Tuesday, October 15, 2024

Iron Lung

A common joke among Paradox Grand Strategy game players goes something like "I have 400 hours in this game, so I'm almost done with the tutorial." It's a truer statement than you might think. These games are dense. It isn't just that they have steep learning curves, but that there is so much to learn, and almost everything is interlocked with everything else. It's incredibly satisfying to feel your brain grow and stretch as you learn the game, but also extremely daunting.

 


 

I recently picked up Hearts of Iron IV on a Steam Sale. It's been on my radar for a while, as are all of the other games in this portfolio. Very roughly:

  • Imperator: Rome: ~300BC - ~1AD
  • Crusader Kings: ~900 - 1453
  • Europa Universalis: 1444 - 1821
  • Victoria: 1836 - 1936
  • Hearts of Iron: 1936 - 1948
  • Stellaris: 2200 - 2500

I've mostly been interested in Victoria and HoI due to my increasing interest in economic and social developments during this era. It seemed like a fun way to dig a bit deeper into these ideas and maybe play around with some alternate-history scenarios.

 


 

I came to this game with a false sense of confidence in mastering its mechanics. After all, I've already gotten decent at EU4 and Stellaris, and all of these games are built on the same Clausewitz engine. Obviously the HOI4 timeline is much more compact, but surely it would be a lot easier to master my third Paradox game.

So far, that has not proven to be true! There are some graphical similarities - in particular, the use of real-world provinces drawn on actual maps (as opposed to Civ-style square or hex translations of geography), and the menus have the same very dense appearance. But the mechanics are hugely different. In no particular order:

 


Combat is much more granular, particularly in your troop design. I suppose the ship designer in Stellaris is a very rough analogue, but a significant part of the game revolves around designing your divisions: how many infantry, artillery, etc. to put in a single division template, then how those divisions are assembled into armies and army groups. Where Stellaris and EU4 just has a handful of stats to track (like "Sublight Speed" or "Shock"), there are far more in HOI.

There are entirely separate map modes for infantry, navy, and air units, and each of them work significantly differently from the others. In EU4 and Stellaris these units are different but interact on the same map.

The economy is completely different, being resource-driven as opposed to money-driven. In Stellaris, "Energy" is your main currency; in EU4, "Ducats". There is no equivalent to those in HOI4. Instead, you produce specific resources: aluminum, steel, oil, rubber, etc. Those resources are required to make the equipment that supplies your troops that fill your divisions that get deployed to the field. If you're low on resources, you'll need to trade for them, or conquer for them.

Oddly, while the design of units is much more tactical in this game, actual warfare is much more strategic. You'll typically declare a "front line", assemble troops near the border, and develop a battle plan that defines your objective. Once the plan starts, though, your troops move mostly on autopilot: they'll find the appropriate areas to assault, fall back to recover when pressed too far, jump back into the fray when ready, flank and encircle enemies when they can, defend against counterattacks, and continue their big-picture advance until their objective is secured. There's almost no babysitting (at least in my limited gametime so far), just occasionally checking in on their progress, which is a huge difference from the more hands-on wars of Stellaris and EU4.

Technology is much more like the classic Civilization tree than either the anonymous EU tree (where you're researching without knowing exactly what you'll discover) or the semi-randomized Stellaris cluster (gradually unlocking higher "tiers" but largely free of prerequisites, with only a few options available of many unlocked at any given point). In HOI4, you can see the entire tree from the start, and can pick any item available from the tree. Given the short timeline, these are very granular: you can research a very specific model of a battleship, or something that will improve the productivity of your refining plants, along with a few genuinely transformational technologies like Radio and Nuclear Fission. (Which is a great reminder of the incredible strides in science that occurred in an astonishing short number of years!)

 


Leaders are a bit like Stellaris commanders (nee Admirals and Generals) or EU4 military leaders. But, as with most combat, they are much more granular, with a huge tree of unlockable options. Those options are kind of like Traits in Stellaris, but are almost entirely player-driven (though leaders do often start with a few and may occasionally unlock some during combat).

