Darkest Hour MANUAL V1.0

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GAME MANUAL

This manual is endeavouring to follow these concepts:


A4 landscape format, as most gamers would now have widescreen monitors. To display the in-game artwork / graphics throughout.
To use the in-game screen-captures / GUI's full size where possible. To have a full-colour manual, as it is an electronic version only, and is not intended to be printed.
I would like to thank the Darkest Hour Team for the opportunity they gave me in completing this manual. I've had a great time!
HEARTS OF IRON DARKEST HOUR TEAM

PROGRAMMER & MANAGER TRANSLATORS CONTRIBUTORS & SPECIAL THANKS


Martin Ivanov Thomas Foster - English HISTORICAL RESEARCHERS Paradox Interactive
Joris 'Kelben' Garcia - French Espen Almerud
SCRIPT AND DESIGN Alexandre 'Koenig' Christian 'Arturius' Bokel Luxor for his support
Björn Winkler Cagé - French Imants Breidaks Hearts of Iron 2's 1914
Andrea Clerici Rayan Nezzar - French cegorach Mod Team
Matej 'von' Jakubco Andrea Clerici - Italian Eric 'Eginhard 38' Deguillaume Dr Rare for his Mod
Damien Mallet Matteo 'Guy Montag' Gerrit 'Lord Rommel' Griebl TGW-HDP
Rayan Nezzar Cociancich - Italian manfred
Christian A. Pedersen Brais 'Brigal' Iglesias - nomonhan Hearts of Iron 2's
Matt Rowley Spanish Ihar 'igro_bel' Piatrenka WERS Mod Team
Fredy Arguera - Spanish Nicolas 'Narakir' Reuss Jamie for his Map Maker
AI SCRIPTING Thomas 'Kane' Wintersig - Chris 'Kaiser Wilhelm II.' and other tools
Stephan 'Spocky' Hlawatsch German Schwedthelm Jordan Russell for his
Rayan Nezzar zergel - German Kretschmer (Henri) der Inno Setup
Robert 'Jaegerfeld' Seebauer Niklas 'Inner Circle' Schweigsame Leo Niehorster for his
Schellhase - German Storm501 research on historical OOBs
MAP Christoph Gobel - German Alexandru 'Deformat' Tenie
Eric 'Eginhard 38' Deguillaume Witold Budziszewski - Polish Mikael 'Miihkali' Tuominen The University of Texas
Rafal 'Mumia' Gardynik Ihar 'igro_bel' Piatrenka - Library for their public
Frank Hill Russian BETA TESTERS domain/online collection of
Björn Winkler alan_le_cowboy historical and AMS maps
ARTISTS Thomas Foster
LOGO, POSTER & BANNER Michele 'Titan79' Battig froglegs The Northwestern University
Marcela Bustamante Hdo. Alexandre 'Koenig' Cagé Robert 'thewookie1' Johnson Library which hosts the
(Nott Flipper's Graphics) Erica v. Karlsland Ron 'Son of Liberty' Ross precious League of Nations
Joonas 'Tuore' Sahramaki Archive
GAME LAUNCHER Niklas 'Inner Circle' MANUAL
Witold Budziszewski Schellhase Andrea Clerici, text. And All the people at
Dan 'TeutonburgerW' Peter 'novapaddy' Kenny, our forum!
Svensson origination, using
manfred OpenOffice 3.3
Google Picasa 3 & GiosPSM.
HEARTS OF IRON DARKEST HOUR

Game Options ......................... 21 Dissent & Partisans ............. 72 Basic Land Combat .......... 112 Basic Naval Combat .......... 134
Quick Contents Connection Types ................... 21 Diplomacy – International Entrenchment – Digging In . 113 Naval Orders ..................... 137
Events and Decisions ............. 22 Affairs ............................... 74 Province Defensive Naval Orders Interface ....... 137
The Main Menu ...................... 24 The Intelligence Folder ..... 87 Structures ........................ 113 Advanced Naval
Introduction ........................... 6 Multiplayer Games .................. 25 Intelligence Missions ........... 89 Initiating Basic Land Strategies ....................... 140
Installation ............................... 6 Message Settings ................... 25 Automatic Espionage Combat............................ 113 The Air Forces .................. 141
Getting Started ........................ 6 The General Interface ............ 22 System .............................. 90 Timing Your Attack ............. 114 Air Force Types ................. 142
The Launcher .......................... 7 The Folder Tabs ...................... 22 The Statistics Folder ........ 93 Basic Combat Air Wing Details ................. 142
Keeping Up To Date ................ 8 Game Management Resolution ....................... 114 Squadron Details ............... 143
Key Concepts .......................... 8 Menu Button ......................... 28 COMBAT SECTION ............ 95 Exchanging Fire ................. 116 Leadership .......................... 144
Victory ...................................... 8 Message Boxes....................... 23 Modifiers That Affect Leader Traits ..................... 144
For HoI2 players, Tool Tips .................................. 24 Combat – The Art of War .. 96 Battle ............................... 118 Air Bases ........................... 144
What's New?.......................... 9 Right-Click Menus ................... 24 The Land Forces ................ 96 Combat Events .................. 118 Basic Air Movement ............ 145
The Engine of War .................. 9 The Main Map Folder ............ 30 Field Command ................. 96 End of Combat ................... 119 Air Combat and
Natural Resources .................. 9 Navigating the Main Map ........ 31 Division Types .................... 97 Occupation of Enemy Air Missions ..................... 146
Industrial Capacity .................. 9 Provinces ................................ 32 Brigade Types .................... 97 Territory ............................119 Air Combat ........................ 146
Infrastructure ........................... 11 Terrain...................................... 33 Division Details .................. 98 More Complex Land Air Combat Modifiers .......... 149
Domestic Policies Weather .................................. 34 Field Command Details ..... 100 Combat ............................ 119 Advanced Air Strategies ..... 150
and Government .................. 11 Provincial Assets .................... 35 Field Officers ...................... 103 Special Orders .................. 122
Dissent and Partisans ............. 12 Hot Buttons ............................ 38 Field Officer Traits ............. 104 Advanced Land Combats .. 124 Extended Contents
Diplomacy and Trade .............. 12 Multiple Deployment ............... 40 Selecting and Organising The Naval Forces ............. 127 by Chapter ..................... 153
Intelligence .............................. 13 The Mini-Map and Units .................................105 Flotilla Types ..................... 127
Technology .............................. 13 Mapmode Buttons ................ 41 Shortcut Keys ..................... 105 Naval Brigades ................. 128
Preparation and The History Log ....................... 42 Deploying Divisions from Carrier Air Group ................ 128
Support of the Military ...... 14 The Technology Folder ........ 43 The Force Pool ............. 106 Flotilla Details ..................... 129
Supply, Outfitting and Research Projects .................. 45 Attaching Brigades ........... 107 Fleet Details ...................... 130
Transport Capacity ............... 14 The Production Folder ........ 48 Transport Capacity and Leadership ......................... 130
Organisation and Production Orders and Supply Efficiency ..............107 Leader Traits ..................... 130
Enrichment ........................... 15 The Producton Queue ......... 48 Attition ................................ 108 Ports and Naval Bases ..... 130
Command, Leadership National Resources ................ 55 Supply Chains ................... 108 Naval Supply .................... 131
And Experience .................... 15 Stockpiles ............................... 57 Overseas Supply .............. 109 Deploying Flotillas from
Manpower, Conscription Industrial Capacity and Air Supply ......................... 109 The Force Pool ............... 132
And Mobilization ................... 16 IC Allocation ......................... 58 Reinforcement ................... 109 Attaching Carrier Air
Level of Militarisation .............. 17 National Transport Upgrading .......................... 109 Groups ............................ 132
Defences and Capacity (TC) ...................... 60 Disband ............................. 110 Reinforcement, Upgrading
Fortifications ......................... 17 International Trade Basic Army Movement ..... 110 And Obsolescence .......... 132
Naval and Air Basing .............. 18 Summary .............................. 61 Transporting Troops Selecting and Combining
Weather, Terrain and The Diplomacy Folder ..... 65 On Ships ......................... 110 Flotillas .......................... 132
Time of Day .......................... 19 Domestic Policy................... 66 Strategic Redeployment .... 111 Basic Naval Movement ...... 133
Combat ................................... 19 Government ........................ 69 Transporting Paras ............ 111 Rebassing a Fleet ............. 133
HEARTS OF IRON DARKEST HOUR

comparable learning curve. It the Paradox public forums


Introduction may take some time to www.paradoxplaza.com/
become familiar with its rich- forum
Darkest Hour is a stand- ness and its multitude of
alone Hearts of Iron Grand There, you can usually find the
Strategy game developed by
controls, so don’t be surprised
if your first few campaigns end answer to any question you Getting Started
a team of experienced in disaster. might have about the game in
modders from the Paradox a matter of hours, if not Launching the Game
forum led by Martin Ivanov. There is no “right” or “wrong” minutes. It’s also a place (WinXP):Click Start →
It is based on Paradox way to play DH, and no sure where tips and strategies are Program Files → Darkest
Interactive's Europa engine, way to win. You’ll probably find exchanged, where people Hour → Darkest Hour;
which already powered inter- that the lessons you learn in from around the world will
nally developed titles such as your early defeats will be just arrange multiplayer games, (Win7/Vista): Click Start →
Europa Universalis, Europa as valuable as any that you where you can read about All Programs → Darkest Hour,
Universalis II, Victoria I, later gain through victory. Use others’ experiences or post to launch the Darkest Hour
Hearts of Iron and Hearts of those experiences and don’t your own, and where new user Launcher.
Iron II. be afraid to experiment or game modifications will often
save the game and then try a be developed. This is also From the Launcher, you'll be
This is a highly complex grand variety of alternatives. While where you’ll find Paradox’s able to set the resolution of
strategy game, not a historical this manual will familiarise you latest post-release enhance- the game and many other
simulation or FPS. With DH's with most of the ins and outs ments available for download options. The most important
nearly limitless options and of Darkest Hour, the most as well as a large number of option is probably the ability to
exceptional depth comes a valuable resource of all are FAQs and other resources. select a Mod from the start.

Please note that the minimum supported resolution is


Installation 1024x768.

System Requirements Installation Procedure


To play Darkest Hour your system must meet Darkest Hour is Digital Download only (unless things change in
the following requirements: the future), so you'll have to buy it from an online retailer and
● Pentium III 800MHz, Windows 98/ ME/ 2000/ download it on your computer.
XP/ Vista / 7; After launching the installer, simply follow the on-screen
● 128Mb RAM, (512Mb or more prompts to install the game.
is highly recommended); It is recommended to install the game under the default:
● 2 GB Free Hard Drive Space / 4 MB; C:\Games\Darkest Hour\ folder and not
● DirectX-compatible Video Card; C:\Program Files\
● DirectX-compatible Sound Card / DirectX9.0 or higher. to avoid problems in Windows Vista/7 with UAC enabled.

6
HEARTS OF IRON DARKEST HOUR

The Launcher ● moreover you can


toggle on and off three
options:
The Launcher is an import-
● play the introduc-
ant tool of Darkest Hour. It
tory video,
allows you to easily change
● use unit sprites
some importants para-
(beware that disabling
meters (like the language of
this just skip the
the game) and to choose
loading of sprites, but
between all the different
do not set counters
mods you've installed.
which have to be set
Let's take a look at the
manually in-game)
options:
● and use country-
● on the left, there is a panel
specific graphics;
where online content is
loaded and where important ● below that, you can
News and Links are shown; choose the Language
of the game (among
● below that, there is a box
those supported) and
with the current Version of the
you can toggle on and
game and the latest available
off Music and Sounds
version with a button that
of the game;
allow you to download and
install the latest patch to ● on the bottom right,
upgrade your version of the you can load a Mod or
game; choose between
DHCore, DHFull and
● on the top right, there are
DHLight;
the Display Settings: you can
choose between fullscreen ● finally, there are
mode (with a dropbox of the two buttons at the
screen resolutions supported bottom: one to load
by your computer) and the Default Settings
windowed mode (where you and one to Launch the
can choose the resolution - game with the settings
but this setting requires 16-bit you chose!
colors to be enabled);

7
HEARTS OF IRON DARKEST HOUR
Keeping Up To
Date DHCore, DHLight, DHFull features enabled (like the Fighting wars is not purely a be used to soften up an
Darkest Hour is, at its core, an speed improvement for matter of pitting man against enemy’s defences, disrupt his
The Darkest Hour Team and evolution of Hearts of Iron 2 example). man on the field of battle. troops’ organisation, hamper
Paradox are committed to Armageddon. This has been Darkest Hour Full: Simply fielding a larger army his supply, or even gut his
their customers. The considered crucial by the This version is available as a than your enemy will not industry; and navies can
developers read and development team to make it mod without any compatibility ensure victory, and neglecting actively patrol enemy waters
frequently participate in the easy to port community-made with HOI2 and implements or your economy, the so-called to embargo the import of
discussions on the public modifications from HOI2 to reworks many new feature, “engine of war”, can imperil much-needed resources or
forums and will often Darkest Hour. Moreover, the the most visible difference your chances for survival. It is even bombard and invade his
implement some of the best most important changes to the being the new map. Darkest vital, then, to ensure that your shores.
player-requested features or engine have been added as Hour Full contains the new nation has the necessary
enhancements post-release. mods to the core game, with 1914 and 1936 scenarios with economic infrastructure and Don't forget to make good use
They also make minor the names "Darkest Hour the new DH map, tech tree political wherewithal to stand of your espionage system to
tweaks or alterations to Light" and "Darkest Hour and events/decisions. against your enemies if weaken an enemy, steal its
existing features and squish Full": attacked, or to support any technological secrets, and to
the occasional bug that had aggressive moves you might provide information about its
previously escaped Darkest Hour (core game): wish to make. force composition, capabilities
detection. This version is focused on and strengths. If you can
● To ask questions and compatibility with Heart of Iron A huge army might appear understand his strong points
getting the latest news, 2 Armageddon and all mods Key Concepts invincible at first glance, but and his weakness, you'll be
please visit the DH subforum available for it. The number of Darkest Hour is a game of it can easily succumb to a able to face the enemy.
at www.paradoxplaza.com/ changed files has been kept considerable complexity. It is seemingly weaker force that
forum. as low as possible and all new vital to understand that is equipped with more
The launcher automatically options are disabled or set as virtually every aspect of the modern weapons, is in
checks the version of your close as possible to the game is interconnected. It can better supply, or is superbly
game and the latest version original settings. This version and will take time to learn how trained and led. Elite forces
available and will point out if is used as the base to launch each of the game's elements can tip the balance in a Victory
a new patch has been the old HOI2Arma mods. interacts with each other, and conflict, as can employing a The ultimate goal of Darkest
released. Please note, to gain a comfortable degree strategy that uses terrain or Hour is to guide your nation
however, that some digital Darkest Hour Light: of control over the nation you weather to your advantage. to victory. For those who
retailer automatically patch This version is available as a are playing. The goal of this Your ability to coordinate play a conventional game,
the game you buy from them, mod with only a few changes section is to give you a broad every element of your armed there are a number of
so that you'll always play with from HOI2, but nearly all new overview of DH’s major forces against your enemy provinces located around
the latest version. features are enabled. It components and key concepts will also greatly increase the globe that have a victory
contains the old HOI2 grand before moving on to the your chances of winning. point value. Each campaign
campaigns and battle scen- subsequent sections that Armies may be held in reserve game has a predetermined
arios with the old HOI2 map, detail each feature and or can be used to support end date and the victor is
but with most of the new DH interface in turn. other actions; air forces may the faction which controls
8
HEARTS OF IRON DARKEST HOUR
For HoI2 Players…
What’s New? the highest point total worth success or failure is its While money can be greater your potential
of provinces when the capacity for industrial pro- accumulated indefinitely, industrial capacity.
A lot of things. They will scenario ends. duction, and it is frequently for stockpiling the other Factories require natural
be analyzed in the Although this is the only economic or geopolitical resources ad infinitum is resources in order to
following chapters, measure of victory recognised reasons that wars are waged not easy, because energy, operate: each factory
here's a quick overview: by the game, you might wish in the first place. metals, oil, and rare withdraws two units of energy,
● A new automated to consider alternate “personal materials need depots one of metal and one half of
espionage system (similar achievement” criteria if you Natural resources where they are stocked. If rare materials from your
to the one introduced by choose to play a “doomed” If your economy is the engine one of these resources depots each day in order to
the 1.3 patch of HOI2 nation, or a country that is not that will propel you through reaches the maximum run at full capacity and
Arma); a member of one of the war, then natural resources stockpile level, some of it generate IC. If resources are
● a new automated trade factions and remains aloof. If are the fuel that powers the will be lost because of the plentiful, your factories will
system and an innovative you are participating in a engine. Although there were “over stockpile limit loss”. generate their full potential IC.
stockpile system; multiplayer game where it is hundreds of resources that This attrition is proportional If you run short of a necessary
● a mobilization system: likely that there will be more historically played key roles, to the quantity of resources resource, some of your
the amount of manpower is than one player on the DH distils them into four above the threshold, so factories will begin to shut
limited, but more can be victorious side, you may want distinct categories: energy when this happens you down until you can find a new
obtained through con- to establish some “house sources, metals, oil, and rare should probably exchange supply, usually through
scription and mobilization; rules” about victory. The materials. Energy, metal and that resource for another purchase or trade, or through
● the ability to impose and choice is yours. rare materials are used on a that you need. conquest. Running out of a
reclaim claims on provinces daily basis by your factories to resource altogether is almost
of other countries; provide you with industrial certain to doom your nation
● decisions, which will give capacity (see below), while oil unless you can resolve the
great freedom in shaping is consumed by many of your situation quite rapidly, so you
your country;and much armed forces (the navy, air may wish to consider
more! The Engine force, and motorised parts of
Industrial Capacity controlling your rate of
the army) in order to remain resource consumption by
of War operational. Natural resources To continue our analogy, artificially capping your
Technical Support Forum: While Darkest Hour is are either drawn from industrial capacity (abbrev- production during plentiful
http://forum.paradoxplaza.co undeniably a game that provinces that are under your iated throughout as “IC”) is the periods. However, shortages
m/forum/ focuses on war, it is not nation’s control, or are engine that drives your of fuel may be alleviated by
Updates: exclusively about war. Conflict acquired via trade or direct nation’s economy. This converting some of your
http://forum.paradoxplaza.co is very costly and can involve cash purchases from other represents your overall ability energy stockpile into oil, but
m/forum/ immense expenditures in nations. If you lack any of to manufacture goods and is this is a very innefficient
Website: resources and lives before a these, then your economy and determined by the number of process unless you have
http://www.darkest-hour- victor is declared. The engine your military will grind to a factories that you have researched advanced
game.com/ that propels a nation through halt, most likely dooming your operating in your nation. The technologies to improve the
war and ultimately leads to its nation to failure. more factories you have, the conversion rate.

9
HEARTS OF IRON DARKEST HOUR

10
HEARTS OF IRON DARKEST HOUR
Tutorials
IC Allocation, Production your source or actively movement. If you have Domestic policies have
When you first launch
and Gearing Bonuses engages in blockade and insufficient infrastructure due numerous effects in the game,
Darkest Hour, you will see
Resources are consumed by embargo activities. Further, to poor planning or because it the most prominent of these
that the first option on the
factories, who in turn generate your industry may be sub- is reduced by an enemy’s being that they determine who
opening screen is a button
the IC you require to manu- jected to a bombing campaign campaign against you, then will govern your nation and
labelled Tutorial. When you
facture the various things that if you lack control of the skies, your troops will slow to a crawl who will serve in your cabinet.
click this, you will see a set
you will need in the game. You resulting in the destruction of which will greatly reduce your Their individual characteristics
of tutorial subjects that will
must decide how to carefully factories and a drop in avail- combat capabilities and will accord bonuses or
give you a brief course on
allocate whatever amount you able capacity. An additional increase your rate of attrition penalties to your actions.
each of the key aspects of
have in order to manufacture consideration when deciding (loss of troops and equipment
the game. Each tutorial
your units, to produce the how to allocate IC will be due to illness, mechanical Domestic policies also have
includes a description of
supplies needed to equip and whether to take advantage of breakdowns, etc.). individual effects that may
the subjects it covers.
maintain your troops, to a possible gearing bonus. This affect your industry, recruit-
upgrade your existing armies reflects the efficiencies of ment, public sentiment,
If you have not played the
and to make the various scale that are achieved intelligence activities, and
original award-winning
consumer goods needed to through the production of foreign interactions. You will
Hearts of Iron or Hearts of
keep your population happy. A many identical items over a begin the game with a set of
Iron II games, or if this is
the first time you have ever
country that lacks sufficient IC longer period of time. Domestic Policies domestic policies that reflects
will soon find its forces in your selected nation’s
played a Paradox title, the
time spent playing and
disarray and its population in and Government historical situation at the time.
revolt. A country with surplus During play, you may make
digesting each of them is While DH places you in
IC can convert this into cash minor adjustments to your
well worth it.. When you supreme command, it would
which you can use to fund policies every two years,
have finished them, you
should have a general
research, purchase resources, Infrastructure be impossible for you to which could result in some
or to conduct diplomatic or Without the necessary infra- govern every single aspect of changes to your government
grasp of the game interface your country. Instead, each
espionage operations…or to structure of roads and and the people that serve on
and mechanics, and you nation has a set of domestic
stockpile supplies and prepare railways, it is difficult to your cabinet.However, the
will probably find that a policies that determine what
for war. Excess IC can also be efficiently move men and Mobilization slider is an
combination of reading this type of government is in place,
left voluntarily unused, which equipment throughout your exception to this rule because
manual and a healthy dose what its trade practices might
conserves natural resources nation. Factories may only be it can be moved only by
of experimentation will take be, what type of army it will
that might be required in the built in provinces that have decisions and events.
you much further down the field, and how large a say the
future. enough existing infrastructure
road to becoming a better government permits its
Some resources may have to and the construction rates for
player. Ultimately, though, population in its affairs.
be imported from your distant some provincial assets are
there is no substitute for Democracies in particular
territorial holdings or obtained greatly accelerated by higher
many hours of gameplay. have strict limitations on the
through trade with other levels of infrastructure. Your
countries. Your imports will be armed forces will require these diplomatic actions they may
at risk if your enemy conquers same assets to assist their take without provocation.

11
HEARTS OF IRON DARKEST HOUR

● it will reduce your industrial government and oppose your are many diplomatic options petition to join an alliance if
capacity and; occupation) will reduce a available to you, including they have a good relationship
● it will greatly increase the province’s industrial capacity negotiating one-time with its members. Alliances
likelihood of your public rising and supply efficiency and may exchanges of goods, may freely move forces and
in open rebellion against you. also become openly militant if arranging open-ended trade trace supplies through the
you fail to maintain sufficient agreements, forming alliances territories of their member
You can control dissent by forces to keep them under or declaring war, and your nations. They will frequently
reducing it or at least control. ability to do any of these will supply friendly forces and can
mitigating it somewhat by An alternative to maintaining depend on the type of lend divisions or even entire
allocating a larger share of rigid military control is to relationship you have with the armies to an ally when the
your IC to the manufacture of voluntarily grant partisans their nation involved. Many actions situation warrants that they be
consumer goods, though this freedom, allowing them to are subject to restrictions under their control. Neutral
will reduce your ability to meet form a new nation and based on your political sliders territories must be respected
the production and supply establish a government of (in particular authoritarian/ at all times, meaning that
demands of your military. their own. You will lose the democratic and interven- movement and the tracing of
Providing excesses of majority of the economic tionism/isolationism) and your supply is prohibited unless you
consumer goods will reduce benefits from provinces they diplomatic stance. can negotiate military access
dissent, while falling short in are granted, but they will for your troops with that
this area will cause dissent to generally be friendly towards For example you cannot nation’s government.
increase. Dissent will also you if you allow them their declare war on a country with The other major diplomatic
increase in response to sovereignty; conversely, if they whom you signed a non- activity you will conduct is
Dissent and shortfalls in military supply. achieve freedom on their own, aggression pact and you can't trade. You will probably
Partisans You will need to maintain a
careful balance between the
you will lose all economic
benefits and the fledging
demand provinces from a
country whose independence
establish a number of open-
ended trade agreements
Policy settings will also
needs of your military and the nation will actively side with you are guaranteening. It’s There you will exchange
influence the public’s demand
happiness of your subjects your enemies and seek to rare that a nation can stand resources, cash or goods with
for consumer goods, and
throughout the game. destroy you. alone against the world, so other countries on a daily
failing to meet these demands
you will probably wish to be basis in order to meet your
will have negative conse-
Captive populations (the part of an alliance. Depending respective industrial needs.
quences by increasing
people who live in foreign on the historical situation, You can also negotiate one-
dissent, which represents the
provinces that you occupy) will some nations will begin the time deals of this nature, or
population’s overall level of
be much less interested in campaign or scenario already more complex trades that
unhappiness.
working for you and are far
more likely to rebel than ones
Diplomacy and a member of an alliance, while
others will be neutral. As the
involve the exchange or
purchase of land or even
Dissent has three significant
impacts:
who feel that they naturally Trade game progresses, the factions technological blueprints.
belong under your rule. International diplomacy will may attempt to influence other You are also able to simply
● it will cause your troops to
Partisans (nationalists who also be a significant com- nations to join their alliance, or donate resources, land,
fight more poorly;
remain loyal to their former ponent of your success. There neutral countries may even blueprints or even equipment

12
HEARTS OF IRON DARKEST HOUR

to another nation if you wish. It partisan activities. If that larger tanks and naval team. Once you have
is possible (and encouraged) nation has a nuclear arsenal vessels, advanced aircraft with achieved a new level of
to let the AI take care of these you may also instruct your greater range, or more subtle technology, you will need to
aspects after setting its spies to try to destroy those advances such as systems implement it. In most cases,
parameters. The success or dangerous weapons. The AI that allow better observation of existing equipment can be
failure of your diplomatic will use these operations enemy movements or improved by allocating IC to its
attempts will depend on the against you, so be prepared! detection of their forces. You upgrade. Major breakthroughs
domestic policies, cabinets, may even decide to pursue for technologies that haven’t
political leanings and size of Spies and associated and deploy atomic weaponry. previously existed as well as
the two nations involved. It will intelligence technologies also significant naval model
also vary with the attractive- provide vital information about Research is conducted by upgrades must be manu-
ness of a proposal and the the other nations around the funding teams of scientists to factured from scratch. You
relationship that exists globe that would otherwise work on research projects. have the option to keep as
between them. Successful remain hidden. In order to The number of projects you much obsolescent equipment
diplomacy can even be its own evaluate the chances of can conduct simultaneously in the field as you like,
reward, since each successful launching a successful will depend on your overall IC although you may also choose
effort will usually improve your campaign against an enemy, (a large nation can have as to upgrade it or scrap it to
relationship. you should consider it many as five projects ongoing recoup some of its manpower.
essential to first determine the at a time – although this is
capabilities of its military, completely moddable), and
technology and industry. the nation that you select will
determine the variety and
calibre of your available
Intelligence teams. You will need to assign
In Darkest Hour it is possible teams to your projects with
to wage a clandestine war some care, since each team
where spies may be sent to Technology will usually have a skill level
other nations to engage in a Another key domestic activity and certain areas of expertise
variety of operations. These you will engage in is the associated with it. The length
include stealing technological research of new technologies. of time it will take to research
blueprints, assassinating Some of these will improve a project depends on your
another nation’s ministers, your industrial capabilities, but teams’ abilities (which should
engineering a foreign coup, the majority of advances are match the component of the
influencing the global opinion designed to enhance various researched tech as much as
of that nation, sabotaging a elements of your armed possible), their overall skill
nation’s production or forces. You may discover level, the project’s complexity,
research, fomenting dissent, superior military doctrines, and your ability to maintain a
and to create and support better arms and armaments, steady flow of funding to the

13
HEARTS OF IRON DARKEST HOUR

(supplies) to fight. Motorized will need to provide escorts or


Preparation and vehicles, aircraft and naval other protection for them as
Support of the vessels will also need fuel (oil)
if they are to remain oper-
well.

