Hpp Sf Manual

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1 The Historical Plausibility Project for Hearts of Iron III Hearts of Iron III Hearts of Iron III Hearts of Iron III Semper Fi Semper Fi Semper Fi Semper Fi

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Manuale HPP

Transcript of Hpp Sf Manual

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    The

    Historical Plausibility Project

    for

    Hearts of Iron IIIHearts of Iron IIIHearts of Iron IIIHearts of Iron III Semper FiSemper FiSemper FiSemper Fi

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    Table of Contents

    TABLE OF CONTENTS...................................................................................................................................... 2 INTRODUCTION................................................................................................................................................. 4

    INSTALLATION............................................................................................................................................... 4

    INTERFACE AND GENERAL GAME CONCEPTS....................................................................................... 5 MAINTENANCE.................................................................................................................................................... 5 CORES ................................................................................................................................................................. 5 GEOGRAPHICAL CHANGES................................................................................................................................... 6 LEADERSHIP........................................................................................................................................................ 6 WAR EXHAUSTION.............................................................................................................................................. 6 START DATE ....................................................................................................................................................... 6 GREAT WARS...................................................................................................................................................... 7 DECISIONS AND EVENTS ..................................................................................................................................... 7

    ECONOMICS........................................................................................................................................................ 8 RESOURCES......................................................................................................................................................... 8 STORAGE EVENTS................................................................................................................................................ 8 MONEY AND INVESTMENT................................................................................................................................... 8

    PRODUCTION ..................................................................................................................................................... 9 UNITS.................................................................................................................................................................. 9

    Land............................................................................................................................................................... 9 Naval ............................................................................................................................................................. 9 Air.................................................................................................................................................................. 9

    PORT CAPACITY ................................................................................................................................................ 10 BUILDINGS ........................................................................................................................................................ 10 CONVOYS AND ESCORTS ................................................................................................................................... 10

    DIPLOMACY...................................................................................................................................................... 11 LEADERSHIP...................................................................................................................................................... 11 THE DIPLOMATIC TRIANGLE ............................................................................................................................. 11 DIPLOMATIC ACTIONS AND THE AI ................................................................................................................... 12 FACTIONS.......................................................................................................................................................... 12

    TECHNOLOGY.................................................................................................................................................. 13 BUILD COST....................................................................................................................................................... 13 PRACTICAL LIMIT .............................................................................................................................................. 13 TECHNOLOGY CHANGES.................................................................................................................................... 13

    Infantry ........................................................................................................................................................ 14 Armour......................................................................................................................................................... 15 Escort and Capital....................................................................................................................................... 16 Bomber and Fighter .................................................................................................................................... 18 Industry........................................................................................................................................................ 20 Secret ........................................................................................................................................................... 21 Theory.......................................................................................................................................................... 22 Land Doctrines ............................................................................................................................................ 23 Operational Doctrine .................................................................................................................................. 25 Naval Doctrines........................................................................................................................................... 26 Air Doctrines ............................................................................................................................................... 27

    POLITICS ........................................................................................................................................................... 28 LAWS ................................................................................................................................................................ 28 STANDING ARMY VS. DRAFTED ARMY ............................................................................................................. 30 LAWS AND IDEOLOGIES ..................................................................................................................................... 30 CHANGED MINISTER TRAITS ............................................................................................................................. 31 GOVERNMENT TYPES ........................................................................................................................................ 31

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    POLITICAL CRISES............................................................................................................................................. 32 CHANGING THE GOVERNMENT TYPE ................................................................................................................ 33 OCCUPATION POLICIES ..................................................................................................................................... 33

    INTELLIGENCE................................................................................................................................................ 34 LOWER NEUTRALITY ........................................................................................................................................ 34 OTHER CHANGES............................................................................................................................................... 34

    SUPPLY ............................................................................................................................................................... 35 UNITS .................................................................................................................................................................. 36

    UNIT TYPES....................................................................................................................................................... 36 Land............................................................................................................................................................. 36 Naval ........................................................................................................................................................... 37 Air................................................................................................................................................................ 38

    UNIT SIZES ........................................................................................................................................................ 39 OOBS................................................................................................................................................................ 39

    LAND WARFARE.............................................................................................................................................. 40

    NAVAL WARFARE........................................................................................................................................... 41

    STRATEGIC EFFECTS .................................................................................................................................... 42 VICTORY CONDITIONS ................................................................................................................................. 43 FAQ ...................................................................................................................................................................... 44 TROUBLESHOOTING ..................................................................................................................................... 46 CREDITS............................................................................................................................................................. 48

    HPP-TEAM........................................................................................................................................................ 48 THIRD-PARTY WORK ........................................................................................................................................ 48 OTHER CONTRIBUTORS ..................................................................................................................................... 48

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    INTRODUCTION

    Welcome to the Historical Plausibility Project! This mod is an attempt to create a historically correct setup but from then on allow the events to unfold on their own. Decisions will have their consequences, but you can forge your own path. The AI will usually follow a more or less historical route, but it is capable of making decisions based on the circumstances, so you can't expect it to make the historical choices. You will always have to be prepared for the unexpected.

    This manual will explain some of the features and changes of the mod. While writing the manual, I assumed that you are familiar with the base mechanics of the game or at least read the original manual, including the one for the Semper Fi expansion. (Which is required for this version of the mod. If you don't own the expansion, then you can try our earlier version for the vanilla game. If you have For the Motherland as well, you can look for a HPP version for that expansion on the Paradox forums!)

    I won't go into detail for every single event or decision we made, you will have to explore them yourself. As a rule of thumb, don't expect events to take care of your problems.

    INSTALLATION

    1. Download the latest version for Semper Fi. 2. Find your '\Hearts of Iron 3\mod' folder. 3. If you have a previous installation, you will need to delete that. Remove the '\HoI3\mod\HPP' folder and

    the '\HoI3\mod\HPP.mod' file. 4. Unrar the files to '\Hearty of Iron 3\mod'. 5. Start the game with the launcher, select 'Historical Plausibility Project' in the "Select mod to play" list,

    and hit "Start HoI3". Wait until it gets to the Main Menu, then quit the game. 6. Go to your \HoI3\mod\HPP\map folder and copy the \cache folder into your \HoI3\map folder,

    overwriting the \cache folder there. (Missing this step will result in purple blobs all over the map.) 7. You can use the optional colored HQ counters included in the file "coloured_hqs.rar". To use them,

    unrar the .rar file in the mod folder and overwrite when prompted. 8. Restart the game with the launcher. 9. Have fun!

    Instructions for Steam users:

    If you want to choose between vanilla and the HPP using the game's launcher:

    1) Install the mod using the first five bullets above 2) Navigate to the game's folder. It should be in .../steam/steamapps/common/hearts of iron 3 3) Make a shortcut of hoi3.exe on your desktop 4) Start the launcher by clicking on the shortcut 5) In the bottom-middle you should see a drop-down box that says Default. Change that to the HPP 6) Start the game by clicking the Start HOI3 button

    If you want to launch the mod using Steam:

    1) Install the mod using the first five bullets above 2) Go to the Library tab in Steam 3) Right click Hearts of Iron III and choose "properties" 4) Click the "Set Launch Options" button 5) Enter the following into the space, then press OK: -mod HPP 6) Start the game

    NOTE: In order to use a different mod in your mod folder or go back to vanilla, you will need to undo step 5 and make the text box be blank. You will also need to delete the map cache (the contents of the ../steam/steamapps/common/hearts of iron 3/map/cache folder), otherwise the game will crash on load.

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    INTERFACE AND GENERAL GAME CONCEPTS

    Maintenance

    Some of the features we wanted to include require decisions or events. We didn't want to cause any hassle for the player (nor open exploits), so we decided to add a neutral nation to take care of such tasks. Sort of like a janitor. This country is called GOD in the game. (Any resemblance to in the name to any existing or supposedly existing entities is purely coincidental.) So, sometimes you will get notified by events happening to GOD, decisions made by GOD or GOD annexing GOD. Don't be alarmed by that, it is usually working as designed.

    Cores

    It is important to note that in HPP, a 'core' means that the population feels that it belongs to a certain country as opposed to a country considering that province to be their own. It is not necessary that the whole population of a province feels that way, a sizeable percentage is enough. (What counts as sizeable was determined after careful consideration on a province-to-province basis.) An example would be Xinjiang, which China considers as its own, but the local population is not supportive towards them, resulting in no cores. Important note: owning a province at the start of the game does not grant you a core anymore. See Geographical changes and Colonies below.