A quick summary of my own game:

The in-game tutorial has you playing as Italy from 1936, which is actually a pretty great way to learn the game. You start off fighting a war against Ethiopia, which is significantly weaker than you. In most of these games I specifically try to avoid war for my first game or two so I can master the other systems before taking on that added complexity; in HOI4, though, I'm finding actual combat a lot easier than the economic/production/recruitment system, so learning that first works well.

 


The tutorial is well-designed and integrated into the game, which I appreciated and did not take for granted; I still remember when the in-game EU3 tutorial was completely broken because it required objectives that were no longer present after a more recent update to the game. Following the guide I massed troops at the northern and southern borders and ordered them to converge in Addis Ababa. My northern wing made swift advances and captured the capital soon; movement and fighting were significantly slower in the south, with long, drawn-out combat all along the front. I'm not sure if this is because my northern force had air support and the southern didn't, because my northern force had a higher-ranked general, or just more troops. If I were to play this again, I would relocate my entire air force (mostly based in Italy but also with some wings in Libya and elsewhere) and provide more support throughout the theater.

 


The tutorial proper ends with the annexation of Ethiopia, but after that the in-game Decisions / objectives / goals take over. These give great mid-level targets to work towards, including things like stamping out resistance and increasing compliance in Ethiopia, building more factories, recruiting more soldiers, etc. They work as a sort of extended tutorial, prompting you to figure out how to do these things.

Shortly after the Ethiopian war wrapped, the Spanish Civil War broke out. A big part of the reason I bought this game in the first place was a fantasy of leading the FAI/CNT to victory, but in this game I followed the historical precedent of sending "volunteers" to assist the Nationalists. This introduced a whole other set of mechanics, with an entirely separate theater for this war, but also gave me a lot of valuable (real-life) (though I guess also in-game!) experience with combat. I only had three units there, but got to observe a lot of battles, including my first glimpse of Soviet tanks. We inserted in the northwest and managed to (re-)conquer the north coast. Around this time the Catalan Free Republic revolted, starting a three-way war against the Nationalists and Republicans. I stayed focused on the Republicans, the CFR was able to conquer a good chunk of the Republicans and then got chunked by the Nationalists and their Reich allies.

 


Japan declared on China during the Spanish Civil War. In both cases, I improved relations with the fascist countries for a few weeks, then sent attachés. This ended up pretty much completely consuming my Command Power (50 CP for each attaché, plus 20 for each of my Military Cabinet ministers), but gives a significant source of XP even without fighting.

Probably my favorite part of HOI4 so far has been the Focus Tree. This is somewhat similar to the Mission Tree of EU4, but is more like a tech tree in that you select one item and spend some time to progress it rather than having a discrete goal to work towards. This seems to be where a lot of the historical and alt-historical aspects of HOI4 come about: I initially followed a fairly accurate path dealing with creation of military police in Africa and developing that region, along with some scientific and industrial reforms; more recently, I have been getting heavily involved in the Balkans, variously propping up pretenders to thrones, bullying small nations into personal unions, and outright taking small states. I recently created the Italian Confederation faction, severing the possibility of cooperation with the Reich. There are tons of other directions to go in, though, including (if the war in Ethiopia leads to the disgrace and removal of Mussolini) a rekindling of the Great War alliance with France and England; or a communist uprising and joining with the Communist Faction. There's even a path to creating a new Roman Empire, just like the Mare Nostrum achievement of EU4.

 


So, where do I go from here? I'm not sure! Part of me wants to muddle further along as Italy as I try to grok the systems at play. Another part wants to try that Spanish Republic game. Or some other alternate history path, like a Trotskyist revolution in the Soviet Union.

 


Or I may just pause this indefinitely. I am reminded that war is usually one of my least favorite parts of 4X/Grand Strategy games, and in retrospect picking up the entirely war-focused Hearts Of Iron may not have been the smartest move on my part! I have been feeling freshly tempted to start a new EU4 game (despite knowing that can be a several-hundreds-hours-long commitment) or firing up Stellaris again. But this may all be moot if it turns out that Dragon Age Veilguard is good after all. We will see!

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