Military ational. You will need Convoys Airborne supply tends to be


to send supplies and fuel to very tricky and not particularly
There are many components the overseas troops not efficient because the capacity
that must fall into place for a connected to your capital and of the aircraft is limited, they
campaign to be successful. Escorts to protect the require fuel to operate, and
Armed forces must have convoys. lack sufficient oil and supplies unless you assign them some
access to a continuous flow of for your military, your chances protection, your enemy’s
supplies if they are to remain For overseas engagements, of survival are exceedingly fighters will probably shoot
in fighting form, and they will you will also need to be able slim. them out of the skies faster
need strong and capable to move men and equipment than you can replace them.
leaders who are able to great distances that are too far There is also the issue of Nevertheless, this is a method
command them effectively or impossible to reach by Transport Capacity to of keeping your troops alive
while maintaining an overall normal means. Failure to consider. This reflects the until you can find an alternate
level of discipline and organ- supply your forces will result in infrastructure such as roads, means of getting resources to
isation. Factors such as a reduction of their operational railways and such that are in them.
terrain, weather, and the capabilities, as they will lose place to move large volumes
placement of defensive organisation and will suffer of materials and men in a Don’t be surprised to find an
structures will greatly influence combat penalties. reasonable period of time. enemy actively engaged in
their performance, as will their Each province has an infra- disrupting your supply,
previous experience in such Supplies are manufactured by structure level which you can particularly if he enjoys
combat situations. allocating IC to their increase that will limit this naval or aerial supremacy.
production and then are volume and can be damaged Of course, you can employ
transported to your forces or otherwise diminished by similar tactics, disrupting
Supply, Outfitting along your supply chains. This
can involve ground supply
enemy aerial bombardment. his supply and encircling
his troops to devastating
and Transport (using your provincial infra- Sea supply demands that you effect.
structure), naval supply (via devote enough convoys to the
Capacity convoys), air supply (via your task and have an available
airborne transports), or a port to offload those supplies.
Your ability to supply, outfit combination of these, all of If those convoys are left
and transport your troops will which can also be disrupted undefended, they can quickly
be vital to your military by enemy actions. If your fall prey to enemy submarines,
success. Armies require supply chains are damaged or surface vessels and even
ammunition and food cut by the enemy, or if you aerial bombardment, so you

14
HEARTS OF IRON DARKEST HOUR

your units, be they land, naval entrench itself in a province by veteran units may become the
or air, must have a sufficient selecting the most defensible backbone of your armed
level of organisation to engage ground, preparing foxholes forces, but as they suffer
in battle, and without it they and snipers’ nests, estab- casualties, their losses will be
will break and retreat in lishing command and aid replenished with green recruits
disarray. A force that is stations, organising munitions, which, not surprisingly, dilutes
engaged in combat will begin and so on. This will give the their effectiveness.
to lose organisation, and the unit a bonus in any subse- Individual units may be
longer it continues to fight, the quent defence of that province instructed to act independ-
greater the loss will be. The and can make it difficult to ently, but most often you will
Organisation and addition of new recruits to overcome without a concerted wish to group them into larger
Entrenchment replace casualties or reserve
units after mobilization (see
effort on the part of an
attacker. The longer a force
forces, often using a mixture
of unit types to achieve the
below) will also reduce remains in place, the more desired overall balance and
Land forces that are con-
organisation proportionally to “dug in” it will become. combat effectiveness.
stantly moving don’t have
the number of newcomers However, this entrenchment
much time to prepare them-
added, and if a unit finds itself bonus is immediately lost if Commanding larger numbers
selves against an enemy
without a source of supply, the unit moves, and even if of units requires special
attack and have a tendency to
then organisation will plummet it later returns to the leadership skills that are
become somewhat “stretched
rapidly. While moving, a unit’s province, it must begin the possessed by only a handful
out” or disorganised. The
organisation will usually process from scratch. of people, so you will need to
same is true of armies that are
remain static unless the terrain
constantly subjected to naval
barrages or aerial bombard-
it is traveling through cannot
support the size of the force,
Command,
ment. DH models this aspect
of war using the concepts of
or if it is moving without Leadership &
supply. If it ceases its move-
organisation and entrench-
ment and avoids battle for a Experience
ment. The effectiveness of a force
while, then its organ-isation
will gradually recover. The relies heavily on its combat
Organisation is a measure of experience and on the leaders
maximum organisation is
the cohesiveness of a force, that you assign to your front-
determined by its leadership
which is a representation of line commands. Each time a draw from a pool of military
and experience (see below)
how able it is to receive and unit engages in battle, it will leaders, assigning someone to
and can also be increased
respond to orders and react to gain some valuable combat lead each of your forces.
through the research of
the enemy. Morale is a experience and through the Various leaders will have
various combat doctrines and
measure of the quickness with course of time and repeated different traits, so selecting the
equipment advances.
which your troops can regain conflict, it will begin performing right man for the job can be
A land unit that is stationary
their organization. Each of noticeably better. The resulting extremely beneficial. Each
for a time will also begin to

15
HEARTS OF IRON DARKEST HOUR

quarters divisions, a unit


unsuitable for direct combat
which however improves the
likelihood of achieving positive
results.

Manpower,
Conscription and
Mobilization
Manpower represents the
quantity of recruits available in
your country for reinforcing
leader also has his own level your armed forces and
of combat experience which creating new units and
will increase as you continue structure. In DH, manpower
to employ him. You may find grows slowly at peace
that at some point you may (proportionally to the natural
wish to promote him to an growth of population of your
even higher rank in your country) and a bit faster at
military, increasing the number war. However, this growth is
of individual units he can not enough to sustain a
command without incurring a regular army. To increase the
penalty. Junior ranked leaders quantity of manpower at your
accumulate experience more disposal, it is possible to
rapidly than senior ones change your conscription law player freely but only by move generates some dissent troops replenish your divisions
however, so this will often at peace and move to events and decisions. Each as the people do not always so in time of peace it is wise to
prove to be something of a mobilization once at war. The step of the slider reflects a appreciate compulsory military avoid reinforcing your troops
balancing act. In order to level of militarization of a particular military system, with service. Democracies can and wait for war to mobilize
improve the overall supply country, ranging from having its own bonuses and move to partial mobilization on and take all your division up to
efficiency of large numbers of no armed forces at all to a fully penalties: when at war or under partic- full strength.While mobilizing
forces and to double the mobilized population, is ular circumstances whereas gives you a high amount of
number of units that a leader represented by the political In order to change your authoritarian regimes can manpower and reduces the
can command without slider mobilization/ conscription or mobilization partially mobilize their country time needed to train new
penalties, it is possible to demobilization. This slider level you need a certain even at peace. When your division, it also has its
establish special head- cannot be modified by the amount of supplies and the country mobilizes, reserve drawbacks: among other

16
HEARTS OF IRON DARKEST HOUR

penalties, taking away three different defence has been heavily fortified. The
personnel from industry and installations that you may be only methods of dealing with
laboratories reduces your IC able to construct to help forces that are stationed at
and your research speed. improve your chances of such a defence are to
Moreover after the war is over defeating an assault: land bombard them over a long
it is better to reduce your fortifications, coastal period of time, cut off their
mobilization level or you may fortifications and antiaircraft supply and hope to starve
face revolts against your guns. If you have the required them into submission, or to
government! Reducing the technology, you can also build take your admittedly poor
mobilization level reduces the radar sites to improve the their size, quality and chances with a series of
strength of your units, but effectiveness of your aerial effectiveness. Land fortifi- massive successive assaults
don't worry as in case of war defences. cations are a network of on their position.
you can mobilize again and bunkers, gun emplacements Coastal fortifications are a
the reserve troops are ready The construction of defences and minefields that you can similar series of trenches, gun
to replenish again your requires a commitment of IC construct in a province to help emplacements and other
divisions! until their production is your army repel enemy land devices constructed along the
complete. They can be forces. A land fortification shoreline of a province and
damaged by enemy attacks, offers no resistance by itself must also be manned by your
Defences and requiring further allocation of and must be manned to have troops if they are to have any
any effect. Entrenchment
Fortifications resources to repair them, and
they can be captured and bonuses are combined with
effect. They will present a
major obstacle to enemy
used against you if they fall land fortification bonuses, troops attempting to land in
While armed forces are into enemy hands. Each of resulting in an almost the area. Even an elite marine
required to protect your these installations can be insurmountable defence if a unit will find it hard to break
territories from the enemy’s enhanced through further IC force remains stationary for through to establish a
advances, there are up to investment, thereby increasing long enough in a province that beachhead.

at the start of the game). in 1936. A whole class is incorporated


Level of Militarisation ● Selective conscription or part-time for, generally, 1 year.
military service: ● Conscription – extended term:
● Demilitarized: the country has no only a part of a class of age is the same as the previous but with a
standing army, its defense generally incorporated for military service (i.e. longer term – typically 2 years, (i.e.
relies only on police forces or militia USA after the Selective Service Act), Germany from 1937 or 1938).
(i.e. Costa Rica). or the whole class but for short ● Conscription – long term:
● Fully professional army: the country instruction periods (i.e. Switzerland). conscription of a whole class for 3
has a professional force of volunteers, ● Conscription – normal term: the years (i.e. France in 1913) or even
it can build any military unit (i.e. USA situation of most European countries longer (but in that case it was often

17
HEARTS OF IRON DARKEST HOUR

against targets in the province return periodically to conduct


and to disrupt any enemy Naval and Air minor - or not so minor -
aircraft that pass overhead. Basing repairs. Any number of ships
may use the same naval base,
They will not in any way help Military vessels and aircraft although a base’s size
to defend you against the usually have special determines how rapidly it can
assault of a ground force or requirements that necessitate repair those vessels, and its
naval invasion. If you have the construction of dedicated location will affect what seas
researched the necessary port facilities and air fields to your navies will be able to
technologies, you will also be fully meet their needs. Each You can either enlarge the patrol. Existing naval bases
able to build radar sites in your squadron must be assigned to base to increase its capacity can be enlarged with certain
territories. These stations will an Air Base that is located in a to a predetermined maximum restrictions, and new ones can
greatly improve any aerial province that you control or size, or reassign some of the be built. There are also many
defence that you mount in that that is friendly to your forces, squadrons to a different base provincial ports that your fleets
Anti-aircraft guns offer a third province against enemy that has sufficient space for may use as temporary
and all operations that it
possible means of defence. bombers and fighters. Radar them. If there isn’t a suitable moorings; however, those
conducts must be launched
Unlike land and coastal sites do not need to be location, you can also harbours lack the facilities to
from that base, to which it will
fortifications, anti-aircraft guns manned by your troops to be construct a new base to house carry out any repairs or offer
return after the mission has
do not need to be manned by operational. them, although this will take supply to your vessels.
been flown. If you assign too
your forces in order to some time to prepare.
many air wings to too small a
operate, as their construction Bases are susceptible to
base, then you may find that
includes a manpower Similarly, Naval Bases are bombardment and can fall into
the ground staff will have
component. Their function is to needed to act as home ports enemy hands. Enemy aircraft
trouble maintaining and
provide added defence for your fleets. Ships are can be given missions to strike
servicing all of those aircraft in
against air missions flown assigned to them and must at your ports or crater your
a reasonable period of time.

coupled to a selective conscription, i.e. USSR or ● General mobilization: the standard wartime ● Total mobilization: the supreme sacrifice, the
at least Tsarist Russia). measure of that era. All men between 20 and last effort to put men on the battlefield. Every man
● Partial mobilization: often an immediate pre-war 45/50 are mobilized (though in practice many fit for military service is mustered in, with
measure. Classes that had just accomplished remain in the civilian life, at least for some time), teenagers of 15/16 and old men up to 60 or 65
their military service term are recalled under the all reserve units are activated. also incorporated – often as a militia.
flag, as they are generally liable for such a thing ● Extended mobilization: a further effort to face
for a few years after the end of their term. Some the bloody needs of war. Men previously left back
reserve units are activated, reservists are in their factories are transferred to the front, age
sometimes called back too. limits for military service is often pushed to 18-
50/55 years old.

18
HEARTS OF IRON DARKEST HOUR

runways, reducing their basing variations in the length of a being defended. The battle will
capacity and forcing you to region’s daylight hours. Most rage on until one of the sides
spend time and resources to units perform very poorly in has gained the upper hand, at
repair them. You should pay the hours between dusk and which point either the
close attention to the locations dawn when visibility is poor, so aggressor’s movement is
of your enemy’s bases and you will need to take this into discontinued if it loses, or the
either render them inoperative consideration when planning defending force begins to
or consider attempting their your attacks. Certain techno- withdraw and the victorious
capture, while taking pre- logical advances may mitigate attacker concludes its
Combat resolution also
cautions to prevent the enemy this somewhat, but you will movement into the province
includes a “visibility”
from doing the same to yours. probably have better success and assumes control. Forces
component which adverse
if you plan your large-scale in adjacent provinces may
conditions will reduce, unless
operations to begin shortly support the armies involved in
Weather, Terrain specialised equipment has
after dawn during seasons the battle, and behind-the-
been discovered by your
and Time of Day scientists and supplied to your
when the daylight hours are
long.
lines reserves may be
positioned to make a last-ditch
Weather and terrain played forces.
significant roles in the effort to shore up the
outcomes of historical military Certain types of terrain will Combat
operations. It was the onset of also reduce movement Darkest Hour does not seek to
winter that did much to halt the speeds, hamper supply, and model combat on a highly
initial German advance into impose penalties to combat. detailed, microscopic level.
Russia in 1941, and it was The effect will vary depending You do not control individual
Burma’s inhospitable terrain on the unit type, generally soldiers, but you will issue
that added a heavy toll to the impacting more severely on orders to divisions or whole
loss of life in that region. Most motorised units than on foot armies. The actual hand-to-
military actions also had to be soldiers, and in most cases hand fighting occurs behind
conducted during daylight the terrain will give a defender the scenes in your CPU and defences. Air and naval
hours. an advantage, reflecting his your progress is displayed battles, however, do not use
Weather is synthesized in- ability to make strategic using graphic and numeric this combat method and will
game according to a complex defensive use of the feedback as combat ensues. contest an air or sea zone
random model and will play a landscape. while jointly occupying it.
prominent role in your games. Movement is Attack
Both rain and snow will have a Darkest Hour is played on a for Land Battles Orders
negative effect on your military global stage over a period of In Darkest Hour, combat is If you play a larger nation, you
operations, reducing units’ years and includes accurate initiated as soon as a land will find that the sheer number
combat effectiveness, quite modelling for both local time of force begins to move towards and geographic separation of
significantly in some cases. day and for seasonal an enemy province that is the forces you field can make

19
HEARTS OF IRON DARKEST HOUR

operational condition for it to information about provinces, additional deployment


discontinue operations, or even in your enemy’s territory, prerequisite: they must be
even give a unit a set of but you will be unaware of the assigned to specialised bases
standing orders to repeat the location of any forces that that are constructed to house
same mission ad infinitum, don’t belong to you and are and support them. These
allowing you to focus your outside your territory or bases are limited in the
attention elsewhere while it beyond the sighting range of number of units they can
goes about its business. your units. You will be aware effectively handle, and this
of enemy units occupying number can be temporarily
Air and Naval Combat are. There is no “ownership” of provinces adjacent to your reduced as a result of damage
Air and naval operations do them, and neither aircraft nor troops, but you will usually from enemy attacks.
exist, of course, but are naval vessels are capable of have only a very vague idea of
abstracted to a large degree. capturing a province. Most their complement and size
You will usually assign general often, you will use them in until you engage them. You
orders to each air wing or support of your armies, may also wish to fly several
them daunting to manage. flotilla, giving specific time seeking to soften up an long-range missions deep into
Each unit has a useful set of period and other parameters enemy’s resistance through enemy territory prior to an
orders that may be given to it that you would like it to follow. bombardment or to hamper or attack in order to gain
beyond the basic “move here” even cut off his lines of supply. additional information about
or “attack right now” When combat occurs, there Combat between them will possible reinforcements and
commands. Depending on the are special rules that govern therefore most likely be a reserves that the fog of war
unit type, an available option the engagements which take contest to determine whether will otherwise obscure. Keep Land units that are already in
is selected on the order the types of units involved into you are able to carry out these in mind that some units, the field may be temporarily
interface and the force will consideration, as well as the goals. particularly submarines, are withdrawn from active service
then carry out the orders time of day and weather able to hide their presence, and strategically redeployed
exactly as you have conditions. Aerial combat is The Fog of War but that there are also elsewhere without the need to
instructed. The specific further limited by the range of This doesn’t refer to a weather technologies you can research manage their exact
options are detailed later in the aircraft involved, as they condition, but rather to to assist you in detecting and movements. As long as they
the manual, but the concept will eventually need to break darkened regions of the map identifying them. don’t have to cross water,
that you should understand is off and return to base to avoid where the game will hide which requires the use of
that the order interface running out of fuel and things from you that you aren’t Strategic Redeployment and naval transports and thus
includes the ability to set a ammunition. in a position to know - namely, the Force Pool active management, they will
date and time that you would the dispositions of other Any new military units you arrive at their new posting
like a force to begin an action, It is vital to understand that nations’ armed forces. It is produce will enter your force after a period of time. This
allowing you to coordinate the neither sea zones nor the air assumed that you will have pool and can then be redeployment method is not
orders of multiple units. In space above provinces are sufficient reconnaissance and deployed at your discretion to possible for naval or air forces,
many cases, you will also be subject to control in the way intelligence sources to any valid location. Naval which must be rebased via
able to set a date and time or that the provinces themselves determine some basic forces and air forces have an conventional means.

20
HEARTS OF IRON DARKEST HOUR

NATO counter pieces. instead.


This can also be done in-
game by right-clicking on the
Connection
“pause” button. Types
Democracies can start war: You will need either a fast
By default, democracies can Internet connection
declare war only if the target (DSL/Cable with TCP/IP
country has an high belliger- protocol installed) or a
ence or is attacking a country connection to a Local Area
whose independence you Network (LAN) to play DH
guaranteed. Change this to in multiplayer mode.
“ON” to remove this
limitations. LAN:
This connection is
End Date: By default, each established automatically
the player’s actions during the game where you wish to allow by searching for any
Game Options game, ranging from “coward” more than one player to be
scenario has a specific end
date, but this can be overruled hosted games on your
to “furious”. At furious level, able to select the same and the end date set to 4, 8, LAN. Either click “host” or
Difficulty: There are 5 levels the AI will tend to declare war country. This option is disabled 12, 16, 20, 24 or 28 years select a detected game
of difficulty which apply global at the slightest provocation in single player games. after the start of the scenario. and click “join”.
modifiers to most aspects of and will be considerably more
the game, such as industry, actively militaristic, while at Internet:
resources, combat, move- Autosave: This allows you to Full IC take over: By default a
coward level the AI will tend to country can make full use of You will need to enter the
ment, and more. At easy and set how often the game will
be more conservative and the IC, resources and IP address of the host
very easy levels, the AI automatically save, which may
generally defensive. manpower of its national computer in order to join an
nations will be handicapped be changed from within the
province, while the IC, internet game. This can
and the player will be given game via the options menu. In
resources and manpower of change each time the host
artificial bonuses. At hard and Game Speed: This can be set multiplayer mode, only the
non national provinces is connects to the internet if it
very hard levels, the reverse is prior to starting a game or host computer will save the
reduced. Change this to “ON” is not a permanent
true. You can see and even from within the game itself game.
to make full use of non connection. If you are
change the precise modifiers using the “Ctrl” and “+” or “-”
national provinces. hosting a game, you can
used by looking at the keys. In a multiplayer game, Use Counters: By default, DH
determine your IP address
difficulty.csv file in the db only the host may change the uses animated sprites to
by establishing an internet
folder. game speed. display your units on the map. Tech teams take over: connection and then chose
Enthusiasts may wish to Change this to “ON” to take Run from your computer’s
A.I. Aggressiveness: This Share Countries: Change toggle this to “ON” to have control of the tech teams of Start menu.
adjusts how the A.I. reacts to this to “ON” for a multiplayer units displayed as traditional the countries that you annex.

21
HEARTS OF IRON DARKEST HOUR

will not pause in this fashion.


●If you are using Win98 or Routers: Most events include explan-
WinME, type winipcfg and Since there are many atory text to give you some
then click OK. Make a note different routers on the details about their historical
of the IP Address and then market, each with unique context. Many events will offer
communicate it to your software controls, please you more than one possible
guests. consult your user manual for response and the effects of
details. You will also need to most events are often quite
●If you are using Win2000/ have a network client significant, although the exact
WinXP/ WinVista/Win7, type installed in Windows implications of a choice may
cmd and then click OK. In networking. If you’re having be hidden in a few instances.
the new window that trouble, ask for help in the Events may also cause an
appears, type ipconfig. DH Multiplayer subforum on additional event to trigger,
Paradox’s website. possibly for you or for another
Make a note of the IP nation. It is also possible that
address and then Known Issue: an event will result in changes
communicate it to your Please be aware that there that couldn’t be achieved
guests. is also a known DirectX- other-wise during the normal
related issue that may course of a game, such as
Routers and Firewalls cause clients to “drop out” huge shifts of domestic policy
It is common for computers of a multiplayer game if or dramatic changes in public
of them have a degree of
to be “behind” routers or be both the host and a client Events and randomisation to make the opinion. An event may also
protected by firewalls. cause certain officers or
are behind a NAT-enabled
router and the game is
Decisions exact date of their occurrence
somewhat unpredictable. cabinet members to become
Firewalls: paused for longer than 30 available, or even to be
There are also a variety of
vNet and internet multiplayer seconds. This issue is Darkest Hour incorporates a removed from the game.
recurring random events that
games use ports 2300-2400, unresolvable through special event and decision may have very beneficial or
28800-29000 and 47400- game coding, so it is system. These are usually possibly detrimental effects. Read the text carefully and
47700 for communication. recom-mended that historical events of great
You will need to make these significance that have been hover your mouse pointer over
another (non-NAT) host be
available to host or join a programmed to occur during An event will always display in the available response options
chosen, or that any long
game. Note that this will the course of your game and a box, which cannot be to see an expanding tooltip
pauses be avoided (try
result in limited exposure to that can’t easily be modeled changed via the message that describes the event
temporarily reducing the
malicious internet users and using the regular game settings, and will cause a effects. Once you have made
game speed to a crawl
that you do so at your own engine. In some cases, there single player game to pause your decision and clicked the
instead).
risk. are prerequisite conditions until you have responded to it, appropriate response, the
that must be met in order for should the event require a message box will disappear
an event to trigger, and many response; multiplayer games and the game will resume.

22
HEARTS OF IRON DARKEST HOUR

be taken by the player at any


time. That means that a
decision can be available but
not active if its requirements
are not met: the player can
then read the requirements
necessary to make the
decision active and its
consequences and decide
whether to pursue them or not.

Active decisions are marked


with a green V whereas
available but not active
decisions are marked by a
red X.

To know the requirements to


activate a decision, you simply
need to place your pointer
over the red X and a tooltip
will display the necessary
information. Moreover, placing
the pointer over the picture of
the decision will display the
description of the decision and
its effects.

We have also implemented Germany, a “Reoccupation of Decisions are listed in a tab on


in Darkest Hour a Decision Rhineland” decision will be the left part of the screen,
concept that allows players available with specific where all available and active
to take a specific decision requirements to be activated. decisions are dis-played. A
when they think the time is As soon as the player satisfies decision is available when it is
right (provided that they the require-ments and listed there, which means that
match all requirements). activates the decision, a you can read its require-ments
newspaper notification and its conse-quences. A
As an example, when playing appears, offering him a little bit decision is active when the
the 1936 Grand campaign as of historical background. requirements are met and can

23
HEARTS OF IRON DARKEST HOUR

loading process (with a nice Single Player Games a list of available grand restricting the nations that may
The Main Menu random quote to keep you Most often, you will probably campaign games or battle be selected and even the part
entertained!), and once this be playing a single player scenarios. Grand campaign of the globe that can be used.
To begin playing Darkest has finished, you will be game, pitting your skills games use the entire globe Many of these scenarios
Hour, click Start > Programs presented with the Launch against the computer. Click and allow you to play any disable some of the game’s
> Darkest Hour > Darkest Menu. This gives you the “Single Player” on the Launch available nation in the world in more complex interfaces,
Hour and after a moment or options to start a single player Menu and the main menu a specific timeframe. providing the player with only
two, the opening movie will game, start a multiplayer screen will appear. Battle scenarios are usually scripted forces, replacements,
play. You will then see a status game, play the tutorials, view Selecting a Scenario or more limited in scope, and resources with which to
screen displaying the progress the game credits, or exit the Save Game When starting a focusing on short, specific accomplish their goals, and
of the main game engine’s game. new game, you will select from engagements and often usually have special victory

24
HEARTS OF IRON DARKEST HOUR

conditions. The battle still can’t find the desired remain greyed out until you When you click the Multiplayer
scenarios are great for playing nation, then either it doesn’t have selected a country. button on the initial menu, you
fairly short “what if” games exist (it has been eliminated will be asked to specify the
around major offensives, or for from the game due to con- type of connection you wish to
one-time multiplayer games. quest) or you have selected a use and to enter your name.
For the purposes of this battle scenario where that Type your name in the space
manual, I will assume that you country is not available for provided and then click the
have selected a grand play. Multiplayer button that corresponds to the
campaign game and that all connection type you wish to
interfaces are available to you. Changing the Game Options Games use. You will then be asked
Once you have begun play, At the bottom of the screen Multiplayer games are started whether you wish to host a
you can save your game at you will see three buttons. in much the same way that a game or join a game as a
any time. To load a saved Click the Options button to single player game is guest. Note that all players
game, simply scroll through change the settings to suit launched; however, there will must be using the same
the list of file names and your preference. If you make a be at least two additional version of the game, though
select the one you wish to change, this will be displayed steps to perform before you this is checked automatically
resume. in the log area of the main may begin play. One player when the connection is first
menu. If you don’t change will act as the “host” of the established in order to ensure
Selecting a Nation anything, the game will use game and the other players that there are no file
After you have selected a the same settings as the last will join as “guests”. Up to discrepancies. I also
grand campaign, battle time you played or will use the thirtyone additional players recommend that you disable
scenario or saved game, the default settings if this is your may join and I would any non-essential software
nation selection portion of the first game. If you made a recommend that the player that might be running in the
main menu will display up to mistake and intended to play a with the fastest and most background on your computer
twenty national flags. Click multiplayer game or tutorial, stable connection be chosen as this will often affect stability.
one of these to select that you can click the Back button for internet games, since this
nation and to display a brief to return to the start menu. has a greater impact on Once you’ve established a
performance than the host’s connection, the main menu
computer specifications. If screen will appear, although
connection speeds are equal, you will notice a few dif-
then the player who has the ferences. Saved games will
overview of its historical computer with the best now be found at the end of the
situation during that era. If you Launching the Game performance should be the scrollable list in the game
don’t see the flag of the nation Once you have selected a host. Only the host may select selection area and a listing of
you wish to play, right-click on country and changed the scenario or saved game to all players will now appear in
any of the flags to display a list whatever options you wish, be played, and only the host the area at the bottom left of
of additional nations and click the Start button to begin may change the game the screen. I hope that you
select the one you want. If you the game. This button will options. never need to use it, but the

25
HEARTS OF IRON DARKEST HOUR

whether the transfer is still in Once all players have selected but this may only be done by
progress or whether it is their nations, the Start button the host. Any player may Message Settings
complete. I strongly advise will become active for the pause the game at any time
players to wait until everyone host. When the host clicks but other players may un- Darkest Hour allows you to
has completed this transfer this, the scenario or saved pause it after a delay of 30 customise the way that
before selecting countries, game will launch on each seconds. Any message messages are displayed. Each
since this is a common source system and when all players boxes or events that would type of message may be
of subsequent problems. I have finished this process, normally cause the game to selected and set to display in
would advise against using the with slower systems taking pause automatically, one of the following ways:
Windows operating system’s longer to complete the launch, depending on your message Do Not Display: Use this
Alt+Tab ability during the the game will begin. settings, will display normally setting to suppress this mess-
download as this will almost but will no longer pause the age from displaying at all.
always cause the transfer to You may also chat with one game. Some of these will Display in Log Only: These
freeze or become corrupted. another during the game by expire if you don’t respond to messages will only display in
With a decent connection pressing the tab key, typing a them, disappearing after a the history log.
speed, this process shouldn’t message, and pressing the period of time. Others will Message Notifier: These
host also has the ability to ban take very long and you can enter key. You have the ability disappear if they are no
a guest from the game by messages display a small icon
safely chat with one another to make your chats “private” longer valid. on the right side of the screen.
highlighting the player’s name while waiting. by selecting the player (or
and clicking the Ban button. Clicking on it opens the
players) you wish to have Tutorials message box. (This option is
On a more positive note, you You will notice that the game receive your communications. If you select the Tutorial
are also able to chat with other not available for all message
options submenu now allows For your convenience, there button in the Launch Menu, types.)
players while viewing this you to change the Share are several preset chat filters you can play the Darkest
screen by typing in the space Message Box: This setting is
Countries setting to “yes”. This that allow you to quickly Hour tutorials. For more for more important information
below the narrow line in the allows more than one player to address messages to the details, see the Tutorial
log area of the screen. and will cause messages to
select the same nation, which people you wish. After you section near the end of the appear in a large message box
is otherwise prohibited. If two press the enter key, the chat manual. as well as being recorded in the
The host may now select the or more players up to a message will display on the history log.
scenario or saved game to be maximum of ten play the same recipient’s main game screen Credits / Exit Message Box with Pause:This
played. If a saved game is nation, then each of these and be recorded in his history Click on the Credits button in setting will bring up a message
chosen, then there will be a players will be able to use any log. the Launch Menu to see a list box and pause the game until
brief pause as the game is interface or control for that of the many people involved you click “okay” on the box.
compressed and then the country. There are no limit- There are a few other import- in the design, development, Note that in multiplayer games,
transfer process will begin to ations, so I would recommend ant differences between single production and beta-testing the auto-pause function is
send the save game file to the you agree on areas of respon- player and multiplayer games. of Darkest Hour. The Exit disabled and this message will
other players. You will see a sibility ahead of time to The game speed setting may button will quit the game and simply bring up a message
status indicator beside each prevent disagreements during be adjusted during play using return you to your Windows box.21
player’s name, indicating play. the “Ctrl” and “+” or “-” keys, desktop.