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    Geographical changes

    For the Semper Fi version of HPP, we are using the Magrathea Map made by Krazy19Karl and improved on by cougar46. Their work provided a much better base map to work with, including more authentic rivers and province shapes and also some nice features like some in-land ports in Europe. Aside from these, we also made some important changes to the political layout:

    - China. The territories of the Warlords were adjusted to resemble their historical area of influence better. The French concession of Zhanjiang is also implemented (it works similarly to Macao and Hong Kong). The two main factions of China (the Kuomintang-led Republic of China and the communist People's Republic of China) start at war with each other. These two main factions also have cores over the lands of Shanxi, Yunnan, Guangxi, Xibei San Ma, Manchuria and Taiwan. Tibet and Xinjiang are not included in the cores because the population of these provinces were (and still are) against being part of China.

    - Colonies. There are four levels of independence represented in the game for the different colonial holdings: former colonies with full independence (example: Cuba), dominions with full self-governance (example: Canada), colonies with local governments or protectorates (example: India for the former and Syria for the later), overseas territories or colonies ruled directly (example: Hong Kong, Libya or Somalia). The first two are sovereign countries with only symbolic ties to the former master if any, the third are represented as puppets and the last kind is owned by the master.

    Leadership

    Unlike vanilla Semper Fi, the HPP does not use a province-based Leadership system. The reason for that is that the source of Leadership much easier to relocate than say Manpower or Industry. The Leadership of a country is now determined mostly factors: the Education tech and International Status (a new law). The Education tech determines how well educated the country is in the first place. It now starts in 1900 with 5 year progression and it gives +0.25 Leadership for every level through a Strategic Effect. Developed countries will start with a decent level already at the game's start, while backwards and less civilized countries will start with a lower level or none at all. Still, the tech is relatively easy to research, so it is possible to catch up if you allocate enough resources. International Status determines how much money and resources the government can spend on the areas covered by Leadership. Countries with a strong economy and a dependable army can afford to have a much bigger budget for research and development as well as an extensive spy network and strong Diplomatic influence over their neighbours or even far away countries, while others might struggle with keeping their Officer Corps in a decent shape. Still, the road to greatness is open to everyone, there are no nation-specific restrictions once you overcome the obstacles of history. But you should keep in mind that you will most likely have to make more compromises than in vanilla Semper Fi. You won't be able to be up-to-date in every field of technology while keeping an excellent Officer Corps, an extensive spy network and also doing Diplomatic agreements left and right.

    War Exhaustion

    War Exhaustion represents the people's growing unwillingness to fight in a major conflict. This value will automatically increase while you are at war and decrease while you are at peace, but certain events, laws and other modifiers can also effect it. In general if you are losing a war or forced to enact harsh measures, your War Exhaustion will grow, while if you are winning or you can afford to provide for your people like normal, it will decrease.

    Start Date

    Theres only one start date in the HPP: The Road to War, January 1st, 1936. We currently dont have the manpower to make the mod compatible with any of the other start dates.

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    Great Wars

    When a country is fighting a major (ie. a country that has at least 100 Total IC) and that country invades your core territories, you will sooner or later receive an event giving you the "Great War" country flag (as well as reducing your Dissent and giving some National Unity). This country flag is used by several events and Strategic Effects to determine if your country is fighting a major conflict or only a minor one. In general it is required to fight a Great War in order to enact the really harsh laws.

    Decisions and Events

    As I said earlier, in general you can't expect events to take care of your declarations of war. Most historical campaigns are handled through manual declarations, only a few of them are event/decision-driven. Here's a complete list of wars that can be started by decision:

    The Sino-Japanese War (Marco Polo Bridge Incident, but it might be settled without war) Anschluss of Austria (if Austria refuses to fold) Munich Treaty (if Czechoslovakia refuses to fold) First Vienna Award (if Czechoslovakia refuses to fold) Claims on Memel (if Lithuania refuses to fold) Annexation of Albania (if Albania refuses to fold) Danzig or War! (if Poland refuses to fold) Baltic States (after Poland falls, they might be puppeted and later on annexed, but they might refuse) Winter War (if Finland refuses to fold) Second Vienna Award (Hungary and Romania might go to war) Claims on Bessarabia (if Romania refuses to fold) Claims on Dobrega (if Romania refuses to fold)

    The following conflicts are started by events: Changkufeng Lake Incident (only a border-skirmish, but can escalate) Battles of Khalkin Gol Incident (only a border-skirmish, but can escalate) Xinjiang-War (start as a rebellion, but can escalate into a border-skirmish, or all-out war) Death of Hu Hanmin (can result in a war between Guangxi Clique and the Republic of China)

    The border-skirmish part might require some further explanation. These conflicts were smaller in scale then the representation of Hearts of Iron would allow, but they still were important distractions from the Sino-Japanese War, so we decided to include them. They are relatively scripted compared to the rest of the mod though. They start out as an event which triggers the war. Then, after a somewhat bloody battle or if someone takes a province from the other, the country who has the upper hand will get the option to settle down and return to Status Quo or to escalate the conflict. If they decide the former, the participants return to peace. If they decide to escalate the conflict, then the war continues as normal, with no more options to peace out via events.

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    ECONOMICS

    Economics and managing your home industry is very important in a World War. There were some important changes in this aspect of the game you should be aware of.

    Resources

    While the resources themselves are the same (Energy, Metal, Rare Materials, Crude Oil), their amount is somewhat more limited compared to vanilla Semper Fi. There were also changes in the distribution of resources. For example, China has more Rare Materials (they were trading them with Germany historically). There are two important trade arrangements that are handled in a specific way: the Swedish-German Iron Trade and the American-Japanese Oil Trade. Both of these are represented by Strategic Effects. You can check the tooltips for details. (If you are playing as an enemy of these trading partners, you should note that the trades can be blocked by taking either Narvik for the Swedish-German Trade or every Japanese port for the Oil Trade.) Also note that conversion from Energy to Crude Oil is no longer automatic, you need to research Synthetic Oil Plants in order to get that ability.

    Storage events

    In the vanilla game, there's a limit of 99,999 units of any resource. This limit is completely artificial and also very high, but unfortunately it can not be changed by a mod. But since it had a very bad effect on balance, we decided to do something about it. Thus the concept of resource storage was born. In HPP, you can still build up your resource stockpiles as high as you want, but once you go over a certain threshold, the provincial income of that resource will decrease significantly. If you reach a second threshold, the drop will be even greater. If you produce enough to still make a surplus, then you won't have any problems. But if you start to lose resources, you still don't have to worry: once you get below a certain amount, the penalty will disappear. The limits are dependent on your total IC, the more IC you have, the higher the threshold is.

    Money and investment

    Money is an interesting concept in Hearts of Iron. It comes from your IC base, but it is rarely actually spent. When you trade with someone, it merely changes hands. There are two instances when money can disappear from the game: when you change laws and by events. There's a feature in HPP called Investment. When you have at least 500 money, you might get a random event that allows you to invest your money into a certain area (research, industry, logistics, etc.). If you choose to do that, you will lose 500 money and get a modifier for a year that lowers your money income, but gives some bonus to a field related to the investment.

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    PRODUCTION

    There's very little difference in Production compared to the vanilla game, but there still are some notable changes.

