra Tell
MARKETING MANAGER: Daniela Sjunnesson
STREAMING PRODUCER: Matthijs Hoving
TRAILER & VIDEO PRODUCER: Steven Wells
EVENT MANAGER: Jeanette Bauer
COMMUNITY MANAGER: Björn Blomberg
SUPPORT: Johannes Bengtsson
SALES ASSOCIATE: Andrew Ciesla, Jason Ross, Don Louie
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MANUAL LAYOUT: Retrographic
LOCALIZATION: Alchemic Dream
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OR ERROR-FREE, OR THAT DEFECTS IN THE SOFTWARE PRODUCT WILL BE CORRECTED. NO ORAL OR WRITTEN
INFORMATION OR ADVICE GIVEN BY PARADOX OR A PARADOX AUTHORIZED REPRESENTATIVE SHALL CREATE
A WARRANTY. SHOULD THE SOFTWARE PRODUCT PROVE DEFECTIVE, YOU ASSUME THE ENTIRE COST OF ALL
NECESSARY SERVICING, REPAIR OR CORRECTION. SOME JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF
IMPLIED WARRANTIES OR LIMITATION ON APPLICABLE STATUTORY RIGHTS OF A CONSUMER, SO THE ABOVE
EXCLUSION AND LIMITATIONS MAY NOT APPLY TO YOU.
11. LIMITATION OF LIABILITY.
TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, IN NO EVENT SHALL PARADOX, ITS AFFILIATES OR
LICENSEES, BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR CONSEQUENTIAL DAMAGES WHATSOEVER
(INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION,
LOSS OF BUSINESS INFORMATION, OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY
TO USE THE SOFTWARE PRODUCT OR DEFECT IN OR CAUSED BY THE SOFTWARE PRODUCT, INCLUDING BUT NOT
LIMITED TO COMPROMISING THE SECURITY OF YOUR UNIT, OPERATING SYSTEM OR FILES, OR THE PROVISION
OF OR FAILURE TO PROVIDE SUPPORT SERVICES, EVEN IF PARADOX HAS BEEN ADVISED OF THE POSSIBILITY
OF SUCH DAMAGES. IN ANY CASE, PARADOX’S ENTIRE LIABILITY UNDER ANY PROVISION OF THIS EULA SHALL
BE LIMITED TO THE AMOUNT ACTUALLY PAID BY YOU FOR THE SOFTWARE PRODUCT OR REPLACEMENT OF THE
SOFTWARE PRODUCT WITH PRODUCT OF COMPARABLE RETAIL VALUE, AS PARADOX MAY ELECT IN ITS SOLE
DISCRETION; PROVIDED HOWEVER, IF YOU HAVE ENTERED INTO A SUPPORT SERVICES AGREEMENT, PARADOX’S
ENTIRE LIABILITY REGARDING SUPPORT SERVICES SHALL BE GOVERNED BY THE TERMS OF THAT AGREEMENT.
BECAUSE SOME STATES AND JURISDICTIONS DO NOT ALLOW THE EXCLUSION OR LIMITATION OF LIABILITY, THE
ABOVE LIMITATION MAY NOT APPLY TO YOU IN PART OR WHOLE.
12. DEFECTS AND SECURITY WARNING.
A. WITHOUT LIMITING THE FOREGOING, PARADOX DOES NOT ENSURE CONTINUOUS, ERROR-FREE, SECURE
OR VIRUS-FREE OPERATION OF THE SOFTWARE PRODUCT.
B. WARNING: BY INSTALLATION AND/OR USE OF THE SOFTWARE PRODUCT, YOU MAY BE INSTALLING INTO
YOUR UNIT SOFTWARE THAT IS ALLEGED OR MAY BE ALLEGED TO COMPROMISE THE SECURITY OF YOUR
UNIT, ITS OPERATING SYSTEM AND FILES. IF AT ANY TIME YOU WISH TO DE-INSTALL THE SOFTWARE
PRODUCT BECAUSE YOU BELIEVE THE SECURITY OF YOUR UNIT, OPERATING SYSTEM OR FILES MAY BE
OR HAS BEEN COMPROMISED, YOU MAY NEED TO EXECUTE A SEPARATE ROUTINE TO DE-INSTALL THE
FEATURE THAT MAY BE COMPROMISING YOUR SECURITY. DAMAGES YOU MAY RECOVER FOR ANY SUCH
ALLEGED SECURITY BREACHES ARE SUBJECT TO THE LIMITATION OF LIABILITY AS SET FORTH BELOW.
13.INDEMNIFICATION.
You hereby agree to indemnify, defend and hold harmless Paradox and its affiliates and their respective officers,
employees, directors, agents, licensees (excluding you), sublicensees (excluding you), successors and assigns from
and against any and all liability, costs, losses, damages, and expenses (including reasonable attorneys’ fees and
expenses) arising out of any claim, suit, or cause of action relating to and/or arising from (a) your breach of any term
of this EULA; (b) your violation of any rights of any third party; or (c) your use or misuse of the Software Product. Your
indemnification obligations set forth in the immediately preceding sentence shall survive the termination of this EULA.
14. GOVERNING LAW.
This EULA will be governed by and construed in accordance with the laws of the State of New York and of the
United States of America. This EULA shall not be governed by the United Nations Convention on Contracts for the
International Sale of Goods, the application of which is expressly excluded. By agreeing to these terms and conditions,
in the event of any claim you may have arising from or related to the Software Product or this EULA you agree to the
exclusive personal and subject matter jurisdiction of the courts located within the New York, New York, U.S.A. for
making and resolving any such claims, and hereby waive any right to participate in any type of law suit brought and/
or maintained as a class action or similar in nature to a class action. Paradox reserves the right to make any claim
against you and seek and be granted any legal or equitable remedy against you in any court anywhere in the world.
15. WAIVER & SEVERABILITY.
A failure on the part of Paradox to act with respect to a breach by you or others of this EULA does not waive our right
to act with respect to subsequent or similar breaches. If for any reason a court of competent jurisdiction finds any
provision, or portion thereof, to be unenforceable, the remainder of this EULA shall continue in full force and effect.
16. ALL RIGHTS NOT EXPRESSLY GRANTED HEREIN ARE RESERVED BY PARADOX.
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