26
HEARTS OF IRON DARKEST HOUR

access to each of the main, to begin working on research


vitally important, interface projects, and where you may
screens. review already available
technologies and their effects.
The General Status Overview The Folder Tabs
The upper portion of the bar Immediately below the status ● Production: This tab
Interface shows a series of icons and overview is a set of clickable displays the Production
There are very few parts of the values to which you will folder tabs that give you Folder, where you control your
Darkest Hour interface that frequently refer. This allows access to the six main DH national budget, initiate the
are visible at all times. The you to quickly review your interface screens, which we’ll construction of new units and
majority of your screen will reserves of energy, metal, rare later discuss one by one in the industrial and defensive
contain a display of context- materials, oil, supplies and manual. Everything displayed structures for your provinces,
sensitive information that will cash. It also displays your below the top bar depends on and see a summary of such
change depending on the type manpower pool, national which of these folders you’ve important things as your
of action you are taking. There dissent level, and your selected. current trade agreements,
is one area that never transport and industrial ● View Map: Clicking this convoys and resource depots.
changes, located at the top of capacities. Hovering your folder tab displays the
the screen. This provides a mouse over any of these will interface that you’ll use most ● Diplomacy: This tab takes
quick reference to some of the reveal an expanding tooltip often: the Main Map Folder. you to the Diplomacy Folder,
most critical pieces of game that gives you a more detailed This is used to view the map where you may set your
information and also gives you summary of that item, partic- of the world where you’ll find domestic policies, conduct
access to all of the principal ularly your daily income and details of your provinces, diplomacy with other nations,
interfaces. expenditures and stockpile examine and issue orders to and view diplomatic and
levels. If the daily change is a your units, deploy new units, political information about the
There are also a few other negative one, then the value and perform most other other nations in the world.
things that aren’t directly part will be displayed in red. common in-game actions.
of any other interface but have ● Statistics: This folder
a global impact on the game. ● Intelligence: This is the provides a set of detailed
Taken together, these are best Intelligence Folder, where you charts and pie charts, allowing
described as “the General will manage your espionage you to view summaries of
Interface”. activities, and review whatever almost all of the important
intelligence has been collected information about your nation,
The Top Bar about other nations’ armed armed forces, and the rest of
This is the area at the very top forces and capabilities. the world.
of the screen that is visible at
all times and displays a quick ● Technology: This is the
overview of the state of your Technology Folder, where you
nation. It also gives you will assign specialized teams
27
HEARTS OF IRON DARKEST HOUR

The Date / Pause Button portion of the map is presently The default file name will be ● Return: Returns to the clandestine activities or
The current date and time are displayed, could be signifi- your country, date and time, game. perhaps other international
displayed in a button at the cantly different from the local but you may change this to affairs that are common
bottom right of the top bar. The time. If you click on this whatever you like by simply knowledge but may not seem
time shown always reflects button, the game will pause for typing in a new name. Once to directly affect you.
Greenwich Mean Time (GMT) as long as you wish. Clicking the save is complete, you will Most messages can be
and, depending on what on it again will resume play. be returned to the game. The displayed in several ways, and
You can also press the pause savegame will be saved in the when you first install DH these
button on your keyboard to specific mod subfolder. Message Boxes will initially be set to certain
pause and resume. Right- ● Options: This brings up the You will receive many defaults which you can later
clicking on the button will in-game options submenu, messages informing you of change to suit your prefer-
display a menu that allows you which is similar to the new things that are happening ence. The most important
to quickly select a new game game options. Here, you may during play. These may be ones will cause a message
speed, to toggle between change the game speed, notifi-cations of foreign box to appear on the screen
sprites and counters being toggle between sprite icons diplomatic offers; they could and will pause the game until
displayed in the Main Map and counters, change your be reports from your armed you have acknowledged it.
folder, to hide or show weather autosave settings, and adjust forces
on terrain map and hide or your sound effects and music advising
show icons on diplomatic map. volumes. There is also a box you that
at the bottom of this submenu they have
The Game Management Menu which allows you to change engaged in
Button your message settings. battle or
Immediately to the right of the ● Hints: This turns on the hint arrived at a
date/pause button is a button boxes that are displayed when destination;
labelled “Menu”. Clicking this the game first launches. they might
will bring up the Game ● Surrender: This ends your be reports
Management menu where you current game session (we all from your
may select from several have to sleep sometime). Your scientists announcing a new
options: current game data is lost when technology; or they could
● Save: Allows you to save you exit, so make sure you’ve simply be an intelligence
your game in its current state. saved first. report about your own spies’

28
HEARTS OF IRON DARKEST HOUR

Ones that are You can change most of your briefly hover your mouse clicking on the province, sprite
somewhat game’s message settings by pointer over an object, a or item. Some also require
less important clicking on the top bar’s Menu context-sensitive tooltip will that you hold down the control
will be dis- button, then clicking the appear. If you leave the (Ctrl) key as you do so. These
played in a Options button and then pointer there for about three act as shortcuts to commonly
message box selecting the Message seconds, it is quite probable used controls or interfaces to
but will not Settings button. This will that the tooltip will further make it easier for you to
pause the display a scrollable list of expand to give you even more manage various aspects of the
game. Others message types that you can detailed information. game. In particular, you will
will display a set to any one of the display use the right-click and Ctrl +
small options. You may also change All numerical values displayed right-click unit order menus on
message the notification setting for a in tooltips will use current in- a regular basis to set and
notification particular type of message in- game data, almost always coordinate your military
symbol at the game without entering the including any applicable activities. I have tried to
right edge of submenu by right-clicking on modifiers. Exceptions to this include an indication in this
the screen, the message when it appears, rule are typically due to manual of every instance
waiting for you even in the history log, and “hidden” information of which where these menus are
to open and then selecting the new display you may not be aware. For available, but when in doubt, it
respond to it. mode from the options box. instance, a tooltip that comes isn’t a bad idea to give it a try,
Many of these up when hovering over an since doing so will never
have a time enemy force will only provide cause the game to crash or
limit and will as much information as your malfunction.
blink for a current intelligence and tech-
short while nology permits you to know
before and could be misleading if you
disappearing. Messages that Tool Tips have not detected the entire
are probably of only minor Darkest Hour has an force.
importance will simply be extensive set of expanding
written to your history log. tooltips that should greatly
Those that are likely to be reduce your need to refer to
irrelevant to you, such as a this manual, not to mention
notice of a trade agreement that it will usually provide
being signed between two precise numerical details or Right-Click Menus
nations with whom you have important information like the Many items in the game,
no ties, will not be displayed at requirements needed to particularly those on the Main
all. activate a decision or the Map Interface Screen, have
prerequisites of a tech. Most context-sensitive quick menus
tooltips are two-tiered. If you that may be accessed by right-
29
HEARTS OF IRON DARKEST HOUR

2
this area will change
The Main Map depending on what you are
Folder doing. Most actions in the
Main Map inter-face involve
Overview viewing and often changing
This is the default starting something in this panel.
The Mini Map: This is a
screen and the folder that you 4 small clickable map that
will use most often. It is here
that you will view the map of displays the entire globe and
the world, see your troops and gives an approximate
that of your your enemy, graphical representation of
deploy your units, issue orders the current local time of day.
to your armed forces, monitor It can also be useful for
ongoing battles, survey locating your forces around
provincial defences and the world.
The Mapmode
resources, and much, much 5 Buttons: This is a set
more. You can access the
main map view by clicking on of ten small buttons that you
will click to change the
3 1
the View Map folder tab on the
Top Bar. The main map information displayed on the
interface screen is divided into main map. Some will cause
several important sections: a fairly drastic change of the
map display, while others act
1 The Main Map: The
largest area of the
more as filters.
screen, this is where you will 6 The History Log: This
is a scrollable running
see a portion of the world map log of game messages and
and be able to view and select events.
your provinces and units. Since the main map and
2 The Hot Buttons: This is accompanying context-
a set of seven buttons sensitive information panel
that give you quick and places just about everything
convenient access to your
provinces, decisions, troops,
you’ll need at your fingertips
during the course of basic
4
6
active battles and deployment play, it is important to know
queue. how to navigate it, and how
3 The Information Panel: to interpret the information 5
The information displayed in you see there.

30
HEARTS OF IRON DARKEST HOUR

Navigating The
Main Map
The world is divided into more
than 2700 individual provinces
and sea zones. There are far
too many to be displayed on
the main map while still giving
you any useful graphical
information, so the main map
area displays just one small
part of the globe at a time.
Sometimes, you will want to
view the main map at a very
high level of magnification,
where only a handful of
provinces will be visible, but
where it’s easy to see and
select your military units. At
other times you may wish to
get a less detailed “big picture”
of what’s going on, where you
can quickly survey several
hundred provinces or look at
the general location of troops
along a front or in a theatre.
You can zoom in and out
between DH’s four different
levels of map resolution by
clicking on the small “+” and
“-” buttons located on the right
edge of the Mini Map. You can
also use the “+” and “-” keys
Moreover,you can also use the mouse pointer to any of the you remove the pointer from
on your keyboard; both the
mouse wheel to change the edges of your screen. Doing the map edge. You can also
regular keys and the number
zoom level. The Main Map can so will cause the map to begin use the Mini Map to quickly
pad keys will work.
be scrolled by moving your scrolling in that direction until jump to a different area of the

31
HEARTS OF IRON DARKEST HOUR

first of the six buttons, to where the public not only


display a scrollable list of your resents its new rulers, but will
provinces. Click on one of usually try to actively oppose
these to center the map on them. These provinces tend to
that province. The next four Provinces contribute very little to your
hot buttons (placed after the Each province - and economy and are not suitable
Province and the Decision most importantly, who for recruiting purposes.
button) can also be used to controls it - is the
jump to the location of a basic unit of measure Not only can provinces con-
specific land, air or naval for victory in Darkest tribute vital natural resources
force, or to a combat currently Hour. or industrial capacity to your
being fought. nation, but they can also
There is a distinction provide additional defences or
Message boxes that appear between “national” strategic assets for your
during play will often include a provinces, “owned” military. Even a quick glance
“goto” button that you can click provinces and at a province on the main map
to take you quickly to the “occupied” provinces. will reveal important infor-
relevant area of the map. If National provinces are mation about it, particularly in
you know the name of the ones that have historic- conjunction with several of the
province you would like to go ally belonged to a different map viewing modes.
to, you can also press the “\” nation for a long period Clicking anywhere within a
button on your keyboard and of time and where the province’s borders will change
type the name of the province population is generally the display in the information
into the box that appears on content with being part panel on the left side of the
your screen; remember, of that nation. The can screen to provide all the
spelling is important! become rebellious only essential details about the
if the dissent in the province. This is the Province
Many of the pages in the country is high. National Information Panel.
Statistics Folder include a provinces will be the independence. They tend to
“hyperlink” that will take you heart of your economy and generate only a modest Province Name
directly to a province when provide you with the bulk of economic benefit to your Each province’s name
you double-click on its name. your military recruits. Owned nation and are usually not appears on the Main Map and
That’s quite a few methods… provinces do not share this inclined to join your armed in the top left corner of the
and I’m undoubtedly forgetting sense of nationality, but have forces. An occupied province Province Information panel.
world by clicking on the part of some! been under a nation’s is one that has only recently Hovering your mouse over the
the world that you want to dominion long enough that come under the control of a province will also display a
view. Another method is to use only very small pockets of nation, almost invariably as a tooltip with its name, terrain,
the Province Hot Button, the resistance remain to fight for result of a hostile action, and any special weather con-

32
HEARTS OF IRON DARKEST HOUR

ditions, as well as the name of over the owning nation’s flag. be far more likely to accept
the nation that owns it and It is the controlling nation that your terms for its surrender. If ● Plains: Depicted on
controls it. In some map- receives any assets from a you control all of a nation’s key the map in light beige,
modes, the tooltip will also province. points, then you may annex it. this type of terrain is ideal for
identify the area and region to the movement of all types of
which the province belongs, Victory Point Value units and has no modifying
which can be important when The victory point value of the effect on combat.
issuing certain orders for your province, if any, is displayed
military. as a number inside the star on ● Forest: Depicted in
the information panel. National green, forest slows
Province Ownership and capitals are also identified by down the move-ment of
Control a red circle on the main map, Terrain all units. Defenders
The flag of the nation that and non-capital provinces of A province’s terrain is dis- gain bonuses in combat, and
owns the province appears particular strategic import- played in the picture on the attacking units with wheels or
just below its name in the ance, also known as “key information panel and is also tracks will have additional
information panel. You can provinces”, will have a red star colour-coded on the main map penalties reflecting the extra
click on the flag to open the on them when viewed using when using the terrain map difficulty of manoeuvring.
Diplomacy Folder with this the victory point mapmode, mode. Terrain plays an
nation pre-selected. If this and it should be noted that important role in combat, ● Hills: Hilly terrain is
province is currently occupied they will not be displayed in affecting movement rates and displayed in tan and
by another nation, then the other mapmodes. If you have supply as well as the outcome slows down the
flag of the controlling nation captured most of an enemy of battles. movement of all units.
will be partially superimposed nation’s key points, then it will The following are the various Defenders gain a small bonus,
terrain types: while attackers, particularly

33
HEARTS OF IRON DARKEST HOUR

● Desert: Yellow assumed that they have had assault if there is an alter- prevailing conditions are also
regions indicate desert the opportunity to select the native avenue of approach, indicated in the Province
terrain. This terrain is optimum defensive positions. although having engineer Details. Most of the effects will
simply not very pleasant to Because of winding streets brigades will mitigate this favour the defender over the
fight in. The performance of and a multitude of physical penalty to a degree. attacker, although both forces
both sides will be noticeably obstacles, infantry generally are usually penalized, and the
and fairly equally reduced, perform better than other unit ● Beaches: While degree of the effect is
particularly in the case of types in an urban area. many provinces have a determined by the severity of
cavalry units. coastline, not all of the conditions.
●Water: Lakes and sea them are suitable sites for the
● Marsh: Marshes and zones are displayed in landing of an invasion force on ● Rain: This is shown
swampland are blue on the map. the scale of DH. Landing on the weather map as
depicted in pale green Clicking on them will display forces from a naval transport, a rain cloud. Land
and, as you’d expect, can only limited infor-mation, since known as invasions, are forces are only slightly
have a large impact on the they cannot be owned and no restricted to provinces that affected by this weather
movement rates of wheeled or structures can be built in them. have an additional beach icon condition. Naval units will
units with wheels or tracks, tracked units. Attackers suffer Note that for the purposes of of a beige and blue coloured suffer somewhat greater
incur a penalty. One penalties, particularly DH, the seaway between the symbol placed on the penalties and have difficulty
specialised infantry unit, the motorised units, while Great Lakes and the Gulf of coastline. These operations locating their targets, and air
mountaineers, ignore these defenders enjoy a modest St. Lawrence is considered are very tricky to accomplish units will lose almost all of
penalties. bonus. Special marine infantry impassable to naval and and are quite risky if there is their effectiveness.
divisions tend to operate supply vessels, even though much opposition to the attack.
better in these conditions. this wasn’t strictly the case ● Storm: A storm is a
● Mountain: historically. There are also severe form of rain and
Mountainous regions ● Jungles: Displayed several narrow bodies of water is shown as a rain
are displayed in grey and in dark green, jungle that may only be used by your cloud with occasional flashes
cause a drastic reduction terrain is very poor for ships if you control the of lightning. Naval vessels are
movement and ideal for adjacent provinces (see Naval severely hindered in storms
to movement speed.
Defenders enjoy modest defence. Any attacking units Combat section). Weather and land units will generally
bonuses in this terrain, while that are not on foot will be Not only does terrain play a have a fairly tough time of it as
attacking units are heavily nearly useless. ● Rivers: Rivers are role in movement and combat, well. Air units cannot fly
penalised, particularly displayed on the main but weather and weather- missions if their base is
wheeled or tracked units. Only ● Urban: Urban areas map as blue lines related conditions can also experiencing a storm and
the special mountaineer units such as large cities are between provinces and will hamper your efforts. You can shouldn’t bother taking off if
are exempt from penalties, depicted in a yellowish- present a challenge for military check the weather conditions these conditions exist over
and defending mountaineers brown colour. Defenders forces that attack across them. using the Weather mapmode their target, since their
have very large bonuses. usually enjoy a modest If possible, you should try to (or on the Terrain map if you drastically reduced perform-
advantage, since it is avoid launching such an toggled this option), and the ance will make the mission

34
HEARTS OF IRON DARKEST HOUR

little more than a waste of fuel. displayed as very dense space is limited to the first six are in a province that might
clouds with thick heavy snow characters of the adjacent have one. If a hostile fleet
falling from them. province’s name. A green dash occupies the sea area, it will
● Muddy: This terrain
indicates a border that is not prevent you from using or
condition is common in
● Frozen: Regions will impeded. A blue river icon attacking across that narrow
certain global regions
become frozen at means that there is a river that strait. If the province you are
and is shown in the weather
certain times of year, must be crossed to move moving to contains enemy
mapmode in brown, while
reflecting extremely icy and across this border and, if forces, then the combat will be
unaffected provinces are
hazardous conditions that will contested by an enemy force, treated as an invasion and is
shown in beige. This will only
affect movement but only an attacker will incur a river- subject to the same penalties
affect the performance of land
slightly reduce combat crossing penalty (for more as a normal amphibious
units, particularly any that rely
capabilities. Defenders have details, see the Combat invasion (see the Combat
on wheels or are extremely
only a slight advantage on section). If there is a unit section for details).
heavy, and unlike most other
frozen ground. engaged in battle in an
weather conditions will very
adjacent province, a small red
strongly favour the defenders
Provincial Borders and “under fire” symbol will be
in battle.
Crossing Points displayed on the provincial
Regardless of the mapmode boundary as well. If the
● Snow: Snowfall view you use, provincial boundary is considered
tends to affect attacking borders are shown as a black- impassable, a red line will be
ground units slightly dashed line on the Main Map, displayed. Clicking on one of Provincial Assets
more than defenders, and will while national boundaries are the border names or icons will
have a very negative impact traced with red lines. Rivers change the display to show The area immediately below
on any air missions. Naval are depicted as blue lines the Province Details in the the province’s picture provides
vessels will perform poorly as along provincial boundaries; information panel for that detailed information about
well. there are some modest province instead. each of its assets, such as its
geographic liberties taken with natural resources, industrial
river placement for game Some very narrow bodies of conditions (factories, infra-
● Blizzard: This is design reasons, and only water may be traversed structure and partisan-ship),
extremely heavy rivers of some significance are without the need for naval its defences, and any other
snowfall that will make taken into consideration. Each vessels and are shown using provincial improvements that
your aerial units effectively provincial boundary is also a blue water icon in the have been built there.
useless, and will also ground listed on the right side of the boundary listing. Since these
them if there is a blizzard over information panel when a crossing points are not If the province you are viewing
their air base. It has a province is selected, along displayed on the Main Map, is currently controlled by your
significant impact on all land with an indication of the type you should pay careful nation, then several of the
and naval battles, as well as of connection it has with its attention to the province areas will be shaded grey and
movement. Blizzards are neighbour, though the label boundary listing whenever you act as Quick Build buttons to

35
HEARTS OF IRON DARKEST HOUR

forcing your armed forces; Land Fortifications: appropriate industrial tech- short of oil, energy may be
core national provinces This is a defensive nologies and will either be converted into oil, though the
provide all their potential man- structure that helps land placed in the nearest resource conversion rates may be poor
power, while occupied or not forces repel enemy attacks depot or, if a land supply route until you have achieve a high
national territories provide only that are launched from can be traced from this technological level. The
a fraction. The daily gain from adjacent provinces. Its size province to your capital, in amount that you may convert
provinces is very low, determines how effective a your national stockpile. Metal on a daily basis is limited to a
especially at peace, but defence it is, but the is needed by your factories to percentage of your national
changing conscription laws or fortifications must be manned generate IC. industrial capacity.
mobilizing the country will add by land divisions and will not
a quantity of manpower assist forces against sea Energy: The amount of Rare Materials: The
proportional to the manpower invasions or paratrooper energy drawn from the amount of rare
of the national provinces. attacks. As long as at least province on a daily materials drawn from
one fort is present, this icon is basis. This amount may be the province on a daily basis.
Industrial Capacity also displayed on the Main also increased by researching As with the other resources,
allow you to initiate the (Factories): This is the Map. the appropriate technologies this amount can be increased
construction of these items in number of factories that and will either be placed in the with appropriate technologies
the province. All province have been built in this Coastal Fortifications: nearest resource depot or, if and will either be placed in the
assets may be built using the province, each of which Similar to land possible, in your national nearest resource depot or, if
right-click province menu as provides industrial capacity for fortifications, this is a stockpile. Energy is essential possible, in your national
well. For province infra- the controlling nation. New defensive structure that helps to keep your factories stockpile. Your factories need
structure, factories, land factories may only be built in a land forces repel an invasion operational and may be a modest amount of this
fortifications and naval province that has infra- that is launched from the sea. converted into oil if necessary. resource to remain
fortifications, these are the structure over 33%. It must be manned to be operational.
only two ways to initiate their effective, and it will not provide Oil: This is the amount
production. Other assets are Anti-Aircraft assistance against attacks of oil drawn from the Infrastructure: The
built by placing a Production Batteries: This is a launched from a neighbouring province on a daily roads, railways and
Order for them. This is province defence that province or paratrooper basis. It may be increased by other infra-structure in
described in detail in the will fire upon any enemy attacks. A matching icon will researching appropriate a province. Unless this value
Production Folder section. aircraft that venture into the appear on the Main Map, as industrial technologies and will is 33% or higher, you will not
province and do not need to long as there is at least a level either be placed in the nearest be able to construct factories
Manpower: be manned to be operational. one fortification. resource depot or, if a land here and the more infra-
This indicates the This icon will also be visible in supply route can be traced structure present, the faster
manpower that this the main map, as long as Metal: The amount of from this province to your some provincial assets may
province contributes to its there is at least one AA battery metal drawn from the capital, in your national be built. Infrastructure has a
controlling nation’s national present in the province. province on a daily stockpile. Oil is vital, as it is very large effect on the supply
manpower pool. Manpower is basis. This amount may be consumed as “fuel” by many efficiency and movement rate
needed for recruiting and rein- increased by researching units in your military. If you run of troops

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HEARTS OF IRON DARKEST HOUR

located in a province and if it is being used by at least Details, so if you see this icon Nations tend to be secretive
insufficient levels achieved one wing and grey if it is not, in the information panel, it about such projects, so these
through poor planning or although this colour distinction denotes that a naval base has will not be visible if the
destruction by enemy bombing is hidden by the fog of war. been built here and will also province is hidden from you by
campaigns can have indicate its size and the fog of war.
devastating results. Ports and Naval operational condition.
Bases: While many Rocket Test Facility:
Partisan Activity: This provinces have a large Radar Station: Radar This is the rocketry
is the amount of enough port for naval vessels stations provide counterpart to a nuclear
partisan activity in the to temporarily dock, all military improved detection of reactor, providing a facility for
province. Partisans will vessels require larger facilities enemy air activities. The air-to- more rapid testing and
actively seek to hamper your for repairs and refitting to take air combat abilities of any manufacturing rocket-
industry and supply in non- place. A naval base may aircraft defending the skies propelled devices such as
national territories and may support any number of flotillas, over that province will be flying bombs, rocket bombers,
even rise in revolt if the but the size of the base improved proportionally by the ballistic missiles and ICBMs.
opportunity arises. You will determines how efficiently it size of the radar installation. A As is the case with nuclear
need to assign forces to anti- does so. Repairs to damaged radar site also removes the reactors, these are hidden by
partisan duties to suppress ships will only occur when fog of war from an adjacent the fog of war.
their resistance efforts; they return to their assigned sea zone, although it may not
garrisons and MPs are naval base. This icon will necessarily detect any or all Context-Sensitive
particularly good at this. appear in two different sizes enemy naval vessels that go Information
on the main map. A small icon there. You will not be able to The upper half of the
Air Base: All air units indicates a port, while a larger see another nation’s radar remainder of the information
must have a base of icon indicates a naval base. If sites in any province that is panel, the large slate-grey
operations. The either is coloured in blue, then hidden by the fog of war. area, will display one of two
number of individual wings the port or base currently things depending on whether
that may be stationed in a contains naval vessels, Nuclear Reactor: This or not you control the province
province without penalty is although this too will be installation might be you are reviewing. If you don’t
determined by the operational hidden by the fog of war. A better described as a control it, then some basic but
size of the base, which may naval base in a province that nuclear test facility, since it essential diplomatic infor-
be reduced as a result of you own will remove the fog of does not provide any power mation will be displayed here,
enemy attack. If too many war from an adjacent sea that can be used on a as well as the controlling
wings make simultaneous use area, although it may not provincial level. Instead, its nation’s flag. You may click on
of a base, they will experience necessarily detect any or all function is to greatly assist in the flag to initiate a diplomatic
reduced rates of repair and enemy naval vessels that go the research of nuclear action with that country. If the
upgrade and will be slow to there, since this is subject to technologies and accelerate province is currently under
regain organisation. On the your technology. Ports are not the testing and manufacture of your control, then a complete
main map, a base will be blue displayed in the Province weapons-grade materials. list of any land, air and sea