    Units

    There are no automatic units in HPP, every unit has a tech that activates it. Here's a complete list of units with their activation techs:

    Land - Militia Regiment - Small Arms (Infantry) - Garrison Regiment - Defensive Support Weapons (Infantry) - Infantry Regiment - Infantry (Infantry) - Cavalry Regiment - Cavalry (Infantry) - Motorised Infantry Regiment - Motorised Infantry (Infantry) - Mechanised Infantry Regiment - Mechanised Infantry (Infantry) - Light Armour Regiment - Light Tank (Armour) - Medium Armour Regiment - Medium Tank (Armour) - Heavy Armour Battalion - Heavy Tank (Armour) - Infantry Support Tank Battalion - Infantry Support Tank (Armour) - Armoured Car Battalion - Armoured Car Armour (Armour) - Artillery Battalion - Artillery Barrel and Ammunition (Armour) - Anti-Tank Battalion - Anti-Tank Ammunition and Muzzle Velocity (Armour) - Anti-Air Battalion - Anti-Aircraft Barrel and Ammunition (Armour) - Tank-Destroyer Battalion - Medium Tank Armour (Armour) - Self-Propelled Artillery Battalion - Self-Propelled Artillery (Armour) - Rocket Artillery Battalion - Rocket Artillery (Armour) - Self-Propelled Rocket Artillery Battalion - Self-Propelled Rocket Artillery (Armour) - Engineer Battalion - Engineers (Infantry) - Military Police Battalion - Security Training (Land)

    Naval - Transport Flotilla - Ship Construction Material (Capital) - Destroyer Flotilla - Destroyer (Escort) - Light Cruiser - Light Cruiser (Escort) - Heavy Cruiser - Heavy Cruiser (Capital) - Battlecruiser - Battlecruiser (Capital) - Battleship - Battleship (Capital) - Light Carrier - Light Carrier (Capital) - Carrier - Aircraft Carrier (Capital) - Submarine Flotilla - Submarine (Escort)

    Air - Light Fighter - Single Engine Aircraft (Fighter) - Heavy Fighter - Heavy Fighter (Fighter) - Light Bomber - Light Bomber (Bomber) - Medium Bomber - Medium Bomber (Bomber) - Heavy Bomber - Heavy Bomber (Bomber) - Patrol Bomber - Patrol Bomber (Bomber) - Carrier Air Wing - Carrier Aircraft (Capital) - Transport Plane - Four Engine Airframe (Bomber)

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    - Rocket Interceptor - Rocket Interceptor (Fighter) - Light Jet-Fighter - Light Jet-Fighter (Secret) - Heavy Jet-Fighter - Heavy Jet-Fighter (Secret) - Jet-Bomber - Jet-Bomber (Secret) - Flying Bomb - The Flying Bomb (Secret) - Strategic Rocket - Strategic Rocket (Secret)

    Port Capacity

    There's a new practical type called Port Capacity, which represents a country's ability to build Capital size ships. The construction of a ship consists of two distinct phases separated by the launching of the ship. This is the point where the hull is put on water. From then on, it becomes considerably harder to make significant changes to the design of the ship. In HPP (and to my knowledge in the vanilla game, too) the first phase is modeled by the Research phase where you create the components and the second phase is modeled by the actual construction of the ship using your IC in your production queue. In line with this concept, Port Capacity effects the efficiency of the first phase, before the ship was launched. Most naval technologies are effected by this practical, although some are more effected than others. For example, Battleship Design Principle gets 45% from Port Capacity, while Capital Ship Anti-Air Armament or Light Cruiser Engine only gets 5%. Port Capacity is gained by building Ports.

    Buildings

    The Nuclear Reactor was renamed to Nuclear Research Lab to better suit its role: Reactors at the time didn't produce any considerable amount of Energy, only the required material for making Nuclear Bombs. In game terms they do nothing at all, their purpose is twofold: first, they give Nuclear Bomb Making practical once they are built and second, a certain level Nuclear Research Lab is a prerequisite for researching any nuclear-related techs beyond the '36 'Atomic Research' tech. Similarly to Nuclear Research Labs, the Rocket Test Site is also giving practical and the appropriate level is required for advanced research, but the building itself does nothing. Anti-Air is four times as strong as it is in vanilla Semper Fi, and the appropriate tech strengthens it even more. It gives much less practicals though. Infrastructure takes one third as much time to build but it costs three times as much. It also gives considerably less practical.

    Convoys and Escorts

    Building Convoys and Escorts is done in shorter bursts compared to the original game. In vanilla Semper Fi, both of these are built in 10 unit batches, so if you click on the appropriate button once, 10 new individual convoys/escorts will be built. In HPP, only 5 of them are built and Convoys are also slightly more expensive, costing 3 IC instead of 2, but they both are faster to build. The result is that you have more flexibility when managing your Convoys.

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    DIPLOMACY

    Leadership

    Diplomacy is one of the four areas you can spend your Leadership on, so it is important to note here as well: the amount of Leadership in HPP is lowered in general compared to vanilla Semper Fi. Unless you are at least a Regional Power, you should restrain yourself from trying to be too active in Diplomacy. If you are an Undeveloped Nation, then you will probably have to wait for others to send you their offers even for trading.

    The Diplomatic Triangle

    Several factors in the alignment system were changed.

    Influence. The efficiency of Aligning/Influence has been reduced greatly. It is still useful and important to try and bring potential allies into your corner, but it is harder now.

    Cores. Having cores in countries no longer effect aligning in either direction. The reason for that is that your targeted faction might end up holding your provinces after defeating your enemies and unlike vanilla Semper Fi, there's a way for them to give those lands to you in HPP. Thus drifting away from the holders of your cores no longer makes sense. (But you still get a considerable discount in Neutrality when determining if you can attack the holders of your cores!)

    Threat. Threat no longer pushes you away from a faction. Previously it was possible to get stuck in the middle of the Triangle because every faction generated so much threat that each of them would push

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    you away, but only until half the way. That is no longer the case. But that doesn't mean you can get away with murder! The AI will now take threat seriously into account when Diplomatic dealings! If you are very threatening but you can't back it up by military strength, you might find yourself isolated pretty quickly!

    Neutrality. As expected, countries with high Neutrality will be much harder to influence and they will drift less on their own.

    Diplomatic actions and the AI

    In vanilla Semper Fi, the AI tends to be too eager to offer Transit Rights while never even considering to accept Non-Aggression Pacts, or using obscure triggers when determining when to accept an invitation to a Faction. In the HPP, I tried to make as many generic rules as possible for the AI to be able to decide when to offer and accept a certain deal and when to turn it down. Here are some factors that are frequently used:

    Threat. If a country has a relatively high threat towards another, then the other will be less likely to accept pretty much every deal. This goes up to a certain point (75 points of threat mostly), where the target country will start to consider that the threatening one might have what it takes to materialize said threat. Then, it will decide based on their relative military strength (including any allies), and if the threat is not backed up by enough force, then the target will basically severe connections. On the other hand, if the threat looks quite real, then they might become much more cooperative in fear of retaliation!

    Relations. The relations between the two countries are the basis of most calculations, but they alone won't guarantee success. Note, that Trade deals only increase Relations by 5 now (instead of 15), but they also cost 1 Diplomacy instead of 3. The AI scales the offered trade deals by Relations, meaning that if Relations are low, it will offer less than it needs, making another deal more likely, and thus increasing Relations with multiple deals.

    Neutrality. Countries with a high Neutrality value will be less eager to sign treaties centered around war. This includes Transit Rights, Alliances and joining Factions. Non-Aggression Pacts and Trade on the other hand are just as welcome for Neutral countries as others.

    Factions

    When a faction loses its last major member, the faction will be dissolved. Any major country with the appropriate ideology group can re-form that faction after that using a decision.

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    TECHNOLOGY

    Build cost

    When looking around in the tech tabs, you will notice that many of the techs give insane reductions to build costs of certain units. That's a bit misleading. The base costs are increased by the same amount, so the discount you see in the tooltips brings the unit to its original cost. The reason for that is that the reinforce and upgrade cost is calculated from the base cost in the file. By increasing that base cost, we were able to make units cost much more to reinforce and upgrade than in vanilla, where these costs were unrealistically low.

    Practical limit

    The limit to practicals is 20. This is still enough to get a serious discount on build time and cost but it will decay soon if you don't pay attention.

    Technology changes

    Most of the Technology Trees received a complete overhaul, so I believe it is necessary to explain all the tabs.

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    Infantry

    - Infantry and Cavalry type units use the same weaponry now. Militia uses the older weapons of Infantry types. That can't be researched, it is automatically updated once you advance your Infantry weapons. Militia only has access to Small Arms and Defensive Support Weapons (basically machine guns, giving Defensiveness).

    - The Infantry Weaponry techs start in '18 and their first upgrade is in '30. The early-war units will have level 6-7 weapons already.

    - Bridging Equipment and Assault Weapons give bonuses not only to Engineers but also to Infantry types to a lesser extent, since these units also included smaller attachments of Engineers.

    - Specialised units (Marines, Paratroopers and Mountaineers) start with slightly lower stats because of their limited access to heavy weaponry. Researching Light Small Arms Modification, Light Support Weapon Development, Weapon Salt-Water Proofing (also effects other unit types) and Light Artillery Miniaturization can help them with that. The Amphibious Warfare Equipment, Airborne Warfare Equipment and Mountain Warfare Equipment techs now have multiple levels.

