Mechanics are aspects of the game which require detailed discussion. Herein is a brief about each mechanic and a link to a more detailed page.
Politics
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Mechanic
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Ver.
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Notes
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Ideology |
1.9 |
A political ideology is the sum of ideas, concepts and theories to justify political action. The game has four primary ideologies: communism, democracy, fascism and non-aligned (neutral).
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Faction |
1.9
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A faction is an alliance of nations that can call on each other when fighting a war. The player is never forced to join the war of other faction members.
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National focus |
1.6
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The national focus tree represents the decisions available to steer the country towards economic development, militarization or political action.
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Ideas |
1.8
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Ideas are the set of laws, political advisers, research and production companies and the military staff available to each country.
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Government |
1.9
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The political aspects of a country.
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Puppet |
1.8
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A puppet is a country whose politics are largely controlled by another country.
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Diplomacy |
1.9
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Diplomacy is the interaction between countries.
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World tension |
1.5
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World tension is a measure of how heated the atmosphere between the countries is.
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Civil war |
1.8
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When a country is divided on ideological grounds and no peaceful solution is available, a civil war will begin.
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Occupation |
1.9
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When country obtains any non-core land it will become occupied.
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Intelligence agency |
1.9
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Intelligence agency is a foundation of your espionage network.
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Production
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Mechanic
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Ver.
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Notes
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Trade |
1.9
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Resources can be traded between countries.
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Production |
1.5
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Production of equipment or ships is necessary for all military units.
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Construction |
1.5
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Constructions are fixed assets that may be built in states.
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Equipment |
1.8
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Equipment is a necessary component of combat units.
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Fuel |
1.8
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Fuel is a resource needed for the operation of vehicles with combustion engines, including trucks, tanks, aircraft, and ships.
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Research and technology
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Mechanic
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Ver.
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Notes
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 |
Research |
1.5
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Research is required to unlock technologies.
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- 重定向 Template:图标 || Infantry technology || 1.9
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Research technologies that improve infantry weapons and equipment, and unlock and improve motorized, mechanized, and special forces infantry.
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- 重定向 Template:图标 || Support Companies technology || 1.9
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Research technologies that unlock and improve all types of support battalions.
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- 重定向 Template:图标 || Armor technology || 1.9
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Research technologies that unlock all types and models of tanks, from light to super heavy chassis, as well as their variants.
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- 重定向 Template:图标 || Artillery technology || 1.9
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Research technologies that unlock and improve all types of artillery, including anti-tank, anti-air and rocket artillery.
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- 重定向 Template:图标 || Land doctrine || 1.7
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Research one of the four land doctrine trees: mobile warfare, superior firepower, grand battleplan and mass assault.
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- 重定向 Template:图标 || Naval technology || 1.8
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Research technologies that unlock new ship types and classes, as well as submarine and improve transports for naval invasions.
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- 重定向 Template:图标 || Naval doctrine || 1.5
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Research one of the three naval doctrine trees: fleet in being, trade interdiction and base strike.
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- 重定向 Template:图标 || Air technology || 1.5
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Research technologies that unlock or improve all types of airframes: light, medium or heavy, as well as their jet propulsion versions.
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- 重定向 Template:图标 || Air doctrine || 1.5
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Research one of the three air doctrine trees: strategic destruction, battlefield support and operational integrity.
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- 重定向 Template:图标 || Engineering technology || 1.9
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Research technologies related to electronic engineering (computers, radios, cryptography), rockets and atomic research.
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- 重定向 Template:图标 || Industry technology || 1.9
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Research technologies that improve production efficiency and volume of all factories, improve resources excavation, and unlock and improve synthetic refineries.
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Military and warfare
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Mechanic
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Ver.
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Notes
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Warfare |
1.8
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When diplomacy is not enough.
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Land units |
1.5
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All army components need to be designed, produced, deployed and supplied to conduct land warfare.
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Land warfare |
1.7
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Land warfare consists of assigning command groups to theaters, through which they can engage enemy armies and capture territory.
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- 重定向 Template:图标 || Division designer || 1.9
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Designing divisions allow to customize them battalion by battalion.
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Army planner |
1.8
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Designed divisions need to be recruited and trained to be deployed on the field.
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Command group |
1.8
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Organization of divisions in command group(s) is necessary to assign them some specific tasks, such as exercise.
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Commander |
1.8
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Command groups can be led by a more skillful commander, if available.
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Battle plan |
1.5
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A battle plan enables automatic management of divisions in a specific role.
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Combat tactics |
1.9
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Combat tactics are determined for both sides at the beginning of a battle and after every 24 hours.
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Ship |
1.5
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All navies require ship design, production and a naval base to conduct naval missions.
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Naval warfare |
1.8
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Naval combat is mostly automated through mission orders assigned to fleets and to be carried out in particular Sea Regions.
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Aircraft |
1.9
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All air wings require plane design, production and an air base to conduct air missions.
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Air warfare |
1.7
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Air warfare consists of the deployment of air wings to Strategic Regions, where they can undertake missions.
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Experience |
1.5
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Experience is gained mainly during combat and training, but also some national foci give experience. It can be used to create variants and division templates.
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Attrition and accidents |
1.8
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Equipment loss as a result of a sustained offensive.
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Logistics |
1.5
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All military components require supply to function.
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Manpower |
1.8
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Manpower is needed to recruit and strengthen divisions.
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Nuclear bomb |
1.9
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Nuclear bombs can be used to inflict heavy damage to the opposing side.
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Map
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Mechanic
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Ver.
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Notes
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 |
Map |
1.5
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The map is split in finite regions of various size characteristics.
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 |
Province |
1.5
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The smallest division of the map. Provinces contain a specific terrain and enable some constructions.
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Terrain |
1.5
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Terrain may apply limitations and penalties to military, actions and attrition.
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Weather |
1.9
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Weather may apply penalties to military movement, actions and attrition.
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State |
1.8
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States are made of one or multiple provinces. States enable some constructions and provide resources and manpower.
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Events
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|
Mechanic
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Ver.
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Notes
|
 |
Events |
~
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Events add flavor to the game or provide choices that will affect the course of the game.
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