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HEARTS OF IRON DARKEST HOUR

Production Folder section of province hot buttons. Pressing information panel. This allows The Decision Hot
the manual and give only brief down Shirt, Control or Shift+ you to conduct a very fast Button
instructions here. Click on one Control while clicking on the survey of your nation’s Clicking on this
of the Quick Build buttons to Button will order 5, 10 or resources and any recent button will display a
place a production order for maximum size of that enemy activity. To the right of list of all available and active
this item to be built in this improvement. Right-clicking each province’s name is its decision. Available but not
province. You will see the on another nation’s province current industrial capacity, an active decisions are marked
production order appear in will display several context- indication of the type of with a red X whereas active
your national Production sensitive options that you may resources that have been decisions (that can be taken)
Queue, which is displayed in select to quickly initiate a drawn from it, as well as its are marked by a green V.
the Production Folder, and this diplomatic or intelligence manpower value. If a battle is Placing your mouse over the
will also be displayed in the action with that nation. Each of currently being fought there, or red X or the green V will
lower portion of the inform- these is described in detail in if it has very recently been display a tooltip with the
ation panel for this province. the relevant portions of the attacked by enemy bombers requirements necessary to
units that are currently You may click on the Quick manual. or naval bombardment, then a activate that decision.
stationed here will be Build button a number of times red “battle” icon will appear Decisions can be sorted by
displayed. You can click on to order the serial production adjacent to its name. To the name, historical date or status
one of these list items to of multiple identical units. left of each province is a small (available or active).
select the unit, though this is Pressing down Shirt, Control symbol that will be green if the
only one of several ways to do or Shift+Control while clicking province is one of your owned The Land Forces
so, and then view its details on the Button will order 5, 10 The Hot Buttons provinces, or red if the Hot Button
and issue it orders. or maximum size of that The seven Main Map hot province is normally owned by Clicking on this
improvement. buttons provide a quick means another country but is button will display a
Quick Build Buttons of gaining an overview and currently under your occu- list of all provinces that
If the province you are viewing Right-Click Province Menu location of your provinces and pation. Clicking on any of the currently contain your land
is currently under your control, Right-clicking in the main map armed forces. While details small “header” icons at the top forces in the information
some of the provincial asset area of a province you own about combat and armed will sort the list in descending panel, as well as basic
values will be displayed in will display a menu of all forces will be given in the order. You can click the information about the forces
grey and will also act as Quick possible province improve- Combat section, an overview Provinces header to return to stationed there, including the
Build buttons that allow you to ments that may be built, of each is given here. an alphabetical sorting. number of divisions, their
quickly issue a production allowing you to quickly initiate overall strength and
order for more of that item to construction of these in Clicking on the province name organization, and the portrait
be built in this province. For exactly the same way as using The Province Hot will center the main map on of their commanding officer. If
infrastructure, factories, land the above hot buttons Button that province and display the an army is presently carrying
fortifications and naval mentioned above, and also Clicking on the Province Details in the out orders that you have given
fortifications, this is one of only allowing you to build some of province hot button displays a information panel. it, a summary of the orders will
two ways to issue a production the other improvements that list of all of your currently be displayed here, and if it is
order. I will detail this in the aren’t included as owned- controlled provinces in the involved in an attack, the

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HEARTS OF IRON DARKEST HOUR

combat icon will appear are upgraded will decrease. It each. The base size and scrollable listing of all active
adjacent to its current is possible to base your air current operational status are military engagements. Each
strength. You may jump wings in an ally’s air base, shown beside the name of the will feature a summary of the
quickly to the province by although you are subject to port; note that naval bases are size and nationality of the
clicking on the province’s the same size restrictions, at subject to aerial attack. Naval forces involved, the portraits of
name in the information panel, which point the ally’s province units are listed below their the two opposing com-
or you may bring up details will also appear in this listing. base, along with a summary of manders, and a graphic
about any army by clicking on their current location, orders, representation that shows
its name in the listing, also Your air units will be listed commanding officer, strength each force’s current strength
causing the main map to jump immediately below their and organisation. Clicking on and organisation. The attacker
directly to that province. current base assignment. You a unit will center it on the map, is always listed on the left and
will see a unit’s current and the information panel will the defender on the right.
The Air Forces Hot mission and location (which display more detailed infor- Below them is a battle status
Button may be different than its base mation about its components. bar that gives an approximate
Click this hot button if it is flying at the time that Just as with the Air Forces hot idea of who is currently pre-
to display summary you review the information) as button, you may quickly issue vailing. If you click on any of
information about your air well as its leader, strength and new orders to your naval units the active combats listed in
forces. Each of your provinces organisation. This panel can from this panel. the panel, you will jump to the
containing an air base will be also be used to quickly issue location in the main map and
listed here. To the right of the new orders to your air forces The Active Combats the Combat Details, a detailed
base’s name are two values: by clicking the order box in the Hot Button battle analysis, will be
the overall size of the base lower right corner of the unit’s When you engage in displayed in the information
and its current operational listing and issuing new orders. large-scale panel.
size. If an air base has been Click on a squadron’s name to operations, it can be easy to
attacked by enemy bombers, jump to its location on the map lose track of all of the various In very large wars, you may
the operational size may be and to review detailed combat activities that are have a huge number of battles
less than the base size. As information about its currently underway, even in progress, so you can also
long as you devote IC to composition. though you will receive a filter which active combats are
reinforcements, the base will message when each one shown when you click the hot
gradually be repaired and will The Naval Forces commences (based on your button. You may choose to
become fully operational once Hot Button message settings). The Active see a list of only the land, air,
more. There is no restriction to The Naval Forces hot Combats hot button becomes naval, or bombing engage-
the number of air wings that button is very similar an invaluable tool for quickly ments by clicking on the
may be stationed at a base, to the Air Forces hot button. locating and evaluating the appropriate icon at the top of
but if this number exceeds the Clicking it will bring up a status of any battle. the listing. Click the “all” icon
base’s current operational complete listing of your naval to return to a complete listing
size, the rate that units regain bases and the various units When you click this hot button, of all active combats.
organisation, are repaired, or that have been assigned to you will see a complete

39
HEARTS OF IRON DARKEST HOUR

The Force Pool Hot


Button
The sixth hot button
is used to view and
deploy new units from your
force pool. I will give you
details of how to use this
interface later in the manual
so it will suffice to indicate
here that if you click on the
Force Pool hot button, you will
be given a list of all of the
available units in your force its intended new location. You This may hurt your ability to waste your time deploying
pool. These are the new units can only review - not change - efficiently supply your forces Multiple each of them separately, you
that you have built or recruited
using the production interface
a strategic redeployment
order, and the force is listed
that are already on the front
lines. Items in the force pool
Deployment can now simply press Control
and click to select/deselect
which are ready for active duty here only for your reference will also have very poor them. Moreover, if you press
An interesting feature of
and are simply waiting for you and convenience. Important organisation when first Shift and click over a division it
Darkest Hour is the multiple
to issue them an assignment. note: Each item awaiting deployed and will not be will automatically select all
deployment of divisions.
If you have given orders for deployment in the force pool upgraded with the most recent divisions of the same model
If you have a long list of
the strategic redeployment of will tie up national transport technological advances until (infantry, motorized, inter-
divisions in your deployment
a land unit then it will appear capacity as well as consuming they have been placed in the ceptors, CAS etc.). And if you
pool and you don't want to
in this list as well, along with a daily allotment of supplies. field. press Control and Shift and

40
HEARTS OF IRON DARKEST HOUR

click over a division it will On the right edge of You can also see weather on
automatically select all the Mini Map are this Mapmode by toggling the
divisions of the same type small “+” and “-” related option on the
(which means land, naval or buttons. Clicking on Date/Pause button.
air units). After selecting the these will change the
divisions, there will be a new magnification of the Political Mapmode
screen where you can choose main map. You can While the unit and
to add these divisions to an also use the “+” and province improve-
existing unit or deploy them in
a specific province. The game
The Mini Map and “-” buttons on your keyboard
as well as your mouse scroll-
ment display
remains the same as the
will automatically group Mapmode Buttons wheel to do the same thing. terrain mapmode, this view
together units of the same DH permits four different colour-codes all provinces to
model creating groups (but if The Mini Map has three levels of main map magnifi- show the controlling nation
you want them separated you primary uses: cation. Along the base of the instead of the terrain.
just have to press SHIFT). ● If you left click anywhere on inform-ation panel, below the Weather Mapmode
the Mini Map then the main Mini Map, is a series of ten Click this button to
By default land units are map will move to be centered Map-mode buttons that allow view the prevailing
placed in groups of 3, air on that location, making this a you to quickly change the weather trends
units in groups of 2 and quick way to jump between main map view to provide you around the world. Provinces
naval units in groups of 6, theatres. with important and often will be coloured beige unless
but this value is moddable ● The Mini Map also has a essential information at a the conditions are muddy
in misc.txt for each unit graphic representation of the glance. (brown) or frozen (white).
type. So for example if you approximate local time of day Animated icons will show the
have 7 land divisions, the for any portion of the globe. A Terrain Mapmode current weather trends in
system will automatically dark band will sweep across This is the standard provinces and sea zones,
separate them in 3 units: the the Mini Map, indicating which display mode, with indicating frequent rain,
first two unit will have 3 global regions are currently provinces shown storms, snow or blizzards. If
divisions each and the third experiencing night. colour-coded by terrain type you’re planning a major
unit will get 1 division. ● The third function of the map (see the Provinces section offensive, check this map
is accessed by right-clicking above for a description of before you launch it.
You can them easily deploy on the Mini Map and selecting each terrain type). Province
these three units in a the type of force you would improvement symbols are Economic
specific province. If you like to view. Small red dots will shown, but the portions of the Mapmode
want 7 different units each then appear on the Mini Map, map that are not within visual This mapmode
composed by a single showing you the locations of range of your alliance’s provides a quick
division you'll only have to all forces of that type. provinces or military units will means of checking resource
press Shift. be covered by the fog of war. locations and industrial
capacity. Provinces belonging

41
HEARTS OF IRON DARKEST HOUR

currently within allied supply. If of partisan activity in your with whom, so this mapmode neutral country occupies it;
it is currently within supply, it provinces. Green shading allows you to determine this at and red shading means that it
will be shaded in green, and if indicates a province which has a glance. The map display is is currently controlled by an
it lies outside of an allied no risk of rebellion. Various colour-coded and context- enemy. Provinces with very
supply chain it will be red. The shades of red indicate sensitive. Click on a province high victory point values, often
shading of each province provinces where partisans are to view the world from its national capitals, will be darker
indicates its approximate active, with darker shading controlling nation’s pers- in colour than those with lower
infrastructure level. Darker indicating greater levels of pective. A dark green province point values. Key provinces of
shadings indicate lower activity; these should be is currently controlled by that particular strategic importance
infrastructure levels and lighter carefully monitored. A tooltip nation. A national province will for peace negotiations are
shadings indicate excellent details all current partisan- also have a red dot in it to marked with a red star in this
infrastructure. Note that related conditions. Partisans indicate its importance. A mapmode.
enemy and neutral provinces are discussed in detail in the claimed province will have a
that are adjacent to allied Diplomacy Section. yellow dot in it. A light green The History Log
provinces will also usually be province belongs to one of
to your nation are colour- displayed in green, since a Region and Area that nation’s allies. A red The history log is a scrollable
coded in light green if they unit that moves there would Mapmode province is currently controlled sequential list of the
contain at least one factory, or remain in supply. Sea zones The next two buttons by another nation with which messages and events you
in dark green if they belong to through which either supply will display a colour- the nation is at war. A light red have had during the game. In
you but do not contribute at all convoys or resource convoys coded map of either regions province is a core or claimed multiplayer mode, it will also
to your nation’s industrial will run are also indicated on (large province groupings) or province currently controlled record any chat messages you
capacity. Any province that the map as a clear blue colour, areas (somewhat smaller by another nation with which send or receive. You can scroll
has some type of natural rather than the standard subdivisions of the regions, the nation is at war. You can back up through recent
resource or manpower value greenish-blue tint. This only usually about 3 or 4 provinces remove icons from this messages received during
will contain the appropriate indicates that the convoy path in size). Areas and regions are Mapmode by toggling the your current session of play,
icon to indicate its presence. has been created, but does used for many of the orders related option on the which is also saved as a log
You can also find this inform- not indicate that a sufficient that you will give to your air Date/Pause button. for future reference. A full log
ation in the Territorial inform- number of vessels have been force or navy and do not may be read using the History
ation summary in the Statistics assigned to actually carry out indicate ownership or control, Victory Points Log screen in the Statistics
folder. that duty. Supply and convoys so you may find these modes Mapmode folder. If you wish, you may
will be discussed in detail in convenient when issuing such This mapmode can hide the message log by
Supply Mapmode the Production and Combat orders. be used to quickly clicking the small button at the
This mapmode sections. locate provinces that have an top left corner of the log and
displays military Diplomatic assigned victory point value. later restore it by clicking on
units and is therefore Partisan Mapmode Mapmode Green shading indicates that a the button again.
subject to the fog of war. Each This mapmode will It is easy to lose member of your alliance
province will be colour-coded give you a quick track of who is at war occupies the province; orange
to indicate whether it is indication of the risk with whom and who is allied shading indicates that a

42
HEARTS OF IRON DARKEST HOUR

after a period of time, the team Selecting Research Teams will have a high daily financing
The Technology will announce that it has The left side of the Technology cost. The small colour-coded
Folder achieved this new technology.
The length of time will depend
Folder will display up to five
teams of scientists, each of
icons indicate the team’s
areas of expertise, or fields of
Overview on the nature of the project whom may be assigned a research at which the team
Although the Intelligence and on the skills and expertise project to work on. When you excels. The number of
folder is the next tab on the of your team. You are also first start playing, this area will available teams and their skill
top bar, we will discuss this a limited in the number of be empty, waiting for you to and areas of expertise will
little later in the manual (after projects you may work on assign research teams to each depend on the country you
the Diplomacy section) since simultaneously. The maximum slot and to give them each a select and will rarely change
the concepts and functions of number of projects and the project to pursue. Depending during play.
both are interconnected. specific teams that are avail- on the nation you are playing,
Instead, let’s move on the able to you will depend on you may have as many as five Whenever possible, try to find
Technology folder. which nation you are playing, slots, or as few as one. The a team that has expertise in
and on your nation’s economic number of available slots is the fields that relate directly to
Technology is an integral strength. based on your nation’s base the components of the project
component of Darkest Hour industrial capacity (with an that you intend to assign them,
and your degree of overall Research speeds may be additional team slot even if they might be less
achievement will have a further improved or hindered awarded every 20 IC). skilled overall than another
significant impact on many somewhat by several of your team that lacks this expertise.
things. Your domestic affairs cabinet ministers. Your Click on a blank team slot to Each area of expertise that
will benefit from new rocketry research will be display a list of the teams in matches a component’s field
efficiencies in extraction, greatly aided if you have built your nation’s pool. Some of requirement will give the team
conversion and production rocket test facilities in at least these may be headed by a research bonus when
rates, and your military will one province, and your individuals, while others will be working on a project, so the
deploy new technologies to nuclear research will benefit identified as companies. Each more fields that match, the
gain a crucial edge over your similarly from a nuclear team will have a skill level and better. If a team has an area of
enemies. You may even begin reactor site. The only other will have at least one area of expertise that matches one of
nuclear experimentation that way to accelerate your expertise. The skill level is an the project’s requirements, the
can lead to the atomic bomb. research is to acquire blue- indication of the team’s overall icon for that field will be
prints from another nation. proficiency and will affect both highlighted in green. This will
Unlike most things in DH, this Gaining an edge over your the daily cost of funding the allow you to rapidly find the
does not require a direct enemy, or at very least team and the overall rate at most suitable match.
allocation of IC. New tech- maintaining an approximate which it will be able to
nological advances are gained technological parity, will almost research a new project. The Once you have chosen a team
by hiring a team of scientists, certainly be vital to your higher the skill level, the less by clicking on it, a portrait or
assigning them a research overall success. time the team will need to logo will appear in the project
project to work on, and then complete a project, but they slot of the technology folder

43
HEARTS OF IRON DARKEST HOUR

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HEARTS OF IRON DARKEST HOUR

and you’ll see the team’s you have already completed Details and its component
name and its areas of exper- this project; advances. Each component You can easily change the
tise. If you haven’t yet ● light green indicates that will have a difficulty rating and number of available tech
assigned a project for it to you have all the prerequisite a specified field that is the teams by editing db\misc.txt
work on, you will also see a advances necessary to begin primary discipline that relates (located in the main and in
comment that it is idle and that researching the project; to the component. The overall each mod folder) and play
it does not currently require ● yellow indicates that a team project completion time will be at your will with these
funding. Idle teams may be has already begun work on reduced for each of the parameters:
replaced by clicking the
Replace button and selecting
a new team. The new team
the project; and
● red indicates that you lack
some of the prerequisite
assigned team’s areas of
expertise that correspond to
one of the components’
5
Max active tech teams at a
will be placed in that project accomplishments to begin primary fields, but a higher time (cannot be more than
slot and the old team will be research. The arrows in the difficulty rating makes for a 50).
returned to the team pool. flow chart indicate the longer research schedule for
prerequisites for each project, that component. You will also
making it easy to see what
steps must be taken if you are
see a list of the benefits you
may expect upon completion
1
looking far into your research of the project. # Min active tech teams at
future. Tooltips also display a time (available teams
useful informations like Each project has one other regardles of current IC).
Research Projects required and unlocked techs. factor that can play a role in

Selecting and Assigning a


Project
The various secret weapons
fields are a special case.
determining how long it will
take to research: the historical
year that it appeared. This
20
# Required IC for each tech
Across the top of the screen There are prerequisites in reflects the need for other sub- team above the min 20
are a set of buttons listing the other categories that must first components that aren’t directly
various general categories of be completed, and at some included in the technology
technology in DH. Each time shortly thereafter a tree’s multitude of components
category has many individual special “event” will fire that will but nevertheless played a Progression in advanced
projects, each of which has its unlock one or more secret historical role in making levels of rocketry research will
own set of component weapon projects. Until the scientific advances in this area be nearly impossible without
advances. When you click on event has triggered, you will possible. If you begin the construction of appropriate
one of the category buttons, not be able to begin research researching a project before test facilities to assist your
the main section of the folder on that project even if you its historical time period, it will scientists. If you intend to
will display a colour-coded satisfy the technological take longer to complete since pursue this field, you should
flowchart of all of the projects requirements. your team will need to spend build at least one rocket test
that are part of that category. A Clicking on any one of the additional time inventing those site as soon as you are able
dark green entry indicates that projects will display the Project hypothetical subcomponents. and then increase its size

45
HEARTS OF IRON DARKEST HOUR

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HEARTS OF IRON DARKEST HOUR

As mentioned earlier, a dramatically, the team’s skill Implementing New Production folder. Naval
research project will take level will temporarily be set to Technology advances that result in a new
much less time if you begin zero, and a large red dollar The effects and implemen- model type cannot be
with a set of blueprints for the sign will be displayed as a tation of a new technology will upgraded, and in such
project. You may be able to warning. This penalty will be vary depending on the type of instances you will have to
negotiate a one-time trade if removed once the team’s project and are far too manufacture a new vessel to
you make an attractive financing has been restored. numerous to list here. Some implement the advance.
enough offer during your After all of the components effects are instantaneous and
negotiations. Your spies can have been researched, the require no direct action or IC Technology Summary
also be ordered to infiltrate an project will be complete and allocation since they will be Clicking the Overview button
enemy and attempt to steal a you will be notified that the implemented immediately and at the extreme upper right of
set of blueprints to a tech- team has finished its task. automatically, while other the category buttons will
nology that you don’t yet Whatever effects the tech- projects may have little to no display a summary of the
possess. nology provides will be immediate effects and act effects of all the technologies
immediately available, though more as stepping-stones you currently possess. This is
Once you have decided on a in many cases this will require along the road to a major new where you can gain a rapid
project that your team is able some degree of technological breakthrough. overview of the most
to research, click the Start implementation. Many military advances will be advanced unit types that are
Project button to assign the improvements to existing available, the benefits enjoyed
team to this project. The main Cancelling and Reassigning technology and any units you by your nation’s industry, as
area of the screen will then a Project have in the field will need to well as all of the mission types
change to display the project Only one team may be be upgraded to take advan- that you are able to order and
details with an indication of the assigned to a project at any tage of the new benefits. how effectively your forces will
overall progress being made one time. Should you so There are many unit types and be able to carry them out.
on the project. Money will be choose, you may cancel the province improvements that Remember that some units
withdrawn each day from your project at any time and then will not be available until you and mission types will not
national cash reserves to assign it to a different team, or have researched the prere- become available until you
whenever possible. This finance the project and as time abandon it and start work on quisite technologies. This have researched the
province improvement will passes, you will be able to see something else instead, by includes specialised infantry necessary technologies and/or
drastically reduce your the team gradually research- clicking the Cancel Project units (mountaineers, marines, doctrines. If you see a mission
research times of further ing each of the component button on the project details paratroopers, etc.), radar listed as “no” or a unit type
rocketry advances. The same advances. You will also see an screen. You will lose all of your sites, nuclear weapons, and without a model listing, then
is also true of nuclear indicator showing the overall progress towards this project many of the heavier, larger or you lack one of the
research projects, which will progress being made on the including any components that more advanced tank, aircraft prerequisite technologies.
progress very slowly unless project. If you lack sufficient have been completed and all and ship designs.
you have built a nuclear funds to continue financing the cash invested, so this should Upgrades to existing units are
reactor in at least one of your team’s work on the project, only be done under dire accomplished by allocating IC
provinces. research progress will slow circumstances. to the Upgrades slider in the

47
HEARTS OF IRON DARKEST HOUR

agreements and convoy


The Production activity, and the location and
Folder size of your resource depots.
We’ll look at each of these in
turn.
Overview
The Production Folder is the
interface you will probably use
most frequently, other than the
Main Map Folder. It is used for
two main purposes: issuing
new building orders and
managing your economy. It is
here that you will recruit new
divisions, construct new
aircraft and naval vessels, and
build some of your provincial Production Orders &
assets. You will then be able the Production
to adjust the priority that each
order is given by making Queue
changes to this in the pro- The Production Orders
duction queue. It is also the interface and Production
folder you will use to manage Queue are displayed on the
your nation’s IC allocation to left side of your screen in the
meet various domestic and Production Folder. Every time
military needs and will you wish to recruit new forces
manage the disposition of your or construct one of several
network of convoys. province assets, you will
initiate a new production order,
The screen is divided into two confirm the type and quantity
sections. The left side displays desired, and then issue the
the Production Orders order. It will then be added to
interface and the Production the bottom of the scrollable
Queue, while the right side Production Queue listing,
shows the vitally important where you may subsequently
Industrial Capacity Allocation review, manage or cancel it. It
sliders, a summary of your is also possible to place
national resources, trade orders for some province

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49
HEARTS OF IRON DARKEST HOUR

them. The Division, Air Wing, Placing orders for divisions, initial amount of manpower to Production Runs
Flotilla and Brigade brigade attachments, air be withdrawn from your The Order Details interface for
Attachment categories will wings, and flotillas is slightly national manpower pool. If you both simple and complex
display a slightly different different since you will usually lack the manpower, you may orders will provide you with
Order Details interface than have a variety of available unit still place the order and it will options to increase the
the others, since there are a types, leaving you to choose be withdrawn as soon as it number of units produced in a
number of possible items that which one to manufacture. becomes available, although production run (serial runs)
you may select from each one. Begin by clicking on one of production of the item will not and to place multiple identical
The remaining categories these four buttons in the begin until the manpower production orders at a time
require no further selection Production Orders interface to becomes available. (parallel runs). This is
and will display a “simple” display the more “complex” designed to make the pro-
Order Details interface. version of the Order Details Once you have decided which duction interface as
interface. Scroll through the unit to build, you may click the convenient to use as possible
Orders for “simple” items are list of available unit types to Start Production button to when you want to manufacture
always manufactured using locate the type of unit that you place an order for one unit. If large numbers of the same
the most current technology, would like to build. The length you wish to order multiple item or have ongoing,
so there is only one type you of the list and the types of units, you may adjust the continuous production of a
assets directly from the may build. Click on the name units available will depend on serial or parallel production certain thing. If you want to
Province Details information of the item you wish to build to your current technology level. run values. Once you’ve order very large numbers, you
panel, but the priority of those display the Order Details Detailed unit information is confirmed your order, the may hold down the “Shift” key
orders is managed from the interface. If you wish to build displayed when you select a Production Queue will be as you adjust the quantities,
Production Queue. Let’s look only one unit, then you can name from the unit type list. updated to reflect this. which will result in the
at all of these controls. click the Start Production The meaning of each of these All order types have a daily IC increases being in increments
button and the order will be is described in detail in the requirement that must be of 5 units. Holding down the
Placing a Production Order placed immediately. The Order Combat section of the manual, maintained for production to “Control” key on the other
Production Orders are easy to Details interface will disappear so the only note I will add here proceed at full speed. If you hand will increment the
place in Darkest Hour. Begin and you will see that an order is that the organisation and fail to allocate sufficient IC to number of units by 10
by clicking one of the dozen or for one unit has been added to morale values shown are not production, the manufacture of whereas holding down both
so production category the bottom of your Production the maximum values, but items at the bottom of the “Shift” and “Control” will set
buttons on the Production Queue, though you may need rather the initial deployment Production Queue will not the amount to the maximum
Orders interface to indicate to scroll down the list to see it. values of those items. begin until you increase your allowed number of units
the type of item you wish to If you want to order more than IC allocation, or items with a (usually 99).
build. If an item has pre- one unit, you may do so by You will also want to refer to higher priority have been
requisite technological adjusting the Serial Runs or the cost of the unit and its completed and the IC that they Increase the “serial runs”
advances that you currently Parallel Runs values. We’ll required production time. All were using becomes value of the Order Details will
lack, the button will be greyed come back to the meaning of military units require not only a available. issue an order for multiple,
out on the interface until your and distinction between those daily allocation of IC during identical items to be
scientists have researched options in a few moments. their production but also an manufactured sequentially.