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    Armour

    - There's a new unit type, the Infantry Support Tank. It represents the early approach to armoured warfare, when Tanks were considered a new way of supporting the Infantry with their firepower. These Battalion-sized units have speed comparable to Infantry and act as support brigades with low combat width. (They replace the Super Heavy Tank, which was more of a failed experiment than a real weapon.)

    - The new tech, Motorised Support Brigades allows you to upgrade your Artillery, Anti-Air, Anti-Tank and Rocket Artillery from being horse-towed to being truck-towed. This improves their speed but hurts their maneuverability in tough terrain and also gives them some Fuel consumption.

    - Truck Engine improves the reliability of Motorised Infantry and the speed of Armoured Cars. Armoured Car Armour and Gun now improve the stats of Mechanised Infantry.

    - Self-Propelled Rocket Artillery is effected by the two Rocket Artillery techs, Light Tank Engine, Light Tank Armour and Light Tank Reliability.

    - Self-Propelled Artillery is effected by the two Artillery techs, Medium Tank Engine, Medium Tank Armour and Medium Tank Reliability.

    - Tank-Destroyers are effected by the two Anti-Tank techs, Medium Tank Engine, Medium Tank Armour and Medium Tank Reliability.

    - Rocket Artillery has '38 Artillery tech prerequisites.

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    Escort and Capital

    - To research the different kinds of ships, you need to have own a port of matching size. You can't build a Battleship hull, unless you have at least a level 10 port somewhere. The level requirements are: Destroyer: 1; Light Cruiser, Submarine: 2; Heavy Cruiser: 4; Light Carrier: 6; Battlecruiser: 8; Battleship: 10.

    - The old 'Armour' techs were replaced by the 'Design Principle' techs. These include both the armour and the overall design complexity of the ship. They increase Visibility, build cost and time, decrease Speed and increase Hull (making the ship suffer less damage when hit).

    - Engine techs increase speed, fuel consumption and Sea Defence (the ability to avoid being hit). It offsets the decrease in Speed caused by Design Principle and Main Armament.

    - Main Armament techs increase Sea Attack, Convoy Attack and Shore Bombardment, but decrease Speed.

    - Anti-Air Armament techs increase Air Defence and Air Attack. - The Light Anti-Air Armament tech in the Destroyer's group effects all warship types, representing the

    secondary AA guns.

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    - Radar techs increase the firing range of ships. - Torpedoes effect both Destroyers and Submarines. - The new Ship Construction Material tech represents the advancement in metallurgy and the

    improvement in the materials used for ship construction. The tech provides an increased Hull for every warship type, including Submarines.

    - The Aircraft Carrier Hangar is replaced by Aircraft Carrier Deck Armour, providing a further increase in Hull.

    - The Scout Planes tech increase Detection values for Light and Heavy Cruisers, Battlecruisers and Battleships.

    - The Carrier Air Group Focus techs allow the country to emphasize on one of the three roles of CAGs: protection from enemy Aircraft, attacking naval targets or attacking ground targets. A country may research more than one of these techs, but they negate each other if all of them are researched.

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    Bomber and Fighter

    - The 'Basic This or That' kinds of techs are removed. - A new branch is created in the Fighter tab: the Escort Fighter. Escort Fighters are not represented by a

    separate unit, because the AI wouldn't know how to use it. Instead, it is represented by a 'component' for an Air wing, which you can research. Once researched, your Patrol Bombers, Medium Bombers and Heavy Bombers will become escorted, giving them an increase in Air Defence, Air Attack and construction cost while reducing their operational Range. Later on you can improve the Escort Fighters, increasing the bonus Air Defence and you can also research Drop Tanks for them, giving back some or all of the Range they lost by being escorted.

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    - Advanced Aircraft Design is now a prerequisite for later levels of most Aircraft techs as well as Aircraft Radars.

    - The Speed of Aircraft will remain the same throughout the game if your research is balanced. You can design faster planes by keeping the Aeroengine tech ahead of the Armament and Airframe techs.

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    Industry

    - The effect of Encryption and Decryption techs is increased from 1 to 2.5. - The effect of Resource techs is halved from 5% per level to 2.5% per level. - The Heavy AA guns tech gives +25% efficiency to the provincial AA building per level instead of

    +10%. - The effects of First Aid and Combat Medicine was swapped compared to vanilla, now First Aid

    increases Casualties Trickleback (ie. the percentage of soldiers only wounded instead of dead or disabled) while Combat Medicine decreases Attrition (ie. the percentage of soldiers dying of environmental effects like disease).

    - Agriculture (aside from the good old % bonus to manpower) now also fires an event which will give a big temporary boost to manpower income but also some dissent from the people recently losing their jobs because of the mechanisation of agriculture.

    - Education no longer gives a percentage bonus. In fact, there's no visible bonus in the tech tooltip. The bonus received from this tech is handled by a Strategic Effect: you get +0.25 Leadership for every level. The tech uses no practical and gives none, so the efficiency of its research will only depend on the date. If you are behind, it will take about 5-6 months, if you are ahead of time, it could take years.

    - The new tech Combat Radios increases the Radio Strength of HQs, increasing their command range and it also increases the Organisation of indirect fire Artillery pieces (towed and self-propelled, conventional and rocket).

    - Most of the Nuclear techs and the Rocket-related techs are moved to Theory because they don't have any direct effect, so they belong there. Civil Nuclear Research is still under Industry though, and it gives +1% Energy Production per level.

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    Secret

    - Proximity Fuse improves Anti-Air guns of any unit that uses them (mostly ships) and also Rocket Artillery types.

    - Rocket Launcher gives a considerable boost to the Hard Attack of Infantry-type units, including Militia (they don't have any Hard Attack otherwise!) and Garrison.

    - Light Jet-Fighter, Heavy Jet-Fighter and Jet-Bomber activates the appropriate unit types. These units use the same equipment as propeller-driven Aircraft except for their Fuel tanks. This makes them somewhat more formidable because they don't suffer the penalties to Air Defence and Surface Defence while their Range and Speed remains constant. (Jet-Bombers can't be escorted.)

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    Theory

    - Aside from the old theory techs and the ones moved here from the Industry tab, there are four new ones, each connected to one of the four Doctrine theories: Grand Battle Plan, Spearhead, Superior Firepower and Human Wave. They might be useful if you plan on switching from one Doctrine path to another. These techs have a Difficulty of 3. (They either represent groundbreaking ideas or a complete paradigm shift, neither of which is an easy thing to achieve.)

    - The pure theory techs still don't give any actual bonus aside from the theory now have a Difficulty of -5 and they start at 1932 with an offset of 1 year. This means that unless you get ahead of time, you can research a new Theory level in 60 days. This can make them useful if you want to switch gears to something your country wouldn't really be suited for historically.

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    Land Doctrines

    This tab was completely rebuilt from bottom up. The tab is divided into three areas: Training, Infantry Doctrine and Armoured Doctrine. In the Training part you have techs that mostly improve the Organisation and Morale of a specific group of units. Infantry Doctrines will effect your Infantry units, while Armoured Doctrines will effect your tanks. The six training techs are free to research for everyone, but the Infantry and Armoured Doctrines are a bit more restrictive. They have five levels: '30, '37, '40, '43 and '46. You can select your preferred Doctrine path via an event for every level. You can switch between two, if you want to, although you get a slight discount to Research Time if you stay on the same path you choose the last time. Some countries have certain Doctrines already researched, these can not be undone. Some countries may even have their path selected for them for the next iteration, others might have the option to choose for themselves right away. There are also some further requirements after you made your choice. You should be aware of these requirements before choosing!

    - Security Training - Activates the Military Police Battalion, a Battalion-sized peace-keeping formation, and also improves the peace-keeping ability of the smaller detachments of Military Police present in every Infantry-type unit.

    - Infantry Training - Improves the Organisation and Morale of every Infantry-type units. (It does not include Militia!) Required to select your first Infantry Doctrine.

    - Artillery Training - Improves the Organisation and Morale of every indirect-fire Artillery type and also the AA and AT Battalions. Tank-Destroyers work more like Tanks than Artillery, so they are covered by Tank Crew Training.

    - Tank Crew Training - Improves the Organisation and Morale of every Tank-type unit, including Armoured Cars and Tank-Destroyers. Required to select your first Armoured Doctrine.

    - Special Forces Training - Improves the Organisation and Morale of your Special Forces (Paratroopers, Mountaineers, Marines and Engineers).

    - Officer Training - Increases the size, Officer cost and Manpower cost of HQs. It also reduces the Attack Delay and increases Combat Reinforcement Chance and Unit Cooperation (which in turn reduces the stacking penalty for ground forces).

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    Infantry Doctrine

    - Firepower Focus - This path focuses on increasing the firepower of Infantry formations by allocating them more heavy weaponry to maximize their effectiveness. Increases Strength, Officer cost, Manpower cost, build cost and Organisation for several Infantry-types at every level. At first it improves older unit-types (Cavalry, Garrison, Infantry), the later levels improve more modern units (Motorised and Mechanised Infantry). This is the favoured Doctrine of the Western countries. You should use it if you want to have strong units that can fight longer.

    - Shock Focus - This path focuses on tight, quickly trained, highly motivated units. Reduces build time, Supply Consumption, Officer need, Combat Width and increases Morale but also Toughness. This is the favoured Doctrine of the Soviet Union and most Asian countries.

    - Infiltration Focus - This path focuses on taking advantage of the surroundings. Reduces the penalties for fighting in harsh terrain like Mountains or Jungle. This is the favoured Doctrine of Japan.

    Armoured Doctrine

    - Infantry Support Role - With this path, tanks are regarded as another form of supporting the Infantry. It improves your Infantry Support Tanks at first, then later on it switches to Light Tanks (Cavalry Tanks in the British terminology) and at the end it even gives some bonuses to Heavy Tanks and Tank-Destroyers. It provides a small bonus to Combined Arms units but only allows you to research Medium Tanks very late. This is the base Doctrine for most countries.

    - Armoured Schwerpunkt - This path puts your tank units into the focus of your strategy. It gives you a decent bonus to Combined Arms units, improves your Medium Tanks considerably and also adds slight bonuses to Armoured Cars, Light Tanks, Heavy Tanks, Motorised Infantry, Mechanised Infantry and Tank-Destroyers. This is the favoured Doctrine for Germany.

    - Combined Arms - This path focuses on a balance of Infantry and Armoured units to maximize performance. It only gives slight bonuses to the different tank types, but it gives the highest Combined Arms bonus. This is the favoured path for the USA and the Soviet Union. Important note: You need to have Motorised Infantry for the first three levels and Mechanised Infantry for the last two!

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    Operational Doctrine

    This tab is completely new and represents the overall Doctrine of your ground forces, giving general bonuses and also helps out the support units. The techs in this tab are divided into four sections, plus one tech at the top. The four sections represent the four major Doctrines we use: Grand Battle Plan, Superior Firepower, Blitzkrieg and Human Wave. Their activation works similarly to the Infantry and Armoured Doctrines.

    - Great War Experience - This tech gives no bonus but is required for every Doctrine on this tab. It represents the lessons learned from World War I. You don't necessarily need to have fought in that war to get this tech, but the countries that did will start with it already researched.

    - Grand Battle Plan - This path builds on carefully planned artillery barrages supporting slow, methodical, but with low casualties. It slightly increases Combat Reinforcement Chance, gives Delay, Counterattack and Ambush and also improves the Defensiveness and Soft Attack of towed Artillery units. This is the old Doctrine, favoured by most Western countries.

    - Superior Firepower - This path focuses on massive, regiment-sized artillery formations for maximal firepower to punch through enemy defences. It increases the size of support formations, increasing their firepower but also their cost. It gives Counterattack, Tactical Withdrawal and Encirclement. Researching any of these Doctrines will trigger an event setting a hidden tech, which will increase the allowed number of Brigades in a Division from 4 to 5. This is the favoured Doctrine of the United States. Important note: you need the Motorised Support Brigades tech from the Armour tab in order to follow this path!

    - Blitzkrieg - This path excells in fast, deep attacks supported by self-propelled artillery units. It reduces Attack Delay, increases Attack Movement Speed (this is the only way to increase this value!) and the later levels also improve Self-Propelled Artillery, Self-Propelled Rocket Artillery and motorizes HQs. It gives Breakthrough, Encirclement and Assault. This is the favoured Doctrine of Germany.

    - Human Wave - This path is based around large formations overwhelming the enemy defences. It decreases the Combat Width of Infantry types, increases Unit Cooperation (which in turn decreases the stacking penalty for ground forces), increases Combat Reinforcement Chance, give Shock, Assault and Ambush. At the fourth level, the Mechanized Wave branches off, which moves the Width decrease from Infantry to Motorized and Mechanized Infantry and Tanks. Human Wave is the favoured path of most Asian countries and the Soviet Union, who will switch to Mechanized Wave later on.

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    Naval Doctrines

    Naval Doctrines are divided into four groups: Training, Sealane Control, Sealane Interdiction and Force Projection. Unlike the Land and Operational Doctrines, you can freely research every tech on this page, but each tech receives 60% of its research efficiency from the appropriate theory, it might be more efficient to stick to one path.

    - Ship Type Training - Increases the Organisation, Morale and Positioning of the appropriate ship type. Carrier Crew Training effects CAG Morale, since the ground crew of CAGs is included in the crew of the Carrier. Capital ships (BB, BC), Cruisers (CL, CA) and Carriers (CV, CVL) are grouped together.

    - Fire Control System Training - Increases the chance of hitting the target in Naval Combat for every ship type.

    - Radar Training - Increases Detection values for every ship type. (It is not completely realistic since having an actual Radar device on the ship is not required. The system does not allow the training to only take place on ships where there's an actual Radar.)

    - Commander Decision Making - Increases the chance of targeting a more important ship from the enemy fleet for every ship type. (Note that the base value of this was increased compared to vanilla.)

    - Underway Replenishment - Increases the range of ships in exchange for a small increase in Fuel and Supply Consumption.

    - Base Operations - Logistical training for port crews, increasing port capacity, allowing more Supplies and Fuel to be shipped in every day.

    - Sealane Control - This path focuses on the defence of convoy lanes. The techs give Escort Efficiency bonuses (improving the efficiency of the Escorts you can attach to your Convoys), Organisation bonuses to Capital ships (BC, BB), Positioning bonuses to Cruisers (CL, CA) and Sub Detection and Sub Attack to Destroyers.

    - Sealane Interdiction - This path focuses on attacking enemy convoy lanes. The techs give bonuses to the efficiency of Convoy Raiding and to the Convoy Attack of different ship types.

    - Force Projection - This path focuses on the use of Carriers to support the Army wherever and whenever needed. The techs give bonuses to Positioning mostly and a bonus to the efficiency of CAG Duty.

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    Air Doctrines

    Similarly to Naval Doctrines, the Air Doctrines are separated into Training and five Doctrines: Army Aviation, Fighter Defense, Independent Airforce, Strategic Airforce and Naval Aviation. You can freely research from any of the Doctrine paths with no restrictions, but again, most of the research efficiency comes from the Doctrine theory, so sticking to one or two paths increases your overall efficiency.

    - Aircraft Type Pilot Training - Increases the Organisation of the Aircraft type(s). - Aircraft Type Ground Crew Training - Increases the Moreale of the Aircraft type(s). Note that there's

    no CAG Ground Crew Training. That is included in Carrier Crew Training on the Naval tab. - Night Mission Training - Reduces the Attack penalty for fighting at Night. Requires level 3 Radar.

    - Army Aviation - This path focuses on Light Bombers, improving the Ground Attack mission. You can also choose from Forward Air Control and Battlefield Interdiction. When your bombers attack ground targets, they will randomly choose from a frontline and a reserve Division to attack. With these techs you can effect the choice made. Since they negate each other, you can only research one of these techs. Once you research Army Aviation, you will get an event which allows you to choose from the two.

    - Fighter Defense - This path focuses on Fighters, improving the Intercept and Air Superiority missions as well as improving the impact of Radar on Air Combat. The Bomber Targeting Focus and Fighter Targeting Focus works similarly to Forward Air Control and Battlefield Interdiction.

    - Independent Airforce - This path focuses on tactical bombing in general, improving the efficiency of Logistical Strikes, Interdiction, Runway Cratering and Installation Strikes.