50
HEARTS OF IRON DARKEST HOUR

When you click the Start single units: if you place an issue multiple serial The Gearing Bonus
Production button, a single order to produce only one unit, production run orders, each In the “real world”, there are
order entry will be added to you can then change and calling for the same number of significant manufacturing
the Production Queue and make this a serial run by units per run. benefits to be gained from
your factories will begin to pressing + and adding more dedicated production lines and
manufacture the first unit. units of the same kind to the There are obvious advantages other efficiencies of scale. The
When production is complete, queue, making it a serial run. and disadvantages to both heart of the idea is that if a
the unit will be added to your approaches of issuing an factory or series of factories
Force Pool and your factories The usual shortcuts are order for multiple units, and a sets up a dedicated production
will then begin manufacturing applied here too: Shift will hidden one as well. Serial line and can purchase its raw
the second unit. This process extended the serial build by orders take much longer to fill materials based on a high
will continue, with the units 5 units, Control by 10 and but spread out the drain on volume of consumption, then
becoming available one by Shift + Control to the manpower which, if required, the overall cost of production
one, until your order has been maximum allowed number will only be subtracted as each and length of time it takes to
filled. If you look at the order in of units (usually 99). new unit is begun. They also make each unit will decrease.
the Production Queue after it require a small allocation of In Darkest Hour, this is
has been placed, you will see Increasing the “parallel runs” IC, since only one unit is being represented by something
the total number of units value will issue a series of made at a time. Parallel orders called the “gearing bonus.” To
ordered as well as which of identical orders and each of will rapidly deplete your avoid making the gearing
those units is currently being the units will be manufactured manpower, if needed, and bonus unduly complex or
manufactured. The completion at the same time. This is a demand much larger IC excessively open to player
date of the current unit / quick way of placing multiple commitments, but multiple exploitation, DH takes a few
building in the queue for serial identical orders without being units will be available far small liberties in the way it is
queues is displayed below the forced to go through the order sooner. Serial orders for implemented and awarded.
completion date of the whole procedure multiple times. military units can be updated
serial queue and the When you click the Start as new technological If you place a serial run
Production efficiency (which is Production button, the number advances are discovered by Production Order - one that
the quantity of the available of orders added to the checking the checkbox that calls for multiple units to be
IC, as previously explained). Production Queue will be the enables or disables the auto- manufactured in a single
It is possible to extended or same as the number of upgrade of units. Please note production run - then you will
reduce the number of units in parallel runs you have the unit currently in production be eligible to receive a gearing
queue in a serial production specified in the Order Details. is not upgraded, but the bonus where each successive
after the production started. If you allocate sufficient IC to following unit in the serial run unit that is produced will
In the Production Queue two production, all of the units will will use the latest unit model. require slightly less time to
small + and – buttons will be manufactured simultane- There is one huge advantage, manufacture. The first unit will
allow you to increase or ously and become available though, that applies only to take the usual length of time
decrease the number of units on the same date. If you use serial orders: the gearing and require the full allocation
ordered. This is also true for both of these controls, you will bonus. of IC. The next unit will require

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HEARTS OF IRON DARKEST HOUR

over the gearing bonus is placed for their construction. earlier in this section. The well as an icon that shows its
reduced if auto-upgrade has You may do this either by order will then be listed in the type and a listing of its name
been selected and a new selecting the desired province Production Queue while it is and basic attack and defence
model becomes available and then using the appropriate being manufactured. If you values. A tooltip will give you
during the serial run: after the Quick Build button in the use the right-click method, the many more additional info. If
completion of the current unit, Province Details display, or by asset will automatically deploy you used the quick order
the whole line is upgraded to right-clicking on the province to the province upon method to requisition a
the new model, but this on the main map and selecting completion. If you use the provincial asset, the auto-
reduces the acquired gearing the asset you wish to build. Production Order method then deployment location will be
bonus (by roughly 10%, so it's Using either method will the asset will be “sent” to your identified as well.
not a great loss). initiate a new production order Force Pool to await
for that item, adding it to the deployment instead. It will On the left side of each line’s
Building Provincial Assets listing at the bottom of the then force you to spend a bit entry is the estimated date
and Using the “Quick Province Details information of extra time placing them and time of the completion of
Orders” Buttons the whole order.
Provincial assets are the wide Below this is the
variety of structures that can “production
slightly less time to produce be built to make your percentage”
and thus a lower total IC provinces more economically value, indicating
consumption, and the productive, more defensible, whether
subsequent unit will require or to provide an additional production of
even less time. Until the order boost to your research in the this item is
has been cancelled or fields of rocketry or nuclear proceeding at
completed, each unit that you science. Depending on the panel, as well as to the later, but it gives you an added full speed (this is always at
manufacture will receive a item involved, there are three Production Queue. If you degree of flexibility in their 100% unless there is not
gearing bonus that increases possible ways that it may be subsequently order additional location and construction. enough IC available). Under
as each is produced. There is ordered, although in most items using either method, that you can find the the
a maximum bonus level, cases only two of those they will be added to your The Production Queue estimated date and time that
though, beyond which there options will be available to original order. All orders for The Production Queue allows the current unit will be ready
will be no further reductions you. The exception to that rule these items are serial orders you to quickly review and for deployment. Towards the
in time and this maximum is the AA battery, which may and completed assets will manage your current middle of the line you will see
level can be modified by. use all three methods. automatically be deployed to production orders. Each time the daily IC requirement of the
the province. you place a new order, an project. If you have placed an
Note also that provincial Infrastructure, factories, land entry will be added to the order for a production run, you
assets, no matter which fortifications and coastal All other assets may be queue’s scrollable list. On the will also see two numbers
method of ordering them you fortifications must have a ordered using the right-click right side of the entry, you will below this. The first is the
use, do not benefit from serial province location specified at method or by placing a simple see some basic details about number of units from this order
run gearing bonuses. More- the time that the initial order is Production Order as described the unit being produced as that have already been

52
HEARTS OF IRON DARKEST HOUR

completed, and the second is ready on its reported ETA A second option is to cancel finding additional sources of
the total number of units date, unless something like a the order by clicking the “X” natural resources will increase
ordered in the production run. drop in available IC happens button and placing the order the actual IC if you have
Each entry also has a set of to affect it in the interim. If it is again once you have enough enough factories but they
six buttons that allow you to less than this, production is manpower in the national pool. aren’t operating at full capacity
adjust the order’s priority, the being delayed either by a lack Since manpower is withdrawn due to a lack of resources.
length of the serial build (the + of necessary IC or by when an order is first placed, Technological advances may
and – buttons) and Cancel insufficient manpower. Any you may have other orders enhance your factories’ IC or
Development button (an “X”, order that isn’t at 100% that are higher in the queue improve your resource
which prompts a confermation production will be colour- for which you’ve already paid extraction and conversion
window). Moreover there is a coded in yellow or orange to the required manpower cost. rates so you might want to
checkbox to toggle on and off make it easy to spot when Cancelling one of these will look at this as an alternative.
auto-upgrade for each entry. scanning the Production return the full manpower value Your remaining option is to
Manufacturing new items Queue. Yellow means that of the order to your pool which change the priority of your
requires an allocation of IC to production is only proceeding will then be automatically orders to ensure that the ones
their production and many at a partial rate, while orange applied to the next order in the you need most are produced
items will also require a one- indicates that production has queue that is waiting for first, and that lower priority
time “consumption” of man- halted. manpower. Your final option is orders are put on the back
power from your national pool. to disband some of the units burner until you have an
While you can still place an Manpower is not only you have in the field. This excess of IC.
order for an item that you can’t consumed by production places their manpower back
afford, its manufacture will not orders, but is also withdrawn into the pool, but they will lose The IC that you’ve allocated to
begin until sufficient man- from your national pool when any combat experience that production is assigned to
power and resources become units that have sustained they have earned. orders based on their priority,
available. Both are allocated casualties are being or their position in the queue.
on a priority basis in the reinforced. If you lack the Shortfalls in IC allocation can Orders at the top of the
queue, which is always sorted manpower for a new be dealt with in a variety of production queue have the
in order of priority, so the production order, you have ways. The simple one is to highest priority and will get
orders at the top of the list will four alternatives. You can allocate more IC to production, any new IC that becomes
always be allocated to and simply wait until you have but this will take that IC away available. If you cancel one or
manufactured first. enough manpower in your from something else, so this more of the orders that are
pool, at which point the may not necessarily be a currently running at a 100%
You can review an order’s available manpower will be viable solution. Building more production rate, then you will
status by looking at its withdrawn automatically and factories in your provinces will lose any IC and hence the
production percentage. If this production will begin. increase the total potential IC resources that have already
value is 100%, then pro- Increasing its priority in the if you are suffering from a lack been used by the order,
duction is proceeding normally queue will ensure that it will of capacity and have lots of leaving the IC to become
and you can expect it to be receive the manpower sooner. resource reserves, while available to the next order in

53
HEARTS OF IRON DARKEST HOUR

allocate more IC to method, you will need to


production than is deploy them from the force
currently required to fill pool once production is
your orders, the excess complete. All other province
capacity will not be used asset orders will be deployed
and no resources will be automatically to whatever
consumed. province you have already
chosen to build them in. In all
Two final notes about cases, choose the location
the Production Queue: carefully because provincial
At the beginning of some improvements can’t be moved
games, you may discover after they’ve been deployed
that there are some items and are vulnerable to
already in the queue and bombardment and capture.
that they require low IC Building up industry that is
allocation. This is within easy striking range of
completely normal and is enemy bombers will likely be a
because they have been waste of assets, and there is
“prepaid” for you as a often very little point in heavily
special bonus in the fortifying a province that is
scenario’s design (but the many miles away from any
IC cost will be updated likely front.
the queue. You should avoid stopping or slowing in Once the production of an
after the first day of the game).
doing this too often since it production. Any degree of order is complete, the order
The other important note is Deploying a new provincial
wastes valuable resources progress that this bumped will be removed from the
that the IC allocation in the asset is quite simple. Click on
and you could lose any order has received to date will Production Queue and the
Production Queue and in all the View Map folder tab and
gearing bonuses on that order. be saved and included once newly built item will appear in
other information displays in then click on the Force Pool
Fortunately, there is another production resumes, but any the Deployment Pool. If you
the Production Folder is only hot button. This will display a
solution: changing the priority gearing bonus that an order is used the quick order method
updated at midnight each day. list of any assets and military
of an order. Moving it to the receiving will be forfeited. You for a province improvement, it
If you are placing sizeable units that have not yet been
top will ensure that it receives may also send an order to the will be deployed automatically
orders, be sure to check back deployed. Scroll through the
any available IC and begins bottom of the queue if it isn’t to the province instead of to
once a new day has begun. list until you see the provincial
production immediately; particularly urgent, or you may the Deployment Queue. The
asset that you wish to deploy,
however, this will also cause shuffle its position by making IC that the order was using will
Deploying Unassigned then click on it. The provinces
your other orders to be smaller adjustments to move it be applied to the next order in
Provincial Assets on the main map change to a
bumped downwards in priority up or down one position the queue that is currently
If you placed an order for colour-coding view as soon as
and will result in at least one relative to the other orders. running at less than 100%
certain province assets using you do this, with green
of your other orders now capacity. Note that if you
the simple Production Orders indicating that the asset can

54
HEARTS OF IRON DARKEST HOUR

be placed in this province. drawn from daily for any DH by the ability to convert
Click anywhere in one of the necessary reinforcements. energy resources into oil. This
valid provinces and the asset It is also important to note that can be toggled on and off by
will be deployed there. Invalid the values reflect only your the checkbox next to the oil
locations will be ones that national stockpile levels and icon, but the amount that may
don’t belong to you, are do not include any resources be converted is based on your
already at maximum capacity, that might be located at your national IC level and your
or that are completely cut off depots. The daily change technology. Only a small
from your capital. values indicate the rate of amount of energy, determined
change to the national as a percentage of your
Deploying Military Forces stockpile, so the figure you national IC value, may be
and Rockets see displayed reflects any transformed into oil on a daily
The deployment of new transfers that you are making basis, and the conversion rate
military forces and rockets is to and from your depots, and you achieve will vary depend-
similar to the method used for any trade agreements that you ing on the advances you have
province improvements, but might have in place. If this is researched. At the beginning
there are some additional being impeded or otherwise of the game, this will be very
options and restrictions. affected by enemy convoy poor but will improve steadily
Please see the Combat upper left portion of that side raiding or a shortage of as your scientists discover
section of the manual for of the screen: a summary of transports, then the values new methods of refining
instructions on how to do this. your national resources. The may not reflect your potential synthetic oil.
Military forces will tie up some data that you see displayed in rates of change or any
of your transport capacity until the national resources area of changes to your depot levels. Oil is the fuel that powers your
you deploy them so you the production screen reflects This can be a fairly important naval vessels, aircraft, and
should usually try to do so as your current stockpile or pool consideration that many new any other military units that
soon as you possibly can. of each resource type, with the players overlook. are motorised (tanks, mech-
daily change to this value anised infantry, etc.). If you
displayed in brackets. This is Oil lack the oil to supply them,
the same information that you Oil is available in the form of these units will grind almost to
can view on the top bar. The natural petroleum reserves a halt, incurring large
information displayed is and can only be found in a reductions to their movement
National updated ever day at midnight, limited number of locations rates and causing them to
with the exception of the throughout the world. suffer large operational
Resources supplies stockpile, which is Historically, it was also penalties in combat such as a
We now turn our attention to updated hourly, and the extracted or synthesised, reduced organisation value.
the right half of the Production manpower pool which updated albeit inefficiently, from other You can see a unit’s daily oil
Folder and will begin with the as soon as manpower is used resources (coal, “oil shale”, requirements by viewing the
information displayed in the to order a new unit and also etc.), which is represented in unit details and looking at the

55
HEARTS OF IRON DARKEST HOUR

consumes one unit of metal These are natural resources allocations are treated as a
every day, and failure to have or materials derived or Each day, surplus and converted directly
sufficient supply in your synthesised from natural 1 IC requires into cash. You may also
national reserve will limit your reserves that are relatively receive money as part of a
available IC. rare or were consumed only in 2 energy + 1 metal diplomatic transaction when
Energy limited quantities. Examples + 1/2 rare materials. you negotiate either a one-
The energy resource might include rubber, time exchange or a trade
represents a number of tungsten, sulphates, gold, agreement.
potash, and other such
Unused (not allocated)
different materials that are IC does not consume
used to generate the power resources. Rare materials Money’s four most crucial
were used for various these resources. functions in your nation are to
that your factories require to
operate. Historically, this components in a large number finance projects for your
predominantly came from coal of manufacturing processes research teams, to sustain
during this era and a reason- suffer combat penalties if they your espionage network and
fire generation as well as are engaged by the enemy.
hydro-electric facilities, wood- able supply will be vital to finance its missions, for the
keep your factories running. Although the details are multitude of diplomatic actions
burning plants, and several presented later in the manual,
other sources. Energy may Each factory will consume one that have a cash cost
“fuel consumption” value. unit of rare materials for every I’ll remind you here that simply associated with them and for
also be converted into oil if having supplies does not
Land units consume only half your stockpile of the latter is two units of IC it produces. some generic decisions
this amount if they are ensure that they will reach available to every country.
low, although the rate of this your troops. You will need to
stationary and aren’t involved conversion will be poor unless Supplies Money may also be used
in combat. Aircraft and ships Supplies aren’t a natural establish supply chains for during negotiations with other
your scientists have that purpose and have
that are “resting” at their discovered improved methods resource that you will find lying nations to purchase other
assigned base will consume around in a province. Instead, sufficient transport capacity resources. If you have no
of synthesis. Your factories will and infrastructure to ship
only a tiny fraction of the oil demand a healthy supply of these are manufactured by national cash reserve, your
they require when they are allocating IC to the production goods along them. Unlike fuel, technological progress will
power, each one consuming supplies are always consumed
engaged in military operations. two units of energy for every of basic allotments of food and grind to a halt and there will be
ammunition that your military at their full daily rate. many common intelligence
unit of IC that it produces daily.
Metal As with metal, a lack of energy forces will need to survive. operations and diplomatic
This resource represents a Each unit has different Money options that you won’t be able
will reduce your available IC. This is cold hard cash…and it
variety of common metals, requirements, which can be to initiate.
with iron ore being the seen by referring to the unit doesn’t grow on trees.
predominant one. Metal is Rare Materials details’ supply consumption Fortunately, there are several Manpower
used by your factories on a This might be thought of as rate, and failure to meet these ways of increasing your cash Manpower is a resource that is
daily basis and is thus a DH’s “catch-all” for materials needs will result in very poor reserves. Any IC allocated to treated somewhat differently
mandatory component for that were consumed on a daily organisation values and a high the manufacture of consumer than the others. Your
generating industrial capacity. basis but don’t belong to the rate of attrition. Also, the lack goods will generate some provinces with a large enough
One unit of allocated IC metal or power categories. of supplies will make them amount of money, and excess population contribute

56
HEARTS OF IRON DARKEST HOUR

manpower to your national energy and rare materials “over stockpile limit loss”;
pool on a daily basis. You from their soil (occupied The “over stockpile limit loss”
draw from the manpower pool province more so than owned is proportional to the quantity
either for the production of provinces), and these same of resource over the maximum
new armed forces units or for penalties are applied to their stockpile level: if you're just
reinforcements to replenish industrial capacity. This may above the threshold the loss
casualties due to combat or be modified by your domestic will be minimal, but it will soon
attrition. policies and cabinet, and will grow.
also be affected by the efforts
During peace the manpower of partisans who will further How are the stockpile levels
growth is low (and roughly reduce provincial IC by the Stockpiles calculated?
proportional to the popu-lation degree of their activities, Darkest Hour features an First of all, they are dynamic
growth), while slightly higher in unless your forces are able to innovative Stockpile and are set by the engine two
times of war. If you are in need suppress them. The system. Each resource (with days after the start of each
of manpower, you can choose populations of non-national the exception of money) is game. The levels for energy,
your conscription law to move provinces also contribute very stored in the national metal and rare materials are
them to an higher level or little manpower to your stockpile. Each stockpile has based on the IC whereas the
even mobilize your country, manpower pool, unless under three different levels that the levels for supplies and oil are
forcing a large percentage of exceptional circumstance (the AI uses to determine the need based on the size of your
men to serve in your army. right minister can modify this, for each resources and the Army. This means that the
This will be better analyzed in see Diplomacy section later). behaviour of the AI of the stockpile levels grow with the
your the Combat section. An occupied province also automatic trader (which will be growth of the Industrial
reduces your transport examined later in the Capacity and the size of the
Partisan and Occupation capacity, which we’ll discuss International Trade Summary Army of your country. The
Effects on Resources and shortly. section). stockpile levels are also
Industrial Capacity ● if a resource is below the influenced by other factors like
Captive populations are critical stockpile level, the ministers and political sliders,
reluctant workers at best, so trade AI will try to acquire this so you'll have to consider the
even if you are able to prevent resource instead of giving it effects on the stockpiles when
outright rebellion, you should away; you appoint a new minister or
not expect the workers in ● the AI will try to bring each change your internal policy
owned or occupied provinces resource above the desired (see Diplomacy section).
to be as productive as those stockpile level;
who are full-fledged citizens of ● if a resource is over the
your nation. Owned and maximum stockpile level, the
occupied provinces are both AI will not try to import that
subject to heavy penalties to resource anymore and someof
the extraction of oil, metal, it will be lost because of the

57
HEARTS OF IRON DARKEST HOUR

The base necessary to production


amount is reinforcements or upgrades.
simple sum of Having some amount of
all the unused IC isn’t such a bad
factories that idea, because this excess IC
are in your at allocation is “ignored” for
nation. During the purposes of consuming
wartime, this resources and allows you to
amount may conserve resources, saving
be reduced if them for occasions when you
your enemy really need them.
conducts a
bombing Each slider displays your
campaign current daily IC allocation to
against your this area at its right end.
factories. It is Immediately above the slider
Industrial important to remember that
occupied provinces contribute
is the amount of IC that you
need to allocate in order to
Capacity (IC) and less than their full IC to your meet your current needs. The
economy. sliders can be adjusted by
IC Allocation either clicking on the “+” or “-”
To the right of the National The available IC reflects the buttons at either end (usually
Resources summary is one of actual daily IC production used for small changes) or by
the most important interfaces which is the base amount, dragging the indicator tab (for
in the game: the Industrial modified by your ministers, larger changes). Holding down
Capacity Allocation sliders. domestic policies and any the “Shift” key when clicking a
These are used to allocate technological bonuses you button will move the slider in a
your available industrial might have. If you lack bigger step, and holding down
capacity to the five main areas sufficient natural resources, the “Ctrl” key will make the
of production, effectively the available IC will plummet. step even larger. The sliders
controlling your economy. Dissent also have a direct are always zero-sum, so
effect on available IC. There adjusting one in one direction
At the top of this area are are also peace and war will cause all others to adjust
three values: modifiers that may be applied. slightly in the opposite
direction to compensate. You
● your current unused IC, The unused IC value can lock a slider in place to
● your available IC, indicates that you are prevent it from moving when
● and your base IC. allocating more IC than you adjust other sliders, which

58
HEARTS OF IRON DARKEST HOUR

is very handy for ensuring that


you don’t accidentally under-
and vice versa. The AI will then
allocate a slider, but you
use this choice in combination
should note that if you have
with the stockpiles.
locked all but one slider, you
will not be able to adjust it
For example, if the supplies are
without unlocking at least one
above the critical thresold and
more.
CG are prioritized then more IC
will be allocated to on CG (to
Consumer Goods
produce money) whereas
You will need to allocate some
Supply Production will get only
of your industrial capacity to
the IC necessary to not lose
the manufacture of consumer
supplies.
goods - the various basic
commodities that your
On the other hand, if Supplies
population consumes on a
are below the critical threshold,
daily basis - and you should
they still get some IC in order to
expect your public to become
reach the critical threshold.
quite upset if you fail to
Production, Reinforcements and
provide for their needs. While
Upgrades are considered
their demands will vary Autosliders: another group. When Production is
depending on your domestic You can toggle on and off the AI control over prioritized, it gets the necessary IC (if there
policies, your cabinet the production thanks to to the checkbox is enough!). What's left is given to
ministers, and whether you’re next to the IC (1). You'll want this enabled Reinforcements and, if there's still some IC
at war or not, failing to allocate 99% of the time, trust me. left, it is given to Upgrades.
sufficient IC to this area will To the left of each slider, (2) there is a first
cause national dissent to rise. set of checkboxes that are a further tuning This system is easy to master and will allow
IC SLIDER LOCK to enable or disable IC allocation for the AI. you to instruct the AI on how to allocate the
If you are manually Dissent will reduce the So if it is disabled, the AI will never allocate IC, giving you enough control without
managing sliders, you can performance of your military IC on that slider. turning it in micromanagement hell. If for
lock an IC allocation slider and at higher levels it makes The second set of checkboxes (3) are example you want money or supplies
to prevent it from moving your nation more susceptible located above each slider are very important because you want to enact a particular
when you adjust other to foreign coup attempts and and allow prioritizing some sliders over decision, you can prioritize CG or Supplies
sliders. Right-click or may even lead to open others. In particular, the sliders are divided for a while until you've reached the wanted
double-click on a slider to rebellion in your provinces. in two groups. It is possible to prioritize quantity and then change the priorities.
lock it, and do so again to If you allocate excess IC to Consumer Goods over Supply Production
unlock it once more. consumer goods, your
national dissent will gradually

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HEARTS OF IRON DARKEST HOUR

bonus for an order. Excess your forces will seriously Upgrades


allocation of IC to production hamper their combat ability as As you gain
is ignored and is displayed in they wll suffer penalties when new military
the summary as “unused IC”. engaged in combat. This technologies,
Remember: unused IC does slider’s sole function is to you will be
not consume resources. manufacture and stockpile the able to up-
necessary materials. grade the
Supplies abilities of
As mentioned earlier, it is vital Reinforcements your existing
to ensure that you are This slider allocates industrial land and air
supplying your military with a capacity to reinforcements and units as well
daily allotment of food and repairs. It is used to train as the naval
ammunition. This is withdrawn replacements and repair brigades
from your national stockpile of equipment for units whose attached to
supplies and sent out to them strength has been reduced as your ships (note that naval National
diminish. Allocations to this along your supply chains. You
can trade for supplies with
a result of combat or attrition.
Military forces have a “human”
vessels cannot be upgraded.)
This is done by allocating IC to
Transport Capacity
slider also generate cash
revenue. You will need that other nations, but it is usually component as well, so as you the upgrades slider and will (TC)
money to fund your research far more efficient to allocate IC are reinforcing them you will frequently require a prolonged Although your nation’s
projects and for many of your to their manufacture. What- also need to have sufficient invest-ment of up to several transport capacity (TC) is not
diplomatic and intelligence ever quantities you manu- manpower available in your months to complete. Your displayed directly in the
activities, so some excess facture will be added to your national manpower pool to be forces will continue to operate production folder, this is
allocation may be needed national stockpile at a rate of withdrawn to meet those normally at their old combat something that is fully
unless you are selling three units of supplies for requirements. values during this time. dependent on your nation’s
resources to another nation every unit of IC that you Insufficient allocation will Industrial Capacity. Transport
and earning enough money allocate, but this rate can be The necessary amount increase the length of time capacity is an abstraction that
that way. increased by technology. Be depends on the original that this upgrade will require, Darkest Hour uses to
warned, however: having manpower cost of the unit and while excess investment is represent your country’s
Production supplies in your national on the percentage of strength ignored and added to your overall ability to move men,
The production slider is used stockpile doesn’t mean that that it has lost. Failing to unused IC total. equipment and supplies
to allocate IC towards the your armed forces will receive allocate sufficient IC to the throughout each nation. It is
manufacture of the orders in those supplies. The delivery of reinforcement slider will Air units only upgrade during the underlying factor that will
your Production Queue. supplies depends entirely on reduce the rate at which all of the times when they are idle determine whether you can
Allocation shortfalls will result whether your supply chains these replenishments occur, and at their assigned home get the necessary supplies,
in low priority orders being are intact and unimpeded, and while any excess allocations base, and if too many units reinforcements and techno-
placed on hold until new IC on supply efficiency in the will be ignored and included in are assigned to the same air logical upgrades to your
becomes available and could provinces where your forces your unused IC total, thus also base, this process will take far armed forces in a timely
result in the loss of the gearing are located. Failure to supply conserving natural resources. longer. manner.
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HEARTS OF IRON DARKEST HOUR

The Top Bar will always also includes a summary of all entry that indicates the current Automating Trade
display your nation’s transport active trade agreements since trade efficiency. If it becomes Clicking the button labelled
capacity and how much of it is they will impact on your flow of impossible to establish a direct “Auto Control Window” allows
being used. The base amount resources. Each line item link with your trading partner, the AI to manage international
of TC is determined by your identifies the trading nation, although this may be traced trade for you. You can instruct
national IC output and can be the type of goods being through friendly territory, your the AI to automate the
increased by researching exchanged, following tasks
certain technologies. This total and the ● the AI can propose
value indicates the limit of current trade trade deal to other
your ability to move “stuff” efficiency. countries;
such as supplies, fuel, and Hovering ● the AI can accept or
divisions that are either in your your mouse decline trade deals
force pool or are being over any item proposed by other
strategically redeployed. If in this scroll- countries;
your required TC exceeds able list ● the AI can cancel
your available TC, your ability allows you to trade effic-iency will drop to existing trade deals;
to carry out this vital task will view the precise details of the zero. Goods will continue to ● the AI can auto-matically
be reduced and your troops agreement. International trade be shipped, even though they help allies that are lacking
will move more slowly, does not use convoys to won’t arrive at their intended certain resources by sending
possibly even beginning to transport the goods back and destination, until one of the them for free;
starve unless they are in a forth. Instead, this is trading partners cancels the ● the AI can automatically
very favourable location. We’ll abstracted to “invisible” agreement. share blueprints with Allies
look at this again in detail commercial shipping that will You may cancel a trade and puppets;
when we discuss supply and attempt to ensure that the agreement by right-clicking on ● the AI can automatically
supply efficiency in the goods reach their destination. its listing in the trade summary accept blueprints from other
Combat section. These vessels are subject to and then confirming that you countries (single offers);
enemy disruption if either wish to cancel it. You may also Moreover, there's a slider to
nation is currently at war with cancel an agree-ment in the regulate the AI that accepts
a nation that has a navy. Any Diplomacy Folder by selecting deals with other countries so
enemy vessels that are the nation, then using the that you can choose to make it
International Trade assigned to convoy raiding will “Cancel Trade Agreement” accept only the best deals or
automatically disrupt and sink diplomatic option and even deals that are not so
Summary some percentage of the trade specifying the agreement to convenient.
The method of establishing goods being exchanged, cancel. Some trade agree-
new international trade resulting in a reduction of ments are displayed in green Finally, with the Trade Policies
agreements is discussed in trade efficiency. You will see a and represents unbreakable section you can set the
detail in the Diplomacy percentage value displayed at trades (for example, war behavior of the AI regarding
section. The Production folder the right edge of each trade reparations). each resources. If a resource

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HEARTS OF IRON DARKEST HOUR

common prey for enemy resources that this convoy has summary or in the Convoy
Convoys submarine packs. Escorts will been permitted to carry (see Management interface.
Convoys are the attempt to fight back, below). This does not
essential defending the otherwise necessarily mean that they are The Convoy Management
vessels used to unarmed supply vessels, but being shipped, however, since and Convoy Details
ferry natural you would be well advised to the depot may not have any of Interfaces
resources from manufacture new convoy and that type of resource. The The upper portion of the
any provinces escort vessels on a regular actual daily transport of goods Convoy Management interface
that you control basis if your economy is displayed in a tooltip that provides a scrollable list of all
overseas back depends heavily on imports or appears when you hover your existing convoys and an
to your national if your troops will be engaged mouse over the route. Limited expanding tooltip that details
stockpiles, and in many overseas campaigns. air supply of ground forces is the goods being transported.
to send supplies In any case, convoys will possible, but this is not treated For each route, you will see
and fuel to your attempt to transport their as a regular convoy so it won’t the number of convoys and
troops abroad. goods using the safest route appear in this summary. See escorts currently assigned to
Without possible between the origin the Air Combat section for that route, which will be red if
convoys, you and the destination and will details on air supply. you have not assigned enough
will be unable to adjust these routes vessels to the task. There are
import periodically in response to At the top of the summary also small “+” and “-” buttons
resources from enemy activities. area, you will see the number beside these that allow you to
your own of transports and escorts in change the quantities. Holding
colonial pos- The convoy section of the your convoy pool that are down the “Shift” key as you do
sessions or to Production Folder allows you currently without an assign- so will increase or decrease
keep your supply chains open to quickly review your existing ment and are available for the numbers in larger steps.
can be imported, the AI will try and operational. DH’s convoy convoy routes. For each one new routes or for the
to obtain it, whereas if it can system is somewhat you will see the port of origin, expansion of existing routes. Each route also has a
be exported the AI will be able abstracted, relieving you of the port of destination, cargo type, Click on the Convoys button to prioritise button (an arrow
to give it to other countries in need to micromanage their and the number of convoy display the Convoy Manage- pointing upwards) that is used
exchange for other resources. specific actions. Rather than vessels and escorts currently ment interface where you can to assign the relative priorities
A resource that we want to giving orders to individual assigned to the route, shown adjust many common aspects of each route if you elect to
stockpile is a resource that the ships, you will designate a as convoys/escorts. If this text of your convoy routes. You have the route maintained
AI will not export and will do its route and then make special is red, the number of trans- may view and control even automatically for you. This
best to acquire from the convoy and escort vessels ports assigned to the route is more details of individual indicates which routes are
market. There is also a available to traffic along and too few to maintain it at full convoys’ activities using the most important to you,
checkbox that will let the AI defend that route. Their efficiency. If the text is white, Convoy Details interface, ensuring that any available
take care of assigning naval assigned route is subject to you have a sufficient number. accessed by clicking on the convoy vessels will be
brigades as soon as they are enemy interference, though, Immediately below the text will route’s listing in either the assigned to keep those goods
available. with convoy vessels being be the icons of the types of main Production Folder’s flowing if you have an