    - Strategic Airforce - This path focuses on strategical bombing and airborne assaults, improving the efficiency of these missions. (Important note: Airborne Assault Tactics improves the efficiency of the air mission, ie. the Transport Planes. It won't effect the Paratroopers!)

    - Naval Aviation - This path focuses on bombing ships, improving the efficiency of Naval Strikes and Port Strikes.

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    POLITICS

    Laws

    Most of the Law Groups are the same or very similar to vanilla Semper Fi, but there are some notable exceptions. We have a completely new Law Group, Taxation Law. We also removed the Education Law and introduced a new one (mostly, but not entirely in its place), the International Status. The role of some Law Groups has also changed. Enacting new laws may bring a cost with them. This is a one-time fee and a direct function of your money production from your Industry. You can get information about the cost from the tooltip when selecting the new law. When you start the game, you wont be able to change any laws right away because a global flag needs to be set first. This was done to avoid the engine setting up some crazy laws when you wouldn't want it to. In vanilla Semper Fi, the lower a law is on the list, the better its effects are, so the more desirable it will be. This is not necessarily the case in HPP, thus the engine's automatic law selection is no longer optimal so it had to be circumvented. Don't worry though, this global flag will be set on the first day, so you will have the option to change laws soon enough. Also note that you will probably get notification icons about "better laws". That only means that there are laws lower on the list that you could enact, they are not necessarily "better". What's best depends on your circumstances, the choice is always yours.

    - Civil Laws - Determines the Civil Rights of your population or parts of it, ranging from a completely Open Society to a Totalitarian System. Having a more Open Society will give you a slight Research Efficiency bonus from private companies and free thinkers but also a slight penalty on Counterintelligence from the basic Civil Rights interfering in the hunt for enemy spies. A more

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    Totalitarian System will have a discount in both Wartime and Peacetime Consumer Goods Demand from the oppression and a considerable bonus to Ruling Party Support and Counterintelligence from rooting out undesirable elements.

    - Press Laws - Ranges from Free Press to Propaganda Press and effects how much of the World's news gets to your population. A more Free Press will increase your drift due to ideological similarities while decrease your Counterespionage (the ability to keep information about your country a secret) and events will have a greater impact on your National Unity (both positive and negative). The more power the State has over your press, the less your country will drift due to ideological similarities and the more effective your Counterespionage will be. Events will also have a lower effect on your National Unity (again, both positive and negative) and you will also get a slight reduction in War Exhaustion.

    - Economic Laws - This group represents the country's economical and military mobilization level. This Law Group is a bit less straightforward then the above two, so a full description of the different levels is required. Full Civilian Economy means that your country produces non-military goods for the most part (Consumer Goods Demand is high) and your army is on a peace-time mobilization level (25% Strength Reserves). Some of the resources go directly to consumers, too. This is the base for the calculation of money production. Basic Mobilisation means that your units have called in some of their reserves (40% Strength Reserves) and the government started to increase its influence over production (Consumer Goods Demand is somewhat lower). There are still resources lost in the system, and you also lose 5% money production from lost sales taxes and increased expenses. At Full Mobilisation, your Reserves are at half strength, your resource production is at full capacity and the Peacetime Consumer Goods Demand is at its lowest point. You have a -10% penalty on money production. With War Economy, you will receive 25% bonus to your IC and your Reserves will be at 60% Strength, but you get -15% on money production and Consumer Goods Demand is increased compared to Full Mobilisation. If you don't have some other measures to negate that, this level might be less efficient overall than Full Mobilisation because the additional IC will be spent on Consumer Goods Demand. It also gives some War Exhaustion. Total Economic Mobilisation gives +50% IC, but Consumer Goods Demand is increased again. You get -25% on money production and even more War Exhaustion. Also note that the last two levels give more IC but no more resources, so feeding the additional IC might be a problem. (The additional IC comes from retooling factories that originally produce non-military items. But a stone quarry (usually...) can't be retooled to mine iron instead.)

    - Industrial Policy Laws - This Law Group regulates the use of your Infrastructure and the overall production scheme of Industry. Consumer Goods Orientation allows more freedom to private companies, while Mixed Industry and Heavy Industry Emphasis will place more power into the hands of the government over the production lines and the management of railways, resulting in more IC Efficiency (lowering IC and time cost of items in your Production queue) and an increase in Supply Throughput, but also increasing Supply Consumption from the added cost of maintaining the supply lines.

    - Taxation Laws - This one is pretty straightforward: you can increase money production at the expense of Ruling Party Support (which effects Popularity of your Ruling Party), you can increase Ruling Party Support at the expense of money production or strike a healthy balance between the two. It helps autocratic countries to compensate for their lower money production and become able to trade.

    - Conscription Laws - This Group is a bit more complicated than the others, so it has its own paragraph. See below.

    - Training Laws - Training Laws work similarly to vanilla Semper Fi with some minor changes. Firstly, they completely took over the effect on Officer Recruitment (although there are other sources of bonuses for this field). Secondly, the shorter Training times also mean shorter Reinforcement times as well, so using Minimal Training or Basic Training will give you significant Reinforcement Bonuses. Advanced Training and Specialist Training will increase the Starting Experience of units, but also the Training time.

    - International Status - As explained earlier, International Status is one of the main factors in your Leadership capacity. But that's not all. If you have the armed forces expected from a nation of your standing, you will also gain additional benefits from Strategic Effects. But keep in mind that if you don't have what it takes, you might even receive penalties, so if you yearn for higher recognition, you will have to work hard to keep it!

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    Standing Army vs. Drafted Army

    The HPP uses a manpower system quite unlike the one in vanilla Semper Fi. The original system was built for long-term games like Europa Universalis, where manpower income represented the men coming of age each year. This system does not work very well for a game with a timeframe of twelve years: every single potential soldier that could fight in the war must have been born at the start of the game, so you don't really have any influence on the amount of manpower you gain, it is completely predetermined. You should not have all your population freely at your disposal at the start of the game, but the additional recruits should come in huge bursts instead, when you enact the more demanding laws. There are two paths you can take with your army: you can have either a Standing Army or a Drafted Army. A Standing Army consists mostly of professional, volunteer soldiers who fight for a living, while a Drafted Army has only a limited amount of professionals, the rest is only called upon at times of need. (Note: this difference has nothing to with the amount of Reserve units in one's Army, nor their actual Strength.) You can choose which route you want to take by selecting the appropriate law in Conscription Laws. Selecting Standing Army will give a +5% bonus to Starting Experience for your units while Drafted Army gives no immediate bonus. The main difference is when it comes to war. When a country with a Drafted Army goes to war, they receive a Decision that will give them a bonus for a short time that increases the manpower output of their provinces drastically. And when I say drastically, I mean insanely. Seriously, you won't believe your eyes when you see it. This huge bonus represents the reserves reporting for duty. They were already your soldiers before, but they worked in their civilian jobs until now. If things get desperate, you will be able to Extend your Draft by enacting the Extended Draft law. This will allow you to conscript even more people, giving you another huge boost to Manpower, but this time you are pulling people out of important positions in factories, so this decision will increase War Exhaustion and also decrease IC Efficiency. Standing Armies work differently. They don't have an automatic surge of draftees at the start of the war. Instead, they can choose when to start pushing for more recruits by using a Decision called Mobilize for War. This Decision requires at least 70 National Unity and 35 Ruling Party Organisation to become visible, and even then you need to have either 85 National Unity, 50 Ruling Party Organisation or be at War in order to use it. The decision will generate some threat worldwide but it will also set a country flag, allowing you to the enact War Economy and Mobilize for War laws which are not available otherwise. (War Economy is only available for those countries that has either the Great War or the Mobilized for War country flags.) Enacting the Mobilize for War Conscription Law will give a similar effect to the one from calling in the reserves but with a twist. The effect lasts ten times as long with one tenth of the effect. In practice that means that you will get the same amount of new recruits but at a much lower pace. Standing Armies don't have the option to simply extend the draft though, since there's no draft to begin with. Still, they are not without any means to get more Manpower. If things get really desperate, both a Drafted Army and Standing Army can enact Emergency Draft. This will basically bring everyone into the Army who can lift a rifle. The effects are dire indeed with an increase in War Exhaustion, -10 Starting Experience for units (it can even go into the negative, giving a combat penalty, representing those that couldn't lift their rifle after all...) and a staggering -45% on IC Efficiency. Extended Draft and Emergency Draft really should be the final measure to fend off an otherwise overwhelming invasion, because their effects can not be removed anymore. Even if the war is over and you could send your soldiers home, since there's no way in Hearts of Iron III to remove the manpower from your units. Basically the game will not last long enough for the effects to fade away. Another important note: since Standing Armies can't have the additional manpower that Drafted Armies get from the Extended Draft but the people are still there, enacting the Emergency Draft with a Standing Army will give the manpower from both the Extended Draft and the Emergency Draft. In the end, both routes give you the same amount of manpower, but at a different pace.