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HEARTS OF IRON DARKEST HOUR

insufficient number of vessels resource or a supply convoy.


to maintain all of your routes You will then be asked to
at full capacity. We’ll discuss select a port of origin from the
how to use convoy automation list of possible valid ports. This
in a moment. You can click on is whichever port you want the
a route listing either here, or in convoy to use as its starting
the Production folder’s point. You are then asked to
summary to display an even select from a list of possible
more detailed interface for that destination ports for your
convoy. The Convoy Details resources. Click OK to
interface includes information establish the route. By default,
about the route that the a supply convoy will pick up
convoy is taking and allows supplies and fuel if they are
you to set limits on the types available and will deliver them
of materials that the convoys to the destination port. A
will carry. You cannot adjust resource convoy will pick up
the convoy’s route, but you all natural resources and
can specify exactly which deliver them to the
materials are to be transported destination port. Goods
by checking or un-checking carried by a convoy to a
the appropriate resource destination port that is directly
checkbox. You may also land-linked to your capital will
adjust the number of vessels automatically transport those
assigned to the route, and you goods to your capital and add
may cancel a route altogether them to your national
by clicking the Cancel Convoy stockpile. If this is not
button in the middle of the possible, a new depot will be
panel. created in the destination
port’s province and all inbound
The lower section of the goods will be placed there for
Convoy Details interface is subsequent distribution. Note
used to create a new convoy that you can create a second
route and to control the level convoy route to transport
of route automation. To goods from one depot to
manually create a new convoy another. This is a very useful
route, click on the button that technique, particularly when
corresponds to the type of supplying forces in the Pacific
route you wish to establish: a theatre, since it may require

63
HEARTS OF IRON DARKEST HOUR

see much activity along a new When you are at war, you automatically for you as to supply your armed forces,
route since the flow of should also be sure to check required. You may also have although this is very costly and
materials will take some time the status of your convoys on them do the same for your inefficient so it should only be
to be established. You should a regular basis. Enemy supply convoys, and you may done in case of emergency.
also check the route vessels and aircraft can be ask them to maintain the This is an air mission
periodically if you are ordered to engage in convoy routes by assigning new (described in detail in the Air
maintaining it manually to disruption activities that will transports and escorts as they Combat section) and does not
ensure that it is still active. It attempt to locate and sink a become available. If you appear in the convoy listing,
might cease to be functional if portion of your merchant automate convoy manage- but the depot of supplies and
there are no materials marine (enemy vessels will do ment you will still be oil that you establish by doing
available for it to carry, or if that automatically when at responsible for ensuring that this will appear in the depot
enemy anti-convoy activities war). While escorts will help there are a sufficient number listing.
are intercepting and mitigate this to a degree and of convoy and escort vessels The first depot in the list will
destroying the majority of the convoys will adjust their routes for the AI to work with, and for always be your national capital
vessels. to minimise losses, it is still assigning priorities to each of and will reflect the same
fewer vessels and is some- probable that you will lose the routes. resource stockpiles that are
what less susceptible to The most common error that some percentage of your reported in the Top Bar and
enemy anti-convoy activities new players make when shipments and that some of Resource Depots National Resources summary.
than creating a large number manually establishing your transports and escorts The lower right portion of the All natural resources listed as
of long-distance direct routes. convoys is to forget that oil will be sunk. You should make Production Folder is a being located at one of your
is both a resource and a provisions to build new convoy scrollable listing of all the other depots are not included
After you have created the supply. If you set up a default vessels periodically to replace resource depots that you in the National and Top Bar
convoy route, you may need supply convoy to a depot and these inevitable losses. currently have throughout the values and will not be
to use the Convoy Details a default resource convoy to world. Depots will exist for one available to your factories for
interface to make adjustments pick up from that depot and Automating Convoy of three reasons: either it is use until they are shipped via
to the default goods being transport raw materials Management your nation’s capital; you have convoy to your capital.
transported and to allocate elsewhere, the oil that you If all of this sounds just a little natural resources being Generally, you will wish to
convoys and escorts to protect intend to place in that depot as bit too complex and over- extracted from provinces in move all natural resources
them before it will become fuel for your troops will be whelming, you’ll be very happy that region but there is no from your depots to your
active. You won’t need to do carried away by your second to know that you can delegate direct land link to your capital, capital as soon as possible to
this if you have a sufficient convoy since it’s a resource. almost all aspects of convoy so they are being stockpiled avoid risking their capture and
number of unassigned vessels After you’ve done this a management using the three locally to await convoy to make them available to
and have enabled the “auto- couple times and suffered the buttons that appear at the transport to your capital; or a industry or international trade.
maintain convoy” option, but devastating battle conse- bottom of both the Convoy depot has been established to In the case of a depot that is
you might want to adjust its quences of being out of fuel, Management and Convoy act as a supply dump of oil also supplying your armed
priority. Once created, it will you’ll probably begin to Details interfaces. You may and supplies for your troops in forces, you will probably want
usually require a few days of remember to set the material elect to have the AI establish that region. I mentioned above to leave some oil behind and
game time before you begin to transport limitations. and remove resource convoys that you can use air transports ship some supplies to it.

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The Diplomacy
Folder
1 3
General Overview
While the Main Map interface
5 screen may be your window
on the world, the Diplomacy
Folder screen is the interface
that governs most of your
interactions with it, or at least
those that don’t directly
involve bloodshed or
subversion. It is here that you
2 will form alliances, declare
wars, negotiate trade
agreements, flex your
international muscles or lend a
helping hand to a friend (or
would-be friend), and
4 generally conduct all of your
diplomatic activities. This is
also the folder where you may
review the domestic policies
6 and governments of the
nations of the world and,
perhaps even more
significantly, control your
own.

Let’s look at the main areas of


the folder before we go into
the detailed descriptions of the
information and controls
available for each:

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HEARTS OF IRON DARKEST HOUR

diplomacy folder will change Many nations will not be alliances it has, as well as a options. The actions available
depending on which nation aligned with one of the three variety of other possible to you will depend on the
you have selected, as will the major factions, especially diplomatic conditions that nation selected, your
options available to you in the when it’s early in the game, so might exist. respective governments, your
interfaces. Beside each you will need to locate them in relationship, and any
nation’s name, you may see the master listing, which can
4
Selected Nation’s belligerence values.
one or more resource icons. be returned to by clicking the Government and
This indicates that the nation All tab. Cabinet: Here you will Selected Nation’s
currently has a daily surplus of see photographs of the 6 Domestic Policies:
this item and might be Another very quick and simple selected nation’s head of This area displays the
interested in trading it for means of selecting a nation is state, head of government and domestic policies of the nation
something else. This display is to click on any province on the cabinet. If you have selected you have selected from the
updated at midnight each day main map that is currently your own nation, you will see list. If you have selected your
and the icons will not be controlled by that nation. Their the people that currently own nation, this will also be
displayed until 24 hours have flag will be displayed in the occupy these positions in your the interface you use to make
elapsed from the start of the information panel and clicking government and cabinet and changes to those policies. This
game. Hovering your mouse it will automatically bring you you’ll be able click on a may rarely be done, and only
Your Nation and over a national flag will display to the Diplomacy Folder and portrait to change the minister within certain restrictions that
1 Government: The top a drop-down tooltip that pre-select that nation. if a replacement is available. are determined by your type of
left corner of the folder includes some basic inform- Expanding tooltips will appear government.

3
will always display your ation about that nation’s Selected Nation, over each picture, detailing
nation’s flag and name, as well government, your relationship Government Type, that person’s traits and any
as your form of government with them, its belligerence, as Relationship and bonuses or penalties these
and current belligerence well as its available and base Diplomatic Details: The top might give. Note that in some
value. If you click on the flag, IC. of this area will display the flag cases, an individual may hold
details of your nation will be and name of the country you more than one position. In Domestic Policy
displayed in the rest of the There are tabs at the top of have selected from the list; by particular, the head of state
interface. this area that you can click to default, it will be your nation. and head of government are Overview
filter the list and display only Beneath the flag, you will see often the same person if the Our detailed look at the
World Nations: This is those nations that are that nation’s form of type of government does not Diplomacy Folder begins
2 a scrollable list of all members of one of the three government, your relationship distinguish between these with the Domestic Policy
nations in the world. If major factions (the Axis, Allies with them and that nation’s positions. area, displayed as seven
a nation ceases to exist, it will or Comintern in the 1936 current belligerence value. All distinct policy sliders. Don’t
be removed from this list and scenario and Central Powers, of the known details of its Diplomatic Options: be fooled by the small size
any new nations that are Entente or Comintern in the diplomatic status and activities 5 This area is the main of this part of the screen;
formed during the game will 1914 scenario) or a particular will be itemised in a scrollable diplomatic interface of it’s a deceptively important
be added to it. The information part of the world (Africa, Asia, list below this, including any the folder, allowing you to one! Each slider has a label at
displayed in the rest of the the Americas, or Europe). wars that it is engaged in, access a variety of possible either end, representing two

66
HEARTS OF IRON DARKEST HOUR

opposing views. The slider current effects that your policy


position determines which setting has on your nation, position has already been
view the nation tends to and hovering it over the small Auto slider reached), a message
favour, and how strongly it “+” or “-” buttons at either end appears to notify the user
does so. We’ll take a closer will show the effects of To the left of each “-” and to that it had not been
look at the meaning of each in changing your policy by one the right of each “+” buttons possible to move the slider
a moment. step in that direction. there are checkboxes that as desired.
allow to plan in advance the If you don't want to
Domestic policies have far- The domestic policy of your plan the slider move
reaching implications on a nation can be changed by in advance but you
nation. Some will give clicking on either the “+” or “-” want to check the
bonuses or penalties in your button on the end of a slider. situation before
day-to-day activities, while Drastic policy changes are doing the change,
others will limit or affect your impossible and certain types you can use the
diplomatic or domestic of governments will place checkbox at the
actions, or will alter the nature restrictions on the allowable bottom of the
and quality of your armed positions of some of the sliders. If this is
forces. The first two sliders sliders. You are allowed to checked, a
determine the type of make only one policy change message will
government that is in power every two years, and this is automatically notify
and will have a limiting effect limited to adjusting only one the player as soon
on the allowable positions of slider by only one step. Since as a move becomes
some of the other sliders. each slider has ten distinct possible. When you
Further, they determine which steps and it may take several see this, you can
ministers will serve on the of these to achieve any pause the game, go
cabinet and can have a significant change, you should to Diplomacy folder,
significant impact on your carefully consider your policies slider moves. When it study the situation and
relationship with other nations. and determine what change becomes possible to move move your change. The
While you can examine any will benefit you most before a slider, the game checks if game will notify again when
nation’s domestic policies, it is making a change. The only one of the checkboxes is a new slider will become
your own country’s policies other means of altering checked and automatically possible.
that will be of greatest interest domestic policy is through the moves the slider in that
to you. You can easily review choices you make when you direction, notifying the
these by clicking on your receive one of the game’s player of the move. If the
nation’s flag in the top left special events, or as a result move is not allowed
corner of the folder. Hovering of several other important (because of constraints or
your mouse over any slider game actions. because the maximum
will give you details about the

67
HEARTS OF IRON DARKEST HOUR

the offender. The populations prone to national dissent and upgrades will be greater. mobilization will grant you a
of democratic societies generally has a more difficult While consumer demand will quantity of manpower
generally expect higher levels time countering enemy be lower, correspondingly less proportional to the manpower
of consumer goods and are intelligence activities, although cash is generated from IC value of your national
more upset when their govern- any conquered provinces will allocations to consumer provinces.
ment plunges them into war; have a lower level of partisan- goods.
however, provinces that are ship. A closed society is better The Hawk Lobby - Dove
occupied by a democratic able to repress partisans and Mobilization-Demobilization Lobby Slider
nation are somewhat less counter enemy intelligence This slider determines the This slider indicates the
prone to dissent as they are activities, but is more likely to level of militarization of a relative strength of the pro-war
given more freedom of have trouble controlling country, ranging from having versus the pro-peace lobby in
expression. national dissent. Scientists no armed forces at all to a fully a nation. Nations with a strong
who work on projects for open mobilized population. In hawk lobby will enjoy reduced
The Political Left - Political societies also tend to require particular, conscription laws production times and costs,
Right Slider somewhat higher levels of influence the time, cost and while more peaceful nations
This slider determines the funding. starting experience of will enjoy a better return on all
The Democratic - general political leanings of produced units. Mobilization IC allocations to consumer
Authoritarian Slider your nation. When combined The Free Market - Central reduces the cost and time goods and often enjoy a
This slider represents a with the setting of the Planning Slider necessary to produce units, somewhat more accepted
nation’s political pluralism - Democratic-Authoritarian This slider affects aspects of but increases the research international diplomatic
whether it is highly slider, this will determine your your economy. Free market time and reduces the available position. You will find that a
democratic, highly author- government type and the societies enjoy reductions in IC and extracted resources public that favours a more
itarian, or somewhere in ministers who will rule the the cost and time required to (as workers and researchers hawkish political stance
between. When combined with nation. It can also have a complete production orders are taken from labs and volunteers more readily for
the setting of your Political significant impact on your and upgrades, not to mention factories and conscripted in military service and won’t have
Left-Political Right slider, this relationship with other that they generate more cash your army). Higher levels of as much dissent when their
will determine your countries and may limit the from their IC allocation to mobilization have bigger government under-funds its
government type and the allowable settings of several of consumer goods, though penalties, so it is better to consumer goods allocation.
default ministers who will rule your other domestic policy demand will be higher, too. keep this as low as possible,
the nation. Your level of sliders (see Government Scientists will also earn especially at peace. The Interventionism -
democracy will have a large Types below). considerably higher salaries Isolationism Slider
impact on your ability to when working on research This slider cannot be manually This slider determines a
declare war on a nation. The The Open Society - Closed projects. A more regulated, moved by the player, but it can nation’s interest in being part
more democratic you are, the Society Slider centrally governed economy be moved only by decisions. of and interfering in the larger
more provocative or This slider determines the will offer lower salaries to their These decisions let you international community.
belligerent another nation measure of freedom enjoyed scientists but the cost and choose the conscription laws Nations that actively involve
must be before your public will by your citizens. An open time required to complete or mobilization levels and themselves on the world stage
allow you to declare war on society is somewhat more production orders and each step taken towards enjoy fewer restrictions and

68
HEARTS OF IRON DARKEST HOUR

2. Sliders that effects country's ideology.

National Socialism
NS Authoritarian &
Far Right:
This government is adept at
maintaining good international
relations, but tends to favour
central planning over a free
market. You will be restricted
to policies that lean very
strongly towards central
planning and a closed society.
lower costs for conducting A strongly isolationist nation necessary level of bellig- Fascism
diplomatic activities but are will refuse to join an alliance erence that another nation Government FA Authoritarian &
generally poorer at smoothing and cannot even be invited, must have before you will be The position of the first two Somewhat Right:
over any diplomatic blunders. cannot create an alliance, and allowed to declare war on domestic policy sliders Similar to the above, a Fascist
They are very likely to create cannot guarantee another them. The more of an determines the type of government may be slightly
or join alliances. Isolationist nation’s independence, though interventionist you are, the government that is in power in more open and free with its
nations incur higher costs such nations are generally less provocation will be a nation, as well as the trade if it wishes.
when they engage in good at maintaining and required before you may ministers who are available to Paternal Autocrat
diplomatic activities, and in repairing poor relationships. interpose and the less upset help rule it. Each government
type imposes certain
PA Authoritarian &
some cases, they may not be The position of this slider will your public will be when you Slightly Right:
able to engage in them at all. also partially determine the act on it. restrictions on the possible This government enjoys
ranges of some of the other modest international
sliders. relationships with slightly less
central planning. This permits
There are ten distinct forms further policy flexibility for
of government in Darkest trade and the openness of its
Hour: society.

69
HEARTS OF IRON DARKEST HOUR

and tends to be more


restrictive of trade and on the
openness of its society.
Stalinist
ST Authoritarian &
Far Left:
Stalinist governments are not
Social Conservative Market Liberal planning nor highly supportive Left Wing Radical generally liked by other
SC Democratic &
Strongly Right:
ML Democratic &
Somewhat Right:
of a free Market.
Social Democrat
LWR Authoritarian
Slightly Left:
& nations and are highly
committed to central planning,
This society is fairly flexible Neutrally regarded on the SD Democratic & This nation is somewhat more closed society and are very
with regards to its internal world scene, this government Strongly Left: heavily weighted towards restrictive of trade.
markets, and may be favours a free market and is Social democrats lean towards central planning and has some
somewhat open or closed, usually a very open society. central planning and difficulties on the international Cabinet and Ministers
depending on preference. Market liberals also tend to somewhat more isolationist scene. However, it does allow These are the highest-ranking
Trade is some-what restricted, adopt interventionist policies. policies, occasionally harming a greater openness of society officials in a nation’s govern-
and although there is some Social Liberal their relationships with other and better trade flexibility. ment. The ministers are those
flexibility in terms of how SL Democratic & nations. They do not attempt Leninist who hold the highest levels of
frequently it intervenes in Somewhat Left: to restrict their societies, LE Authoritarian & authority and carry on their
international affairs, this has This very open society is although they are never Somewhat Left: day-to-day business away
little or no beneficial impact on usually far less inclined to entirely open either. This government is generally from the front lines. Many
its relationship with other meddle in foreign affairs and is poorly regarded by the ministers possess specific
nations. neither highly centrist in its international community individual traits or

70
HEARTS OF IRON DARKEST HOUR

characteristics that may play a the head of state will usually is clearly displayed in the of a nation’s international
large role in certain aspects of also hold the head of expanding tooltips that appear diplomacy and may possess
your economy or military. government post. when you hover your mouse traits that will benefit or hinder
The cabinet of each nation is over each person’s portrait. those activities to various
automatically assigned based The ministerial files of the The following is a general degrees. These traits will often
on the prevailing domestic game not only include the summary of each nation’s give bonuses to certain
policy conditions, particularly names of almost every cabinet positions: diplomatic options while
the type of government, and is significant government official incurring penalties for other
formed of ten officials who will of the era, they also contain The Head of State types of negotiations.
oversee its affairs. Each additional “possible” ministers The Head of State
minister may possess who did not historically occupy occupies the highest The Minister of
personality traits that make posts on cabinet. During the position in the nation. Armament
him ideally suited to hold that course of play, these ministers He will often have a trait that The Minister of Arma-
post, although in many cases may come to power as a result will have a significant effect on ment oversees all
there are trade-offs between of the domestic policies you your nation and the assigned research and production in a
his natural expertise and his pursue, or through civil war, AI character’s actions. The nation. His traits will usually
corresponding deficiencies. dissident uprisings, an enemy- person that occupies this affect research times,
You can achieve amazing funded coup d’état, or as a position is usually - though not production time and costs, and
success simply by taking result of special events. You always - determined by the resource availability, although
advantage of your ministers’ may also voluntarily change type of government that is in most characteristics will
attributes and working to many of your ministers by place. involve potential trade-offs in
minimise or avoid the less clicking on the appropriate opposing areas.
desirable aspects of their portrait and selecting from the The Head of
personalities. list of other available Government The Minister of
ministers. The ones that are The Head of Govern- Security
Appointment of Ministers listed will depend on your ment is in charge of Charged with main-
Ministers are appointed current domestic policies, so directing the nation’s general taining the internal
automatically based on a you may find that some affairs and its cabinet. He may stability of a nation, the
nation’s domestic policies and prospective ministers may not have any one of a number of Minister of Security will usually
drawn from the available pool be available until you have widely varying traits that may possess traits that will affect
of potential officials in the made a significant change to affect the industry, diplomacy domestic affairs. He may be
region. Every country will your policies. or military success of his proficient at maintaining lower
appoint ten ministers to serve nation. levels of dissent, or
in its cabinet, although in It is not practical in the space partisanship, or be adept at
some regimes, a minister may available in this manual to The Foreign Minister preventing hostile intelligence
occupy more than one cabinet detail each of the various The Foreign Minister is activities.
position, most notably in the ministers’ possible traits and charged with
case of a dictatorship, where their effects. This information conducting the majority

71
HEARTS OF IRON DARKEST HOUR

The Chief of Staff The Chief of the Air causing a sudden rise in
The Chief of Staff is Force dissent. The amount of this
responsible for a Like his army and navy increase will depend entirely
nation’s combined counterparts, the Chief on your “reasons” for going to
armed forces and will usually
subscribe to a “school” of
of the Air Force will subscribe
to a doctrine that may give
Dissent and war and are also modified by
your domestic policies. If you
thought about how best to some of your aerial units Partisans are declaring war simply to
wage war. He is usually advantages in certain types of Dissent is a global effect in satisfy your territorial
biased towards one of the missions. your nation and can be ambitions or for the sheer fun
three main divisions of the thought of as a barometer of of waging war, your public will
armed forces (army, navy or Other Nations’ Domestic overall public satisfaction. It take a very dim view of it. If
air force) and will give that one Policies and Ministers affects all provinces equally, you declare war as a result of
particular group an extra edge There is a tendency among be they national, owned or a casus belli - a “just cause” -
over the others. newer players to pay very little occupied, and it is displayed in then your public will be far
attention to the policies and the Top Bar at all times. There more understanding. If you
The Chief of the Army cabinets of other countries. are two direct and important guarantee the independence
The Head of Military The Chief of the Army While it is arguably not effects of allowing your of a nation and then declare
Intelligence directs the overall particularly vital to review the nation’s dissent levels to rise: war on a third party that
The Head of Military activities of a nation’s domestic situation of smaller, you will suffer decreased attacks it, your public will be
Intelligence is the ground forces. He will usually more remote nations with performance from your armed quite supportive and you will
counterpart to the Minister of have a combat doctrine that whom you will rarely come into forces, and you will increase receive no increase in dissent.
Security. He will direct your provides bonuses to certain contact, it can be a serious the likelihood of civil
intelligence efforts abroad and types of engagements or to a oversight to ignore the capa- disobedience. Dissent will also fail to rise if
his agents could provide vital specific type of land unit that bilities of an enemy. You you find yourself at war as a
and timely information about he prefers above the others. should evaluate a foe’s As far as your public is result of one of your allies
your enemy’s activities or strengths and weaknesses, concerned, the most unsettling declaring war, or due to a
carry out clandestine oper- The Chief of the Navy seeking to take advantage action you can take is to nation declaring war on you or
ations to weaken an enemy’s The Chief of the Navy where you can and perhaps plunge your nation into war a member of an alliance to
position. Depending on his directs the overall even to tailor your own without cause or provocation. which you belong. Increases
specific area of focus, this activities of a nation’s domestic affairs to either In some cases, your type of in dissent can also occur when
could result in advanced maritime forces. He, too, will counter or exploit them. government and your you cancel a non-aggression
warning of large troop build- tend to prefer a specific domestic policies will prevent treaty with another nation,
ups, the theft of enemy doctrine that may have you from going to war at all, when you liberate a state that
technological secrets, import- decisive benefits and may but in those instances where is a puppet, or if one of your
ant information about the favour one type of vessel over you are permitted to make a national provinces is the
enemy’s industrial activities, or all others. declaration and choose to do subject of a nuclear attack.
may affect the likelihood of so, some portion of your public Dissent is not limited to foreign
certain spy missions. will object to this action, affairs. The most common

72
HEARTS OF IRON DARKEST HOUR

reason for its increase is


actually as a result of your
domestic failure to meet the
consumer goods expectations.
If you allocate too little of your
IC to consumer goods
production, then dissent will
begin to rise. The demand for
those goods and the rate at
which dissent rises if you fail
to meet that demand will
depend on your domestic
policies and possibly on your
cabinet ministers.

As the level of dissent rises,


the most immediate effect you
will notice is that the perform-
ance of your armed forces will
begin to suffer. Low levels of
dissent will only have a
marginal impact on their
combat abilities, although
higher levels may place your
forces at a significant disad-
vantage.
There is also a chance that
dissent may reach a level
where your public will rise in
open rebellion and seek to
overthrow what they view as a The only way to reduce public determined by the extent of attack, you can immediately
corrupt and malevolent dissent is to allocate excess your over-allocation and by eliminate this by launching a
government. They will also be IC to the production of your domestic policies, and retaliatory nuclear strike of
far more open to accepting consumer goods, which also may be further modified by the your own, perhaps because
foreign financing of a coup has the side benefit of capabilities of your cabinet your population is now so
d’état, something that could generating additional cash for ministers. If you have suffered utterly terrified about this
have devastating conse- your national treasury. The an increase in dissent as a escalation that they aren’t
quences for your nation. rate of the decrease is result of an enemy’s nuclear

73
HEARTS OF IRON DARKEST HOUR

when you click the partisan The only way to reduce the generally very happy to be
mapmode button. level of partisanship in a allowed to express their
province is to keep the opinions and are less likely to
Partisanship damages the resistance movements in revolt. The opposite is true of
economy of a province, check by placing troops there a closed society. To a lesser Diplomacy -
hampering the supply and
movement of troops in that
to maintain order. Most land
units have a suppression
degree your Minister of
Security, who is responsible
International
territory, and increasing the value. This value is subtracted for such domestic affairs, may Affairs
likelihood of open rebellion. In from the partisanship value be able to influence the
owned provinces, this effect is when the troops are located in dissent or partisanship levels if Overview
slightly less than in occupied a province, and the value is he possesses the correct We now turn our attention to
provinces, but neither should doubled when the troops have skills. international affairs - your
be expected to contribute a been specifically ordered to nation’s ability to engage in
very high percentage of their engage in anti-partisan Beware! Partisans and diplomatic activities with the
industrial or resource activities, though we’ll look at dissidents who rise in world’s other nations. The
potential. how to do this when we get to rebellion may be heavily options available to you when
vocal about it any longer. Note the Land Combat section. If armed and quite difficult to conducting diplomacy will
that initiating a nuclear war will The risk of rebellion is the suppression value is high defeat. depend on the relationship
not eliminate dissent caused represented directly by the enough, the additional that exists between your
by other actions. partisanship level and will be percentage effects of Failing to deal with them country and the nation with
Partisanship is a concern only further modified by your partisanship may be promptly may result in them which you are attempting to
in non-national provinces and national dissent values, and completely eliminated, but the achieving independence, enter into discussions. The
is tracked on a province-by- this same partisan percentage base reduction to resource forming their own government, overall stance is of prime
province basis. Non-national is also applied as a reduction extraction and IC and the and establishing a new nation importance, whether you are
owned provinces will usually to your nation’s transport minimum loss of 1 point of that will be in conflict with your allied, at war with, or neutral
have fairly low levels of capacity. This may be transport capacity in occupied own. Neighbouring provinces towards one another. Other
militancy, while occupied overcome by maintaining a territories cannot be removed. may even decide to join in the factors may also play a pivotal
provinces will generally be large enough standing force to rebellion and it is quite role in the likely success of
much higher. In both cases, suppress their efforts; The factor that will most possible that other members your negotiations: your
this may also be compounded however, neither type of heavily influence partisanship of the international community relationship with the nation,
by your current level of province will contribute high and national dissent is the could be drawn into the affair. your cabinet and most notably
national dissent. Detailed values of manpower to your degree to which your society your foreign minister, your
partisanship values are national manpower pool is open or closed. Open respective forms of govern-
displayed in the information except under very unusual societies have national ment and domestic policies,
panel when you are reviewing circumstances, and each province populations that will and your prior diplomatic
a province’s details, or may be occupied province you control be considerably more militant actions.
seen as a graphic repre- will reduce your transport about your actions, but owned
sentation on the main map capacity by at least 1 point. and occupied populations are

74
HEARTS OF IRON DARKEST HOUR

National Relationships members of an alliance. evaluate each nation’s actions. belligerence to reach epic
Darkest Hour uses a Your relationship with a The more actively aggressive levels, you could even find
diplomatic model that country will affect the you are, the higher this value that the entire world suddenly
assumes that each nation in diplomatic options available to will become. Entering into becomes obsessed with your
the world has a specific view you and will also impact on the wars without provocation, destruction.
about every other nation in the likelihood of a proposal being annexing countries, being
world, and that any two accepted. Alliances are caught red-handed when A less obvious effect is that a
nations are capable of usually limited to nations that attempting espionage, and limit is placed on democracies
conducting at least some level have a very good relationship, similar activities will tend to where they may not declare
of diplomacy. The success or at least at the time that the make other nations think of war unless the “target” nation
failure of a diplomatic action, alliance is first formed, and you as belligerent and a has a sufficiently high
as well as the diplomatic trade deals and negotiated danger to their continued belligerence value and the
options that may be available, deals are far more likely to be survival. Freeing nations from democracy has a strong
will depend on the relationship met with a favourable oppression or even just enough policy of intervention.
value that exists between the response if your nations are keeping a low profile over a These factors are weighted,
two nations. on friendly terms. Some significant period of time will meaning that the more
diplomatic options are tend to make nations think of democratic a nation is and the
When you select a country in specifically designed to you as being more friendly less it leans towards interven-
the Diplomacy Folder, you will improve relationships between and trustworthy. Each of these tionism, the higher the
see your current relationship nations, while others are actions or inactions will alter required belligerence value of
value with that nation almost guaranteed to result in your belligerence value and a target nation needs to be in
displayed near the top of the a worsening of this value. In affect your diplomacy. order for the democracy to
screen. This value indicates most cases, a relationship will declare war.
generally how that nation improve when a diplomatic The most visible result of a
“feels” about you and can proposal is accepted, thus high belligerence value is to Other than going out of your
range between -200 (you opening the door to further exert a continuous downward way to free nations that you
detest one another) and +200 interactions, and will worsen if pressure on your relationship have already conquered, you
(you’re the best of friends). it is declined. The other factor values with other nations. can reduce your own belliger-
Although you cannot view a that affects international Even your closest allies will ence value by being on your
nation’s relationship values relationships is each nation’s begin to view you with some best behaviour for a prolonged
with other nations in the world, belligerence. degree of suspicion, period of time. If you do this
these are tracked and will overcoming the normal for long enough, the
modify the diplomatic activities Belligerence bonuses that apply to that international community will
between AI-controlled nations. Every nation has a belliger- relationship. Neutral countries slowly forgive and forget your
Nations with similar govern- ence value that is displayed will tend to dislike you rather previous transgressions and
ment types will tend to be very below the relationship value. intensely, and enemies will your belligerence value will
friendly towards one another, Think of this as a special become committed to your slowly decrease.
as will nations who are joint means used to measure and destruction. If you allow your

75
HEARTS OF IRON DARKEST HOUR

considered to be alliance opposed to their form of successful war, especially in


leaders (see below) but are government. Be warned that case of partition. So, how
also programmed to be stepping on their diplomatic does claiming provinces work?
extremely reluctant to agree to toes can result in no small Via the right-click menu it is
any peace terms other than degree of resentment, a drop possible to add and remove Initiating Diplomacy
the outright annexation of a in your relationship values, claims to single provinces, To initiate any diplomatic
member of another alliance. and possibly even war. areas or regions. Claiming action, select the country from
You should expect any other non-owned province increases the listing at the left side of the
offers of surrender to be Claiming provinces belligerence and removing Diplomatic Screen. The
rebuffed when they are Claims are used for diplomatic claims from such provinces Diplomacy Options area will
involved. purposes and are useful to decreases it. Claimed now display a list of all
assert the desire of a country provinces can be seen best on available actions that you may
Spheres of Influence to own and control a province. the Diplomacy map mode - take with this nation. Ones
Before we look at the various There are no economic they use lighter green than that you may perform
diplomatic options, you should benefits of claiming provinces: cores and also a yellow dot as immediately are highlighted in
be aware that there is an they are counted as non- opposed to the red one used orange, while others may be
additional component to national when it comes to IC, for cores. greyed out if you fail to meet a
The Three Factions diplomacy that is not readily manpower, resources or revolt necessary condition to initiate
While an alliance can be apparent from any of the risk and there is no way to New claims can be freely set that action, generally a case
formed between any two interfaces but will have an transform those claims into to war enemies, but can be set where the relationship or
neutral nations, there are impact on the outcome of your cores. However, claimed to neutral countries only if belligerence values are too
three pre-existing factions in actions. This is termed provinces are counted as policy allows that (interven- high or too low. Some
Darkest Hour that are “spheres of influence” and national when it comes to tionism must be high enough). diplomatic options require
considered to be natural and represents the historical diplomacy or country release. Moreover claims cannot be cash to perform, so this could
dominant alliances: the Axis, situation where a number of That means that a claimed demanded from countries that also prevent you from taking
the Allies and the Comintern in larger nations took a very dim province appears in the "Have you are guaranteeing at the an action until your national
the 1936 scenario and the view of other nations claims against..." section and same time (see Guaranteeing cash reserves have increased.
Central Powers, Triple Entente conducting diplomacy in an can be asked with the Independence below). There are also some
and Comintern in the 1914 area that was geographically "Demand Territory" mission in diplomatic options that will
scenario. A nation may only close to their interests without the Diplomatic tab (see only appear if you are at war
belong to one alliance and, their expressed permission. below). The AI won't secede with a nation, or if you are on
upon joining, is automatically This is most easily seen by provinces it has claims on to peaceful terms. There are also
considered to be allied with watching which countries have allies/puppets even if those options that will only be
any other nation which is also their independence guaran- provinces are cores to that displayed if you have selected
a member of that alliance. I teed by larger AI nations, ally. In most cases claims will your own nation as the
should point out that the since they will typically do so be used by players just to “target”. A tooltip will appear
nations who lead these three for any nation in their sphere "redraw" the map in the way when you hover over an
factions are not only that isn’t diametrically they wanted it to be after a option, briefly detailing what it
76
HEARTS OF IRON DARKEST HOUR

● military access;
● liberate nation;
● release puppet;
● demand territory;
● declare war;
● sue for peace;
● annex nation;

Offer Trade Agreement

There are two different


types of trades that can be
arranged between two
nations: a trade agreement
means and also informing you the action, but once able to initiate any further The following are the various and a trade negotiation.
of the cost of the action and confirmed, the money will be diplomacy with that nation, diplomatic options that may be Trade negotiations are one-
any prerequisites that you deducted whether or not the although you may conduct available to you: time transactions that may
currently fail to meet. diplomatic offer you send is diplomacy with other nations if offer trade agreement; involve a very wide range of
agreed to. For instance, the you wish. If a response is break trade agreement; items, while trade agreements
Once you decide on an action, cost of sending a diplomat to required, you will usually open negotiations; are open-ended deals that
click on it. In many cases, a negotiate military access will receive it within a day or two, influence nation; involve an ongoing daily
new interface will appear that not be returned to you if the although human players may exchange of resources. There
allows you to specify access is declined. The cost of take longer to answer in ● offer alliance / bring to is a small cost required to
additional details, while in a diplomatic action will multiplayer games, but you alliance / join alliance / leave propose a trade agreement.
other cases the action may fluctuate, depending on your must wait two weeks before alliance / ban from alliance; When you click on the offer
take place immediately or you domestic policies and your another message may be sent ● send expeditionary forces / trade agreement option, a
may be asked to confirm the ministers. The tooltips will to that nation. When you expeditionary forces; secondary interface appears.
action. If there is a cash cost indicate the exact cost of each receive a diplomatic message ● assume military control / Each of the resources,
for the diplomatic action, it will action. that requires a response, relinquish military control; including supplies and cash,
only be deducted when you usually a trade offer, you will ● guarantee independence; will be represented by a slider
confirm the action and Once you have sent a diplo- have a limited period of time to ● offer non-aggression pact / on the interface. There will be
dispatch your diplomat. You matic message to a nation, respond before it becomes cancel non-aggression pact; maximum end points set for
will not lose the money if you you will have to wait for a invalid and disappears from ● ask for military access / each slider, limiting what you
change your mind and cancel period of time before you are your screen. cancel military access / revoke may request or offer. These
77
HEARTS OF IRON DARKEST HOUR

point indicates that you are However, there is a trade


offering that resource, while efficiency factor that will
shifting it to the right means modify the actual amounts that
that you are asking for that each nation receives. The
resource in return. Once you efficiency reflects the small
are satisfied with the deal, losses in goods that may
click the OK button to send the occur naturally if they must
offer. There is a numeric travel great distances,
display near the bottom of the representing possible ship-
interface that indicates the wrecks and such, and
chance that the nation will potentially very large losses if
accept your proposal, but the one or both of the nations
accuracy of this value will involved is at war with an
depend somewhat on your enemy who is engaging in
minister of intelligence’s convoy disruption activities.
reports and on your foreign The routes used by ships
minister’s persuasiveness. It is involved in trade agreements
also affected by your belliger- are not shown on the supplies
ence value and by the mapmode, but you must still
relationship between your two be able to trace a line of
nations, and is further modi- supply through your respective
endpoints are based on the you currently have stockpiles first game day has elapsed). fied by both nations’ domestic nations’ territories, or through
daily rate of change of each of of those items, but you cannot To set the terms of the policies. Don’t be too shocked the territories of those nations
the resources displayed on the request them regardless of proposed trade agreement, if a nation declines a trade in who are friendly towards you
right side for your nation and that nation’s stockpiles. You simply adjust the sliders to spite of a 100% accept-ance and with whom you have a
on the left side for the nation can check the resources that a indicate the resources you probability, and it’s similarly treaty of access. If you are
with which you are negot- nation might be interested in would like to exchange. You possible that a nation might unable to do that or if the route
iating. If you have no daily bartering before you open the can do this by dragging the agree to an offer even though is heavily blockaded by enemy
increase of a resource, then interface by looking at the bar with your mouse, or by the chance seems slim. vessels, none of the goods will
you will not be able to offer small resource icons adjacent using the “+” and “-” buttons at arrive at their desired
that item regardless of your to the country’s name in the either end of the slider. If a trade agreement is destinations and there is little
stockpiles, and if the target diplomatic list. An icon will Clicking on a button while accepted, the exchange of point in proceeding with the
nation has no daily increase of indicate a daily surplus of a holding down the “Shift” or goods will begin the next day offer. Note that the full
an item, you will not be able to resource and means that you “Ctrl” keys will adjust the and will continue until one of shipment of goods that you
request it. The exception to might be able to barter for it values in greater increments; the two nations decides to are sending will still be
this is that you may offer more (reminder: these icons are and right-clicking the slider will cancel the deal or is no longer withdrawn daily, but you will
than your own daily rate of updated at midnight each day reset it to zero. Shifting a able to supply that resource. receive less in return.
change of money or supplies if and will not appear until the slider to the left of the mid-

78
HEARTS OF IRON DARKEST HOUR

reparations. They will stand


until their expire date or unless
an event cancels all the trade
between the two nations.
Cancel Trade Agreement
If you have a trade agreement
with another nation, you will
have the option to cancel it if
you wish. The most likely
reasons for doing so would be Open Negotiations
a drastic reduction in trade This diplomatic option is used
efficiency or a change in the to negotiate a one-time trade
availability of a resource. between your nation and any
When you click on this option, another nation with whom you
you will be given a list of all are not at war. The range of
existing agreements that you items that can be bartered
have with that nation. Simply may include resources,
select each of the agreements provinces and even techno-
that you wish to cancel (an X logical blueprints and
will appear) and then click equipment such as military
okay. You may also cancel a forces. There is also a small
trade agreement directly from cost involved in negotiating
the production screen by right- the deal. An interface will
clicking on the trade deal. appear when you click the
open negotiations button that
There is no negotiation is divided into two halves: the
involved in cancelling an items being offered by your
agreement, as it is cancelled nation will be on the left and
automatically by this action. the items you wish to receive towards the bottom of the bottom of the screen when
However, it may damage your in exchange will be on the interface. you click on it, and if you
relationship with your former right. As you assemble your change your mind you may
trading partner. Moreover, not offer, any provinces, blue- Territory may be included in a simply click on that listing to
all trade deals can be prints, or equipment that deal with an ally by clicking on remove it. Note that you may
cancelled: the trade deals would be exchanged will be the Provinces tab on the only offer to buy or sell non-
highlighted in green are so listed below the nations, and appropriate side and then national provinces, and the tab
called “unbreakable” trades the amounts of any resources selecting the province name will be greyed out unless you
and represent important trade involved will be displayed from the list. The name of the are allied.
agreements or war beside the appropriate icons province will appear at the

79
HEARTS OF IRON DARKEST HOUR

being offered or requested will necessarily reach their alliances may be formed is already at war, it cannot
be displayed beside the intended destinations. between any two nations that offer or be asked to form an
appropriate icon at the bottom. are not already part of an alliance, nor can it ask or be
Unlike the other three trade alliance, and whichever nation asked to join an existing
categories, resources may be that creates the alliance will alliance.
traded between any two become the alliance leader.
nations who are not at war The alliance leader is the only Once an alliance has been
with one another. As you Influence Nation nation that may invite new formed, the leader of the
assemble the proposal, the This is a fairly common nations to join the alliance, or alliance may invite additional
chance of the deal being diplomatic action where you accept the petition of an members to join, as long as
accepted will be displayed at will send money to a nation in otherwise un-allied nation who they are not already a member
the bottom of the interface. an attempt to improve your wishes to join. of another alliance, by
This is the base chance and is relationship. There is no selecting the nation and using
modified by the same sorts of acceptance required for this If you wish to form a new the bring to alliance diplomatic
The same techniques are factors as affect trade “gift” and you will usually see alliance, you cannot already option. This will be a some-
used for including blueprints or agreements, so keep this in at least some improvement in be allied to any other nation what less expensive process
equipment in a trade. As with mind as you are putting the your nations’ relationship after and you must issue your than creating an alliance, and
territorial exchanges, this may proposal together. The only choosing this option. The invitation to a nation that is the likelihood of the offer being
only be done between allies, deal that would be auto- degree of change will depend also not already allied. If it is accepted is governed by a
and you may only request or matically accepted is one on a variety of factors, possible to create one, the similar set of considerations
offer blueprints for projects where you are giving some- particularly the capabilities of offer alliance option will be as forming alliances.
that a nation currently has the thing away for free by offering your foreign minister and your available in the list of
necessary prerequisites to something on your side of the relative government types, diplomatic actions. Creating The exception to these rules is
begin researching or is interface while requesting and will have no additional or an alliance is usually a fairly that the leader of the Allies,
already researching. nothing in return. Once you lasting benefits beyond this expensive process and is only Axis, Central Powers, Triple
are satisfied with your offer, one-time boost. likely to succeed if you have a Entente or Comintern may
Resources may be offered or click the OK button or click the good relationship with that invite another country who is a
requested by clicking on the cancel button to abort the nation and you have fairly member of a “minor” alliance
Resources tabs. You may only diplomatic action and the similar types of government. to join the major faction. If the
offer up to the total amount proposal will be sent. If the Larger nations will also tend to nation agrees, it leaves its
that you have in your national target nation accepts the deal, be somewhat disinclined to existing alliance even if it was
stockpile, or request up to the then the exchange will be Offer Alliance / Bring to accept an offer made by a formerly the alliance leader
amount that the other nation made. Beware! Negotiated Alliance / Join Alliance smaller, weaker nation, and a and becomes part of the major
has in its own, though again, deals are subject to the An alliance is a special nation that pursues isolationist faction’s alliance.
this is an underhanded way to same trade efficiency relationship that exists policies is very unlikely to be
evaluate another nation’s modifiers as trade agree- between two or more nations, interested in your offer. In fact, If you aren’t part of an alliance
resource stockpiles. As you ments, so not all of the usually for protection and unless a democratic nation and wish to become a
adjust the sliders, the amounts resources exchanged will military cooperation. New with a strong isolationist policy member of one, then you may

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HEARTS OF IRON DARKEST HOUR

petition the alliance leader to required and will allow navies agreed to by an alliance another member of an alliance
allow you to join by selecting and squadrons to make free leader are binding on all other you belong to, and thus you
the join alliance option. This is use of their bases. alliance members. Separate must leave the alliance if you
a relatively inexpensive option peace treaties may be wish to do so. Although it
and the leader’s response is Once an alliance is involved in negotiated by non-alliance- might seem odd and is
determined by the same set of a war, no member may leave leaders, but these are only admittedly very unlikely to
preferences as has already that alliance until it has binding on the two nations happen, an alliance leader is
been mentioned. If you aren’t concluded a peace treaty with involved in the negotiations. If permitted to leave an alliance
sure who the alliance leader the enemy and is no longer an alliance leader negotiates a that he has created, as long
is, you can select any member involved in the war. Be peace treaty with a non- as it is not at war.
of the alliance and then hover cautious when joining an alliance-leader, the terms
your mouse over the join alliance or adding new agreed to by the alliance
alliance option. If the selected members to it after it has been leader are binding on his
member isn’t the leader, you created. Only the alliance entire alliance, but the terms
will see a tooltip that indicates leader can ban a member agreed to by the non-alliance-
that you can’t ask this nation nation from an alliance and leader will only affect his Ban from Alliance
and identifies the alliance may only do so when the nation separately and the If you are the leader of an
leader. alliance is at peace. A remaining members of that alliance, you may ban a
particularly aggressive alliance alliance will still remain at war. member by selecting this
Alliances are very tight can also be a threat to you option. You can only ban a
international bonds. Allies will since all member nations are member if the alliance is not at
share all of their territorial and penalised equally with the war, and there may be political
armed forces information with belligerence cost of declaring repercussions for doing so. At
one another, removing the fog war. An alliance leader may very least, your relationship
of war over those provinces decide to leave the alliance if Leave Alliance with that nation will be ruined
for all member nations. They he wishes, at which point a If you are a member of an and your actions might alarm
also share all of the intelli- new leader is chosen from alliance, you may elect to the remaining members.
gence data gathered by their among the remaining alliance disassociate yourself from it
respective spies. If a member members. Similarly, if an by selecting this option. You
of an alliance declares war or alliance leader is annexed, a may not leave an alliance if it
is the recipient of a declaration new leader will be appointed is at war. The cash cost for
of war, then the entire alliance from the survivors. leaving an alliance is quite
immediately becomes involved steep and has a very negative Send Expeditionary Force /
in the conflict. Alliance Alliance leaders always impact on your relationship Expeditionary Force
members grant unconditional conduct peace treaties on with all other member The option “Send Expedi-
military access to one another. behalf of the entire alliance, countries. It goes without tionary Forces” allows you to
They will also provide supply except for their own saying that you are not lend a force to one of your
for each others’ forces as annexation, and all terms allowed to declare war on allies. This is a free diplomatic

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HEARTS OF IRON DARKEST HOUR

possess but doesn’t detail the nation is annexed or nation to bypass the normal
individual complements other leaves your alliance. If you belligerence and interven-
than total size, strength and grant military control to tionism restrictions that would
organisation, I would recom- another nation, the only way to otherwise prevent it from
mend that you predetermine Assume Military Control / regain control of your armed making a declaration of war. A
which one you intend to send Relinquish Military Control forces without being annexed highly isolationist nation is
before initiating this action. If If you are allied to another and thus losing the game is to prohibited from guaranteeing
you currently control another nation, you may ask that leave the alliance. another nation’s indepen-
nation’s expeditionary force nation to allow you to assume dence. It is not possible to
and wish to return it, click on military control over its forces. demand territories from a
this option in the Field This request will cost a nation whose independence
Command Details menu to moderate amount of money to you're guaranteening.
place it back under its home initiate and is likely to be
nation’s direct control. accepted only if you are Guarantee Independence
significantly larger and This is a relatively inexpensive
There is another option stronger than the nation to option that allows you to
option and relinquishes control simply called “Expedition- whom you are making the guarantee the independence
of one existing force to the ary Forces”: this allows you request. If accepted, you may of a nation for the next five Offer Non-Aggression Pact
target nation. The new to decide if you want to then issue orders to that years. This is a formal This diplomatic option is used
national controller will then receive expeditionary forces nation’s armed forces but their declaration that warns that you to arrange a two-year mutual
assume all responsibilities for from your allies or don't reinforcement and the will take a very dim view of non-aggression pact with
issuing its orders and want them to send forces to decision as to whether to any hostilities that are initiated another nation and involves a
replenishing its losses, you. You can have different begin production of any new against this nation and will moderate cost to negotiate. In
although it will remain under agreements with different units remains at their very likely act in its defence. In essence, you are asking
the command of the officer countries: you can accept discretion. An AI nation will the event that a third party another nation to formally sign
you have assigned to it and forces from a nation and probably refuse to give you declares war on that nation, an agreement where both
cannot be disbanded. The refuse to receive forces from military control of their forces if you will have a casus belli nations commit to remaining
nation you’ve lent it to may another. Be aware that even if you have a lower base IC than against the aggressor, peaceful towards one another
continue to use it until the you accept exped-itionary it does. allowing you to declare war for the duration of the pact. If
force is either eliminated or forces from another country, it without paying a heavy accepted, it will usually have a
returned to you voluntarily, and doesn't mean that that country Once you have been granted domestic or international positive effect on the relation-
you cannot request its return. will decide to send his forces military control over a nation, political price for that ship between your two nations
When you select this option, to you! you will remain in control until declaration. You are not and will incur very hefty
an interface will appear that you return control back to that required to make such a penalties if it is subsequently
allows you to select which nation via the relinquish declaration, though, nor do broken prior to its expiration. A
force to send to your ally. military control diplomatic you suffer any ill effects for nation cannot declare war on
Since the listing is a scrollable action, which has a modest failing to do so. This is a a nation with which it has
list of every force that you cost associated with it, or until method for a democratic signed a non-aggression

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HEARTS OF IRON DARKEST HOUR

pact without first formally relationship, you are another access, so it is not access with a nation if your
cancelling it, so this may offer prohibited from making a necessary to arrange a special intent is to try to exploit the
you some degree of security declaration of war on a nation treaty unless you expect that, enemy’s inability to attack you
and, at very least, a minimum with whom you have a non- at some point, either you or there.
of two weeks’ advance notice aggression pact and thus you they might leave that alliance.
before a war can occur must cancel it before you will A military access treaty is not
between your two nations. be able to declare war. a reciprocal arrangement. A
Once a pact has expired, Needless to say, a country that separate access treaty would
there are no further assur- breaks a non-aggression pact have to be requested by the
ances of peace, nor is there with you should be watched other nation before it could Liberate Nation
any additional penalty if either very closely. Further, your move forces through your This option is only available if
nation subsequently declares population will be concerned nation’s provinces. While an you have selected your own
war, beyond the penalty for at your flip-flopping policy so access agreement is in place, nation and if you control
the declaration of war itself. you will suffer an increase in you will be prohibited from provinces that can become
domestic dissent. declaring war on a nation that part of a nation that does not
Non-aggression pacts have a is granting you access. currently exist. If you click
good chance of being Beware! A nation that grants liberate nation, you will be
accepted if you have a fairly you access is not under the asked what country you wish
competent foreign minister, same constraints and may to create from a list of possible
are significantly larger or more declare war on you at any nations. A tooltip will advise
powerful than the other nation, Ask for Military Access/ time and without warning. you of the provinces that will
have a fairly low belligerence Cancel Military Access / become part of the new nation
factor, or enjoy a decent Revoke Military Access Military access may be and cease to be considered
relationship with the other This diplomatic option is a revoked by either the nation at yours. When you have
nation. request to a nation to allow a modest cost by selecting the selected the new nation and
your forces to move freely cancel or revoke military clicked OK, the new
through its provinces and also access diplomatic option. If a independent nation will be
to be able to trace supply nation does this, then it is formed and will be added to
through them. Without this, likely that the nation is the list of nations in the world.
you are prohibited from planning to declare war on you If you voluntarily liberate a
entering or supplying through in the near future, so you nation, it will begin its new
Cancel Non-Aggression a neutral nation’s territory. The should be on your guard. political life as a puppet
Pact cost to initiate this request is I should point out that you are regime and will send you its
This option will only be modest, but most nations will prohibited from attacking an surplus of resources (more
available if you have an not be willing to grant you enemy’s province using any than 1000). It will also become
existing non-aggression pact access unless you enjoy a land forces that are located in a member of whatever alliance
with a country. Although this very good relationship. Allies a neutral nation’s territory, so it you currently belong to, if any,
will severely damage your automatically grant one is pointless to arrange military and you will begin your new

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HEARTS OF IRON DARKEST HOUR

benevolent action that is likely since they have no choice in wish to select the “beg for
to improve your relationship the matter, although they do peace” button to put together
with many parts of the not pay a political or domestic a proposal of what you’d be
international community. price for doing so. Once willing to give up to go to
Declare War begun, war can only be ended peace. If you would be content
This option sends a formal by concluding a peace treaty, with a return to the status quo
declaration of war to another or the elimination of all nations before the war broke out,
nation. Making a declaration of on one side of the conflict. The making neither concessions
war without a casus belli is a subject of a declaration of war nor demands, then select the
Demand Territory very belligerent action. will also gain a small amount “white peace” button.
This option will be available if Democratic nations will not of sympathy from the
a nation owns one or more even have this option international community, Whichever option you select, a
provinces that are considered available to them unless the resulting in a modest reduction new interface will appear that
to be your national provinces, recipient of their declaration of his belligerence value. will depend on what type of
shown in dark green with a red has either provided provo- peace you are pursuing.
dot on the diplomatic cation, or has a very high Before we look at the options,
relationship with them at a mapmode, or a province that belligerence value and the it is important to understand
very high standing. The you claim, shown in light democracy has a firm the distinction between peace
liberation of a nation will be green with a yellow dot. This is domestic policy of interven- treaties negotiated by an
greeted warmly by the not a peace treaty option! It is tionism. While there is no alliance leader and those that
a demand that the nation Sue for Peace are negotiated by some other
international community, monetary cost for declaring
return territory to you that you The sue for peace diplomatic nation that is part of an
usually causing your war, doing so also risks civil
claim being rightfully yours. option will only be available if alliance. When an alliance
belligerence value to unrest unless there is a very
The cost of sending your you are at war. There is no leader is involved on one side
decrease. strong reason for the conflict.
diplomats will depend on the cash cost to initiate this action of the negotiations in a peace
When you click on the action,
amount of territory involved, and you may sue for peace treaty, any agreement that is
an interface will appear,
and although it does not whether you feel that you are reached is binding on every
informing you of the effect this
increase your belligerence, it in a position of victory, or one member of that side’s alliance.
will have on your national
will seriously degrade your of defeat. When you sue for If a nation that is not the
dissent level and advising you
relationship with that country peace, you will first be asked alliance leader agrees to
Release Puppet of any allies that the target
regardless of whether or not it what type of peace you are peace treaty, then it is only
If you have a nation that is nation might have. If you wish
agrees to your demands. interested in negotiating. If you that nation and not the alliance
under your control as a puppet to proceed, click the OK
feel that you are winning the it belongs to that is bound by
regime, you may decide to button. If you change your
war, select the “insist on the agreement. The only
release it to its own devices. mind, you may click Cancel.
demands” button to assemble peace agreement that will end
The only immediate effect is
the terms of your enemy’s a war completely is one
that you will cease to receive A declaration of war will
surrender. If you are in a negotiated between the
any portion of its resources, automatically plunge all allies
losing position, then you may alliance leaders of the two
but this is considered a very of both nations into the conflict