    Laws and ideologies

    Different political parties have different policies. You can still enact laws that are not in line with these policies, but that will cause fractures in your own Ruling Party and also among your voters (or popular supporters, in case of autocracies). If you have such laws, you might get Strategic Effects and random Events causing you some trouble, disrupting your Party Organisation or Popularity. The different political parties favoure the following laws:

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    - National Socialist - Totalitarian System, at least Full Mobilisation (and no harsher unless at war), at least Mixed Industry (and no harsher, only at war), at least Acceptable Taxes, Standing Army.

    - Fascistic - Repression or Totalitarian System, at least Full Mobilisation (and no harsher unless at war), at least Mixed Industry (and no harsher, only at war), at least Small Taxes, Standing Army.

    - Paternal Autocrat - at least Legalistic Restrictions, at least Basic Mobilisation (and no harsher unless at war), at least Mixed Industry (and no harsher, only at war).

    - Social Conservative - Open Society (while not at war), Free Press, Full Civilian Economy, Consumer Goods Orientation (while not at war), Drafted Army (while not at war).

    - Market Liberal - Open Society (while not at war), Free Press, Full Civilian Economy (unless at war), Consumer Goods Orientation (while not at war), at most Small Taxes, Drafted Army (while not at war).

    - Social Liberal - Open Society (while not at war), Free Press, Full Civilian Economy (unless at war), Consumer Goods Orientation (while not at war), at most Small Taxes, Drafted Army (while not at war).

    - Social Democrat - Open Society (while not at war), Free Press, at least Basic Mobilisation, Consumer Goods Orientation (while not at war), at most Small Taxes, Drafted Army (while not at war).

    - Left-Wing Radical - at least Legalistic Restrictions, at least Basic Mobilisation (and no harsher unless at war), at least Mixed Industry (and no harsher, only at war).

    - Leninist - Repression or Totalitarian System, at least Full Mobilisation (and no harsher unless at war), at least Mixed Industry (and no harsher, only at war), at least Acceptable Taxes, Drafted Army.

    - Stalinist - Totalitarian System, at least Full Mobilisation (and no harsher unless at war), Heavy Industry Emphasize (only at war), at least Acceptable Taxes, Drafted Army.

    Changed Minister traits

    There are a few minister changes. - In vanilla Semper Fi, most Foreign Ministers have no use if your country is in a faction. In the HPP,

    every Foreign Minister trait has some non faction-related modifier. Check the tooltips! - Every Chief of the Navy has a 100% decay reduction on the new Port Capacity practical. This practical

    is not supposed to decay over time. - Some Chief of Staff and Chief of the Army traits were slightly changed as well. Again, check the

    tooltips!

    Government types

    Unlike vanilla Semper Fi, in the HPP government types grant modifiers of their own. The exact effects can be checked on the Politics tab under the name of the government type after the information about the elections (I know there's a missing end-of-line character but I can't put it there, sorry, it's missing from the .exe), but here are some general guidelines on what types of governments get what types of bonuses:

    - Democracies have a tendency to drift towards the Allies, a decrease in Revolt Risk and the Threat they generate towards others and an increase in drift from Ideology (whatever it may be).

    - Right-Wing governments have a tendency to drift towards the Axis, an increase in the Threat they generate towards others, an increase in their Consumer Goods Demand during war and a decrease during peace.

    - Left-Wing governments have a tendency to drift towards the Comintern, an increase in IC Efficiency, Counter Intelligence and Ruling Party Support and a reduction in Money production.

    - Monarchies have a slight decrease in Dissent and in the effect of events on National Unity. - Puppet regimes have an increase in Revolt Risk and a penalty on Ruling Party Support. - State of Emergency has an increase on Dissent and in the Threat generated towards others. - An Empire has an impressive decrease in Dissent, an increase in Land, Air and Naval Organisation and

    a small but continuous increase in National Unity. Only Japan starts the game as an Empire but other Monarchies might turn into one later on. See below!

    For ways to change your government type, see below!

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    Political Crises

    In vanilla Semper Fi, internal politics are very stable except for a few exceptional cases. Not so in the HPP. We have a random political event that can potentially overthrow your current Ruling Party along with the government. It is still a relatively rare thing to happen but several factors effect the frequency of Political Crises.

    - Democracies are less susceptible to violent changes of government since they already have a peaceful way of taking care of the issue.

    - While Puppets are immune to such coups, countries with puppet-type governments that are no longer puppets are much more likely to have their government kicked out.

    - Having a high Dissent value will increase the chance immensely. - Having a low National Unity will increase the chance. - Having a low Ruling Party Organisation also increases the chance. - Being at war lowers the chance. - Being a member of an ideologically alien faction increases the chance. (For this purpose the closest

    ideology to an ideology group is still acceptable, so for example a Social Democrat Ruling Party is acceptable in the Comintern and a Paternal Autocrat Ruling Party is acceptable in the Allies.)

    Having at least 30 Ruling Party Popularity, at least 50 Ruling Party Organisation, at least 80 National Unity or less than 5 Dissent will protect you from such an event (any of the above is enough!). Governments in Exile and Puppets are also immune and so are countries already in such a crisis. When you get the event, you will have two options: resign or declare a state of emergency. Doing the former should be your choice if you prefer to bring stability into your country over keeping your current government. This will trigger an Election on the next day (even if your country wouldn't hold elections otherwise) and your current Ruling Party will suffer a huge hit in their Organisation. (They may still win the election, but that is unlikely, since in that case you probably wouldn't have suffered a crisis in the first place.) After this you will be able to establish a new government type in line with the ideology of the new Ruling Party. (NOTE: you might end up with the same Ruling Party as before, and if you had a specific government type, like the Right-Wing Autocracy of Hungary, you will get a more generic one after the crisis. The revolution didn't overthrow the government but they still managed to force some of their demands.) This should solve your problems for a while, unless your new government is unstable as well. The other option, declaring a state of emergency, might be your choice if you want to stick to your current government. This choice will have several effects. First of all, it will change your government type to State of Emergency. This government type doesn't have elections (even if your former one did) and it allows every ideology, so you will be able to choose any minister you want. (Basically you are forcing your will on the opposition as well, at gun-point if necessary.) Second of all, a new set of random political events will become available. You might get open revolts (if your Popularity is less than 30), several options to try and handle the situation (if your Popularity or Organisation is at least 30), an actual Coup dtat (if your Popularity is less than 20) or order might get restored (if have at least 35 Popularity or 65 Organisation). Note that restoring order won't force you back to your original government type, you might keep State of Emergency as long as you like, but doing so might not always be wise, considering the penalties of that government type. As explained above, Puppets are immune to the normal Political Crisis events but that doesn't mean they are perfectly stable. In fact, puppets have their very own Political Crisis event called "The regime is weak!", that works a bit differently from the one for independent nations:

    - Only puppets can get this event and only if they are not in exile. - Having at least 20 Ruling Party Organisation is enough to avoid the event.

    Once the event fires, some revolts will start immediately. At this point if the Overlord borders the Puppet, they can decide to intervene. Doing so will have a random outcome: successful intervention (increasing the Organisation of the Puppet's Ruling Party), an indecisive intervention (spawning more revolts and hurting the Organisation of the Puppet's Ruling Party even more) or the Puppet regime might collapse altogether. If the Overlord can't (or chooses not to) intervene the Crisis may pass on by itself (if Organisation gets above 40 or Popularity gets above 20) or the regime may fall on its own (if organisation sinks below 10). The important thing to remember here is that you can cause problems to your enemies by supporting their opposition even in puppets and especially in Colonies that have no direct border to their Overlord, and also that you should keep an eye on your Organisation and Popularity even if your government type happens to be an autocratic one with no elections.

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    Changing the Government Type

    Changing the government type is also possible through peaceful means, specifically via changing/rewriting the constitution. If your laws are more suited to a different form of government and you have enough influence in your legislation (meaning you have at least 50 Organisation or 85 National Unity), you can change the Constitution by using a Decision into a more appropriate one. In theory, you can go peacefully from one end of the spectrum to the other, but there are some restrictions.

    - You can only move towards a government type that fits your current Ruling Party. They always have the most influence in the legislation (which is the reason why they are considered the Ruling Party in the first place!), and they won't go for a constitution they wouldn't like.

    - Left-Wing governments can turn into Parliamentary Republic, Right-Wing governments can turn into Presidential Republics. Both types of democratic governments can turn into either way though.

    - You can (usually) only go one step. A country with National Socialism can only move to the autocratic version of the Presidential Republic (the one without actual elections), not to the democratic version. But once that step is done, you can move on to being a real democracy!

    - Monarchs can't abdicate willingly. While that might not be historically correct, there's no way to simulate the reasons why a monarch would do that and there's no need for that either. Absolute Monarchies can turn into Kingdoms and then into Constitutional Monarchies.

    - Any Monarchy type can turn into an Empire if they have enough IC and enough provinces (and if they can enact the required repressive laws!).

    Keep in mind that when you change the Constitution, there's usually a catch. Turning your country more Autocratic will hurt your Popularity and in extreme cases it can cause severe Dissent hits. Turning country into a Democracy with elections will be a popular decision, reducing Dissent somewhat, but it will reduce your Organisation, since you are handing over some of your power.

    Occupation Policies

    The available Occupation Policies in the HPP are as follows: - Liberation. Available if the target country has a different ideology group than you do. You gain nothing

    from the provinces but the local population will accept you as Liberators so you won't get any added Revolt Risk or Partisan Support either.

    - Collaboration Government. Available if any of the ideologies from your ideology group have enough (20) Organisation or Popularity. (It may be the current Ruling Party as well. A party in the game is not a single entity, it has its own inner opposition.) Revolt Risk is relatively low (although Collaborators are usually not very popular), Resource output is high, Manpower and IC is low.

    - Full Occupation. Available if you have at least Repression as your Civil Law. Revolt Risk is pretty high. If suppressed, Manpower is minimal, IC and Resources are halved. If not suppressed, Manpower is zero, IC and Resources are 10%. (Annexation is more efficient since the original government is no more, so the people will lose hope. For the most part.)

    - Total Exploitation. Available only for Totalitarian Systems. Revolt Risk is insane, Manpower is zero. If the huge Revolt Risk is suppressed, there are no penalties to either IC or Resources.

    - Civil War. Available only in some special cases. It gives no modifiers so you can take full advantage of the occupied provinces.

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    INTELLIGENCE

    Lower Neutrality

    The changes to Intelligence are small compared to some other areas but there are still some changes. One such change is the replacing of the Support Resistance mission with the Lower Neutrality mission. This allows you to lower the Neutrality of other countries. You still have the option to lower your own Neutrality as well. The AI might consider this mission a hostile one if it has a very high Neutrality at the moment, but if it is not extraordinarily high, it might be considered a helpful mission. (The difference is important because the AI will switch to a more aggressive counter-espionage campaign if it suffers from a lot of hostile missions.) The efficiency is one third of the domestic version, if you don't send enough spies, the effect might be negligible.

    Other changes

    - In vanilla Semper Fi, the Disrupt Production mission reduces the repair rate of the target. In HPP, it reduces IC efficiency.

    - The efficiency of the Political, Military and Tech Espionage missions are increased significantly. - The efficiency of the Supporting Party mission is decreased. - Again, it is important to note that the overall Leadership amount was lowered, so you might find

    yourself with less room to maneuver when it comes to espionage.

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    SUPPLY

    Most of the Supply system is not really moddable, only a few parameters can be tweaked, so don't expect any major changes here. Still, there are some important things to keep in mind. - Base Port Capacity was increased by 50%, so a single level of port will bring in 6 points of Fuel and Supplies a day instead of the vanilla 4. The Basing Operations tech in the Naval Doctrines tab increases this with a further 7.5% per level. - The base value of Supply Throughput for land provinces is decreased from 4 to 3 but the ownership multiplier was increased from 2 to 3. That basically means that you will be able to supply your units in your own provinces slightly better but the situation will be slightly worse in occupied territory. - The required Convoys per route depends mostly on the amount of the cargo but also on the length of the route. - The Infrastructure levels were redone in certain areas of the World, mostly in China, to help achieve a more realistic Sino-Japanese War.

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    UNITS

    Since most units went through some changes (some were changed more than others), it looks necessary to give a brief introduction to every unit type. What they represent, what are their advantages and disadvantages. (The required technologies for the different units can be found in the Technology chapter of this manual.) But first, let's clear up any potential confusion around the words Brigade, Regiment and Battalion. In this manual and (except for errors...) in the mod, they mean the following:

    - A Brigade is the basic unit of a Division. It can be either a Regiment or a Battalion. - A Regiment is usually a frontline unit with 3000 Strength or more. - A Battalion is usually a support unit with about 1000 Strength.

    So Brigade refers to the unit you can build from the Production interface while Regiment and Battalion refers to the original size of a formation. Actually the confusing part is that the size of a Brigade can change, but that won't change how it is referred to in the game. An Infantry Regiment will be called an Infantry Regiment regardless of its size and an Artillery Battalion will be called an Artillery Battalion even if your Doctrines increase its operational strength to Regiment size. Bear in mind that these are just names, nothing more. NOTE: Aircraft and Ships now have Officer requirement as well!

    Unit Types

    Land

    - Partisan Regiment - Partisans are self-organised or government-supported locals who try to win back their freedom. Their only advantage is that they consume no Supplies, living off the land they fight in. They are not buildable but you might receive some from revolts in your provinces that your enemy occupies.

    - Militia Regiment - Militia Regiments are the most basic form of a fighting force. They only have old, obsolete small arms and some defensive weapons like mines or molotov cocktails but they can also receive Rocket Launchers. Otherwise they have no Hard Attack value at all. Their main advantage is their low build time and high Morale but their Organisation and overall combat value is very low.

    - Garrison Regiment - Garrison Regiments are similar to Infantry Regiments with no offensive heavy weaponry but an increased amount of defensive heavy weaponry. They are generally good at defending and their Organisation is higher than Infantry but they are slow and not suited for attacking.

    - Infantry Regiment - Infantry Regiments are the backbone of most armies. They have decent combat stats and they don't consume fuel. Their main disadvantage is their speed.

    - Cavalry Regiment - Cavalry Regiments are similar to Infantry Regiments with the exception of their mode of transportation: they travel on horseback. They still fight on foot though, much like regular Infantry.

    - Motorised Infantry Regiment - Motorised Infantry uses trucks for transportation, otherwise they work as normal Infantry. Their mode of transportation allows them to travel faster on plains but they will lose most of their edge in rough terrain. They have the same combat values as Infantry but they consume more Supplies and Fuel.

    - Mechanised Infantry Regiment - Mechanized Infantry uses lightly armoured half-trucks for transportation and also to support them in battle. Their vehicles provide some more firepower giving them slightly better stats and the vehicles can be upgraded with Light Tank components.

    - Mountaineer Regiment - Mountaineers are Infantry specially trained for Mountain Warfare with specialized equipment for the task. They have a limited amount of heavy weaponry due to the limitations of the environment but some further research can help with that disadvantage.

    - Airborne Infantry Regiment - Airborne Infantry represents both actual Paratroopers (parachuting over enemy territory) and Glider Infantry (arriving by glider planes in territory already secured). They have a limited amount of heavy weaponry which makes them somewhat faster than normal Infantry.

    - Marine Regiment - Marines are specially trained in amphibious landings. They have less heavy equipment but they have lower penalties when crossing rivers or making amphibious landings.

    - Light Armour Regiment - Light Tanks are fast, lightly armoured vehicles. They have high speed and decent combat stats when on the offensive but they consume fuel. They suffer big penalties in rough

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    terrain because they can't take full advantage of their speed. They have a minor bonus when attacking Forts. Tanks have a lower Organisation than Infantry, representing their limited capability for prolonged campaigns.

    - Medium Armour Regiment - Medium Tanks are a compromise between armour and speed. They are strong enough to break a hole in enemy defenses and fast enough to take advantage of the breach. Their advantage can disappear in unfavourable terrain. They have a small bonus when attacking Forts. Tanks have a lower Org