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HEARTS OF IRON DARKEST HOUR

sides that are at war. Any Annexation - the worst If you wish either to beg for agreed upon. If you are
other agreement will result in possible outcome of war for peace or insist on demands, a insisting on terms, your
only a partial peace, with the a nation - is not negotiated somewhat different interface national and your claimed
extent of the peace being using the “sue for peace” appears where you will set the provinces that currently
determined by whether one of option. It is a separate terms to which you are willing belongs to the enemy are
the nations involved in the option and is only binding to agree. You will see a automatically added to the list
negotiations was an alliance on the nation that is numeric evaluation of your of provinces you demand (but
leader or whether neither of annexed. current warscore which you will be able to remove
them was. Before you offer reflects victories, defeats, them if you wish). If you are an
terms or decide to accept an If you are pursuing a white conquered provinces and alliance leader, you may also
offer that is sent to you, be peace, then you can simply provinces lost to the enemy, demand provinces that are
absolutely certain that you click on the white peace option and a variety of possible currently occupied by your
know what you are agreeing to to send the offer. If your peace conditions. Several allies and ownership would
and who you’re agreeing to it enemy agrees to the proposal, special terms may only be transfer to your ally in that
with, or you could be in for a all nations included in the included in the negotiations if instance, and the recipient of
very big and potentially nasty peace will sign the truce and a you are insisting on demands, each province that you
surprise! peace treaty will exist between and those terms will apply only demand is clearly indicated. If
you for the next five years. If a to the nation with whom you you are begging for peace,
When an alliance leader is nation occupies any provinces are negotiating, not to any you may also offer any
involved in a peace that are owned by a nation nations that are part of that provinces that you own,
negotiation it can arrange for that is part of that peace alliance. However, the overall whether or not they are
one or more of its alliance treaty, these are returned to interface will be generally the occupied by the enemy, and if
members to be the beneficiary their rightful owner, but same in both cases. Each the enemy considers one of
of any land being exchanged provinces owned by a nation peace term has a “value” and your provinces as a core or
(they must currently occupy it that is still at war will remain as you assemble your offer in claim for him, your province
for this to be possible), but it occupied. There will be no the center area of the will be automatically added to
can also force an alliance further compensation received interface, these are tallied at the list of offered provinces
member to concede territories, by either side. I should warn the bottom. (but you will be able to remove
if those provinces are you that a white peace does it and offer a different
occupied by the enemy. An not preclude a resumption of You can make multiple proposal). Note that all
alliance leader cannot, hostilities. War may be demands and can mix occupied provinces not
however, bind an alliance declared again by any nation various types of terms to included in the treaty will
member to any special peace at any time, though with an assemble your final offer. revert to their rightful owners
terms such as forced added penalty for breaking the The possible peace when the treaty is signed.
disarmament, military access, peace treaty, so this should be conditions include:
or forcing them to become a regarded as something of a • Territory: You may specify • Forced Disarmament: This
puppet of the enemy. tenuous arrangement at best. territory whose ownership is to option may only be demanded
change hands if the peace is by a victor and cannot offered

85
HEARTS OF IRON DARKEST HOUR

mapmode), you may demand highly resistant to accepting devastating demand that you and is considered the most
that an enemy submit to you any peace terms beyond can impose and is treated as a hostile and belligerent action
and allow the establishment of outright annexation with separate diplomatic peace possible. If you enjoy this high
a puppet regime in his nation certain other nations, option due to several special a margin of victory, you may
that is loyal to your particularly the faction leaders. considerations related to its wish to consider the “puppet
government. If accepted, the As with any diplomatic option, terms. The target nation must regime” peace term instead,
enemy will bequeath all it may take a day or two to lay down its arms and dissolve one that will be considerably
territorial claims to your nation receive a response and you its government, surrendering less damaging to your
and a new government will be will not be able to initiate ownership of all of its reputation, or some other
installed that is of the same further diplomacy with that territories and for all intents combination of highly punitive
type as yours. The new puppet nation until at least one week and purposes becoming part terms.
will leave any of its current has elapsed. If the peace is of your nation. This is always
alliances and will join your agreed upon, all nations handled as separate peace, If an alliance leader is
alliance instead. It will involved in the deal will sign so even if the defeated nation annexed, then a new leader
automatically grant your the peace treaty which will be is an alliance leader it is in no will be chosen from amongst
country military access to their in force for the subsequent way binding on any of its those nations that remain and
by a loser, and may only be lands and the surplus of the five years, but it is no more alliance members. There is no the state of war will continue
imposed upon the nation with puppet’s resources will also be binding that was the case with cost to offer this “peace” but it to exist with that alliance. If
whom you are directly transferred to you. This is a white peaces. Any territory is a demand that will remove there are no remaining
negotiating and not one of his fairly hostile action, although that does not exchange that nation from the game alliance members, the war will
allies. If the enemy agrees to not as belligerent as outright ownership as the result of the unless it later reforms as a be over.
this, he will be forced to annexation, and will probably terms will be returned to its result of partisan uprisings,
disband his entire military. only be accepted if you enjoy rightful owner.
vast military supremacy and
• Military Access: This is the target nation feels that it
another term that may only be has little or no chance of
demanded by a victor. If survival otherwise.
agreed to, this will give the
victor unrestricted access to Once you are satisfied with Annex Nation
move through the loser’s the terms, click the OK button If you are at war with a nation
territory. to send your offer. I should and have achieved a crushing
caution you that an enemy is victory (you must occupy all of
• Make Puppet: If you have a unlikely to agree to a proposal its key provinces identified by
high enough war score, that is close to the exact a red star when viewing the
usually because you control warscore value and is much main map in the victory point
many of the enemy’s key more likely to accept it if there mapmode), the annex nation
provinces (identified by a red is large benefit to doing so. option will become available.
star in the victory points Certain nations will also be Annexation is the most

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HEARTS OF IRON DARKEST HOUR

The Intelligence
Folder
1
General Overview
The Intelligence folder is used
to manage your clandestine
operations. These include

3 various missions of industrial


or technological espionage,
fomenting revolutions or even
financing coups, the
assassination of prominent
6 political figures, and other
2 such nefarious activities that
are part and parcel of the
cloak and dagger world of the
spy. It is also your only source
of information about the
military and technological
capabilities of other nations.

As the game progresses, you


will gradually improve a
network of spies. This network
will work in your own nation to
4 5
protect you from the efforts of
enemy agents, while in foreign
nations it will quietly gather
intelligence or undertake more
direct, hostile missions. It is
possible to increase your
network level every six months
(at a high cost) while it is
possible to decrease the level
without restrictions.

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HEARTS OF IRON DARKEST HOUR

Beside each nation’s name, select your own nation, you Espionage System). If you “detected”. This governs
you will see a circle that will see a summary of select another nation, this whether or not the target will
indicates the effectiveness of effectiveness of your area contains a scrollable list be able to determine which
your espionage network in that espionage network against of possible intelligence nation attempted the action,
country. A tooltip on the circle other countries (Foreign missions that you may enact, and is checked regardless of
will display important Intelligence) and in your own together with their cost and whether the mission failed or
information regarding that country (Counter Espionage), probability of success. succeeded. It is therefore
country (relations, IC, daily the level of your espionage possible that you could be
change of resources). The network (which ranges from 0 Mission Success and completely unaware that a
information displayed in the to 20) and the daily cost for Detection mission has been attempted
rest of the diplomacy folder maintaining your network. The list of possible intelligence against you or who was
will change depending on missions that you may enact behind the assassination of
which nation you have Selected Nation’s against another country has a one of your ministers.
selected from the list. 5 Technology Intel. column to indicate the Successful detection will result
Summary: This area likelihood of the mission’s in a significant drop in the
Selected Nation’s will display any information success. This can depend on relationship value between the
The layout and general 3 Diplomatic Details: you know about the research a large number of different two nations.
interface actions of the folder This area is identical to projects currently underway in factors that include the level of
are similar to the ones used in the corresponding area in the the selected nation. As with your espionage network, the Gathering Intelligence
the Diplomacy folder. Diplomacy folder and will give industrial and military level of the espionage network Unless you have a very
a general diplomatic overview intelligence, this data will be of the target country, the advanced network level, you
Your Nation and of the selected nation. accurate if the selected nation severity of the mission’s will have extremely limited
1 Government: The top is your ally. If the nation is effects, the domestic policies information available to you
left corner of the folder Selected Nation’s neutral or an enemy, the of the target nation, the about other countries unless
will always display your 4 Industrial and Military information could easily be intelligence-related technology you are part of the same
nation’s flag and name, as well Intel. Summary: This unreliable. level of your respective alliance. The higher your level,
as your form of government area will display any industrial nations, the distance between the more reliable and timely
and current belligerence and military intelligence that Intelligence your country and the target the data will be. The reliability
value. If you click on the flag, you know about the selected 6 Missions: if you select country, the difficulty setting of is also affected by the distance
details of your nation will be nation. If the nation is part of your own nation, from the game, and so on. If a between the two countries, by
displayed in the rest of the your alliance then the this area you'll be able to mission succeeds, the target various technologies, and by
interface. information will usually be increase or decrease your nation will immediately suffer the domestic policy (open or
quite detailed, but if the intelligence founding (i.e. the its effects. closed society) of the target
World Nations: This is country is neutral or an enemy, level of your espionage nation.
2 a scrollable list of all the information will be less network) and enable or Each mission (either launched
nations in the world certain and could easily be disable auto-espionage, as manually or by the automatic Intelligence gathering is not a
that is almost identical to the inaccurate, out of date, or well as setting its parameters espionage system for you) mission. It’s a “passive”
one in the Diplomacy folder. completely non-existent. If you (see below the Automated also has a chance of being activity that your espionage

88
HEARTS OF IRON DARKEST HOUR

network will continue to do be unable to carry out any


automatically at all times. The new missions in that country
intelligence summary areas of for the following two months.
the folder will provide the spy’s
latest information about that Industrial Espionage
nation’s military capability, its This mission attempts to steal
general production trends, its the blueprints for a technology
resource stockpiles and that you have not yet
manpower reserve and the researched but is known by
technologies that it is currently the selected nation. You will
researching. Remember that not know for certain that such
the information could be blueprints exist, but if you
unreliable or out of date. Allies have been closely monitoring
will accurately share those the intelligence data about
information about their own their research, or you have
nation to you, but they do not seen other indicators such as
pass on their intelligence data advanced military equipment,
to you. or perhaps a nuclear or rocket
test facility that lead you to
believe that they are a step
ahead of you, then it may be a
very worthwhile mission to
attempt. If your spies succeed,
Intelligence you will then be able to use
those blueprints to greatly
the minister will die. It is not
possible to target the Heads of
damage your relations, but will
not have global repercussions.
Missions reduce the amount of research State and Heads of Govern-
ment of other countries, but Coup
This section details the your own teams will require to
various missions that you can duplicate the achievement. only their other civilian and You may issue a mission for
assign to your spies. Each military ministers. your spies to try to engineer a
mission has a cost and an Assassinate Minister coup d’état in the selected
estimated chance of success This is a very dangerous Smear Campaign country - an effort to overthrow
associated with it. If you click mission that can have serious Your spies may be given a that nation’s government and
on a mission, the cash is international repercussions if mission to conduct a smear replace it with one that is far
immediately removed and your involvement is detected. campaign in the target nation. more sympathetic towards
your espionage network will When you issue the mission, If they succeed, the public will your own. Success will
attempt to carry out the you will be asked to specify believe these lies and that depend largely on the
mission. Once you have which minister is the intended nation’s dissent level will rise. domestic policies and dissent
attempted a mission, you will target. If the plot succeeds, Detection will seriously levels of the target.

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HEARTS OF IRON DARKEST HOUR

Sabotage Tech Team for new countries, apply


Instructing your spies to carry default country settings to all
out this mission will attempt to countries on Target list,
set back one of the target remove all countries from
nation’s research teams’ Target list, edit country setting
progress on a research and show country information.
project. If there are several
projects under way, they will Add country
generally try to disrupt the one This will add the selected
that is nearest completion, country to the Target list. Only
although there is a component countries in the Target list are
of this selection that is random the targeted by the Automated
so the amount of damage it Espionage System, but the
will do can vary. player doesn't have his
restriction and can perform
missions on any country.

Remove country
This will remove the selected
Automatic country to the Target list, thus
erasing its settings and
Espionage System preventing the Automated
Sabotage Industry succeed, a random nuclear rebellion. You will be asked to You can enable or disable the Espionage System from
This is a mission that attempts weapon will be destroyed, specify the province where Automated Espionage System performing missions against
to delay an enemy’s though this won’t cause it to they should concentrate their thanks to a checkbox. If you that country. You will still be
production. If successful, one detonate in its current location. efforts and success will be enable it, two more able to perform mission even
of the orders in the target’s Note that this does not target affected by the existing level of checkboxes appear, the first on countries that are not on
production queue will be set nuclear test facilities, and the dissent and partisanship in the allows you to automatically Target list.
back significantly and any option will be greyed out if area. apply changes on any button
gearing bonus it receives will there is no weapon to Global Manipulation press while the other open the Edit Default Settings
be reset to zero. sabotage. Your spies will attempt to countries on Target list in edit In this area you'll be able to
influence the world’s opinion of state by default. Below that set the default priorities for the
Nuclear Sabotage Fund Partisans the selected nation, hoping to you can find the buttons that countries that you add to the
If your enemy possesses This mission instructs your make it seem more dangerous allow you to manage the Target list. You can set default
nuclear weapons, you may try spies to supply funding to any than it really is. If they settings of the automated priorities for each mission and
to destroy one by ordering disgruntled civilians in a succeed, the belligerence system: add country to Target also for the country. The
your spies to make a nuclear specified province in an value of the target will list, remove country from Automated Spying System will
sabotage attempt. If you attempt to spark a local increase. Target list, edit default settings perform missions based on

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HEARTS OF IRON DARKEST HOUR

advance the spy ● maximum spy level (0-20): the Automated


network level (actions System will automatically try to reach this level over
that consume time, if you have enough money;
money). This slider
sets money available ● minimum spy level (0-20): the Automated
for spying missions. If System will not perform any mission until this
it is set to $500 and network level is reached;
you have $507 then
only $7 are available ● minimal mission chances threshold (0-100):
for missions. This is a you can instruct the Automated System to not
very important perform a mission, if its likelihood of success is
Edit Settings setting, you should set it high enough to avoid below the specific probability threshold set here for
For a country in the Target list, this area allows you surprises if you are in need of money; each mission; this will allow you to save your money
to set the priority of the country and the specific when your network is low and your likelihood
priorities of all the espionage missions for that ● spy activity (0-100): this defines how often new chances are not high enough for some missions,
country. For your country, this area allows you to set missions are considered, not attempted. Attempting especially in far away countries or nations with a
the generic parameters of the Automated Espionage a mission depends on other factors (suitable target, high network level;
System: enough money etc.) (100 means every day, 50
● use money above this threshold (0-1000): every two days and 0 never);
instructs the system to perform a mission and

the priority of the countries on Apply Defaults to All Remove All Countries Show Info
the Target list and, for each This this apply the default This empties the Target list, Show Info will show the
country, based on the priorities country settings chosen above removing all countries present standard diplomatic
set for each mission. To apply to all the countries already there. information on the selected
the changes you have to click present on the Target list. country.
on the button Apply Changes.

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92
HEARTS OF IRON DARKEST HOUR

spies have collected, so some There are some fairly common Darkest Hour will remember
The Statistics data may not be not features available in the the last statistics subfolder
Folder completely reliable, or could
even be absent altogether.
statistics subfolders. In many
cases, the column headers
that you were viewing as well
as the sort category and order
Overview can be clicked to sort the data that you last used for that
The Statistics Interface is in the tables in ascending folder. When you next open
primarily a means of quickly order according to that the Statistics Folder, it will
gaining and reviewing large return to you that exact same
quantities of global information view.
and for comparing your
nation’s progress to that of
others. Each table of
information relates to an
aspect of the game, including:
general summaries, economic
information, convoy
summaries, technology and
military comparisons, a
complete listing of your armed
forces including their
Selecting and
locations, strengths and Using a Statistics heading, and clicking it again
combat stats, and a place
where you may view the full- Sub-Folder will reverse the sort order.
Double-clicking on an
length version of the history
individual line in a table will
log. A large number of the Each of Darkest Hour’s 30+
usually jump directly to and
tables have “hot links” allowing subfolders can be accessed
select the item in question,
you to double-click to jump to by paging through them using
such as a province, unit,
a specific unit or province, or the left and right arrows at the
leader or supply route. In
have right-click menus that top of each folder. You can
some cases, you can right-
allow you to conveniently also jump directly to the
click on an item to display a
issue orders or make changes desired folder by selecting it
context-sensitive menu that
without directly going to a unit from the drop-down list
allows you to take a direct
or provincial location. between the arrows. They are
action from the subfolder.
Remember that some of the generally grouped into five
When you have finished
information presented in this distinct categories: Summary,
reviewing the information and
folder is drawn from the Economic, Technology, Military
leave the Statistics Folder or
intelligence reports that your and History.
use the quick-jump feature,

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94
COMBAT
HEARTS OF IRON DARKEST HOUR

most detailed information is provide a bonus in perform- skill experience and expertise.
shown in the Unit Details The Land ance. Divisions may operate in Rank is the most important as
interface.
As in real life, Darkest Hour
Forces isolation, or be grouped
together to form a “corps” or
this determines the maximum
number of divisions he can
Overview of Force Structure
implements a Chain of and Field Commands “army”. These terms simply control before his field
COMBAT – The Command structure to help In Darkest Hour combats define smaller and larger command will begin to incur a
you control your forces. A groupings of Divisions. combat penalty.
Art of War national Chief of Staff and
represent large-scale offensive
and defensive actions, a scale
three subordinates: the Chief You can create new forces in
Overview of the Army, Air Force and
where the struggles involve Field the Production screen and
large numbers of men and
This section of the manual will Navy. Your role as a player is
to wear the multiple hats of the
equipment, and where the Command when completed, they will
appear in your force pool to
familiarise you with the various prize is the control of an entire
combat interfaces in the game combined Joint Chiefs of Staff The term “field command” or await deployment. Divisions
province. Your job is to plan
and introduce you to some and issue orders to your army, “command” refers to any force that engage in battle will
ahead, prepare and position
basic strategies so you can be navy and air force. Each of on the map that is command- gradually gain valuable
suitable forces, ensure their
successful when playing these branches of the armed ed by an officer and that you combat experience which will
supply, and then issue the
Darkest Hour. Combat is one forces uses a slightly different can issue an order to, improve their capabilities over
necessary orders to your field
of the most complex systems set of rules. Your eventual regardless of whether it is a time. Casualties will need to
commanders and entrust them
of the game. A successful success will probably depend single division, a corps or an be replenished with reinforce-
to carry them out to your
player must consider not only on using a combination of at army. Each nation begins the ments by allocating IC to
advantage.
the operational capabilities of least two - and occasionally all game with a specific set of reinforcements in the
the various forces, but three - branches when you are While the precise structure military officers that historically Production Screen. Raw
variables such as terrain, planning your attacks. and size of armies in the 20th served in that nation’s armed recruits will fill those vacant
weather, supply and leader- century varied somewhat from forces. These officers may positions but will also dilute a
ship. This shouldn’t come as a We’ll begin by looking at your nation to nation, Darkest Hour either be in the officer pool division’s experience. Officers
surprise since this is a grand land forces, since they are the abstracts and generalises this awaiting assignment, or be also gain combat experience
strategy game, but it will units over which you have the to avoid confusion and pre-assigned to units present and “traits” which can lead to
probably take some time for greatest degree of control and maintain ease of play. The when the game first starts. As improvements in their skill
you to gain a full understand- they are the only units that are smallest land unit that can be you create new forces either levels and might prompt you to
ing of combat’s intricacies… capable of conquering a directly controlled in the game by building new ones or by promote them in rank.
and quite a bit more to province. Once we’ve is the Division, a unit that combining or subdividing Manually promoting an officer
become a master of the art of thoroughly explored their represents many thousands of existing ones, officers must be costs an experience point,
war. various interfaces and men and military vehicles. A assigned to lead them. You reducing combat efficiency.
controls, we’ll move on to the smaller Brigade unit is may automate officer assign- But, automatically promoting
Details of the various units can differences and similarities of available, but these are ment if you wish. Officers have an officer does not. Now that
be found in 3 places: in the the interfaces that you will specialised units that cannot several attributes that will you have a rough overview of
Production Orders interface; in encounter and use to control operate alone and must be affect the performance of the the forces, let’s look at them in
the Statistics folders and, the your air forces and navies. “attached” to Divisions to troops they command: rank, greater detail.

96
HEARTS OF IRON DARKEST HOUR

descriptions are found in the perform very poorly against obstacles. There are two other
Technology Folder to most other units and have few specialised division types that Brigade Types
determine what is required. advantages other than a more merit extra attention but are
rapid rate of movement than detailed later in this section. There are a variety of brigades
The most numerous and infantry. Motorised infantry that may be attached to your
divisions to enhance their
Division Types versatile unit is probably the
foot soldier, with the most
are much more susceptible to
aerial attack and will run into
A garrison division is a special
infantry unit whose sole abilities; however, each
common type being the difficulties where the roads are function is to suppress the division may only have a
Your divisions are used to single brigade attachment. A
infantry division. While they poor or terrain becomes an activities of partisans. They
defend your territories from brigade’s area of expertise is
will find themselves at a obstacle. Mechanised infantry are highly restricted in their
enemy attack, or to launch fairly self-explanatory when
disadvantage in the open, they divisions, who use armoured method of movement and are
offensives to conquer and then you review its details in the
generally perform better than vehicles such as halftracks, utterly unsuited to combat
occupy enemy provinces. Only production interface. Note that
mounted or armoured units in are very expensive and situations, but they are
land forces are able to capture the specific values are added
less hospitable or obstructed consume even more fuel, and unparalleled at maintaining
and hold an enemy province. to the abilities of the division
terrains. Infantry is usually remain easier targets for law and order in any enemy
Divisions can be of a variety of less expensive to recruit, enemy tactical bombers; provinces that you might they are attached to, thus
different types, each one relatively fast to train, although however, they have better occupy. The other unit type is usually improving their
having its own specific it moves less fast than the attack and defence the headquarters division. performance quite significant-
advantages and disadvan- mobile units and only capabilities than any other These act as large mobile ly, although there sometimes
tages which vary depending consumes a little oil later in infantry unit. command and control centers, is a small trade-off in another
on terrain, weather, and even the game, Specialist infantry assisting very highly ranked area. Brigades may range
the type of enemy they are types perform particularly well Infantry and mounted infantry officers (generals and field from tank-destroyers to anti-
facing. Divisions can be in certain roles but are more are no match for tank divisions marshals) to manage larger aircraft specialists, or may be
classified in three broad expensive and time-consum- when it comes to sheer fire- numbers of divisions, improve able to support your divisions
categories: foot soldiers, ing to prepare. power and the ability to supply efficiency, and provide by providing withering artillery
mounted troops, and armour. withstand punishment. As your improved combat capabilities support.
Research improves your Marines are particularly technology advances, you will for any forces that are in the
technology and each unit’s effective for coastal invasions, have the ability to build larger same province or an adjacent Engineers will improve both
specifications can be mountaineers excel in hilly tanks with heavier armaments one. They are, however, a the defensive capabilities and
improved, provided that you and mountainous areas, and and armour which will further division that is primarily movement rates of your
allocate sufficient IC to airborne infantry are the only increase the amount of designed for tactical and divisions, while additional
upgrade them. Not all of the units that may be used to damage that they can both logistical support and are not armour can be attached to
division types will be available attack from air transports. inflict and sustain. Armoured heavily armed or suited to bump up the attack strengths
to you at the beginning of a Mounted units perform in units are expensive, though, combat themselves. of a force. The available
campaign, since many require much the same way that and consume fuel at an brigade types will depend
specific advances in equip- infantry do. The most basic of alarming rate. They also largely on what technologies
ment or achievement of an these is the cavalry division. perform very poorly when the you have researched, as will
army doctrine. Detailed Not surprisingly, they tend to terrain is rough or filled with their effectiveness.

97
HEARTS OF IRON DARKEST HOUR

A brigade is created in exactly


the same way that a division is
1 5
ordered, but they are never
deployed by themselves.
Instead, brigades must always
be attached to a division -
3
which is determined at the GET name. You may click on this
box to issue new orders
time that it is deployed from THIS directly from this interface or
the force pool - although they CLICK HERE! 2 cancel its existing orders. Note
may later be detached and
that doing this will update the
returned to the force pool for
orders for all divisions in this
subsequent redeployment first created, you can change it Command Strength
4 6
elsewhere. by clicking on the unit name 5 and Organisation:
field command.
Location Details: Below
and then typing a new name. Beside the commander’s 8 the command bar is a
8
Division Details 2 Division Type: Below the
division name, you’ll see a
picture is a graphic display
of the strength % (orange
second bar that indicates the
current location of this
Select any field command by picture and then a description bar) and the organization %
division. You will see the
clicking on it on the Main Map, of the division type. (green bar) of the entire
province name, IC, resources
3 Brigade
using the Land Forces Hot Attachment: If field command. This is the
and the total number of
Button, or via the Statistics there is a brigade attached average of all forces under 9 divisions, including allies,
Folder. The information panel to this unit, the brigade type that leader’s command.
located in this province.
and model names will appear Command Name and
will then display the name of
immediately below the division 6 Size: (See detail on
the commanding officer and a Division Parameters
list of the divisions in his name. There will also be an next page).Beside this, you
Strength: (See also next
command. Clicking on any icon of the brigade in the right- will see the name and the 9 page) This is a division’s
one of the listed divisions will hand panel. number of divisions in the
current operational strength.
display the Division Details for 4 Commander: You will see
a picture of the Division's
field command.
When first built, it will be at
that unit in the information
Commanding Officer. Remem-
7 Command Orders
Box: (See detail on
100% but can be reduced as a
panel. result of combat casualties or
Division Name: Situated ber that this officer may next page).The command’s
attrition losses. If a division is
1 at the top of the infor- command a number of current mission is displayed
in supply, then it will gradually
mation panel, while this is divisions if they are grouped in the Orders Box
replenish to 100% as long as
assigned automatically when together into a corps or army. immediately below its
you allocate some of your IC

98
HEARTS OF IRON DARKEST HOUR

enemy. The higher the value, enemy bombing raids.


6 the better the division will be Supply / Oil Consumption:
9 at withstanding enemy fire. The daily supply needed is
Toughness: This is the listed here. It will fluctuate
second component of a depending on the current
division’s defensive capability strength and task of the unit .
represents its willingness fairly large “hard” component and is used when the division Units in combat could
to persevere in the face of (i.e. a low softness value). The is launching an attack of its consume a lot more supplies.
adversity and it influences higher the attack number, the own against another province. The Logistics wizard leader
the regain rate of more likely it is that it will inflict A high value indicates that it decreases the current
organisation (higher some damage to a “hard” can withstand more of the supply/oil consumption by
morale will make the target such as a tank division. enemy’s return fire as it makes 10%. There are two numbers
division regain Soft Attack: This value this assault. for supply/oil consumption -
10 11 organisation faster). indicates the general attack Air Defence: This value current and default ( XX.XX/
Softness: Each division power of the division when indicates how well a division is YY.YY). Note that this is the
has a “hard” and “soft” engaging soft targets. A high able to defend against enemy amount of supplies it requires
to reinforcements. Reinforcing number here indicates that it
also needs MP. component to its strength. The tactical bombing attacks. This and is not necessarily the
hard portion is its armour probably do well against value is mostly an indication of amount it is receiving.
Organisation: This is the divisions that have a high
division’s level of organisation, (tanks, trucks, etc.) while the how difficult a target is to hit Fuel Consumption: Any
soft component is its softness component, such as and how resilient it is. It does division that uses vehicles will
reflecting its internal command infantry divisions.
structure, intrinsic cohesive- personnel. The softness value not imply an ability to fight require a daily supply of fuel
indicates the percentage of a Air Attack: When a division is back. (oil) equal to this value,
ness, and readiness to fight. attacked by aerial units, it may
There are two numbers division’s makeup that is Suppression: This is an whether it is moving or
considered as a soft target. have the ability to fight back indication of a division’s basic engaged in combat. A station-
displayed: the current and and inflict some damage. The
maximum organisation of the Hard Attack: This value capabilities at suppressing ary, non-combatant only uses
indicates the attack power of air attack value indicates how partisanship in a province. The a portion of this amount. Fuel
unit. Morale: Each division well it is able to do this and will
has a morale value that the division when engaging an value is enhanced by giving consumption is also depend-
enemy division that has a be fairly good if the division the unit orders to engage in ent upon the current strength
has an anti-air brigade anti-partisan activities, which of the division.
attached. doubles the effective suppres- Experience: Each division
Defensiveness: The division's sion value. gains combat experience
defensive capabilities are Maximum Speed: The maxi- whenever it engages in battle.
divided into two components: mum speed the unit can travel An experienced unit will
defensiveness and toughness. in clear, unobstructed terrain. receive combat bonuses and
7 The defensiveness value is Affected by infrastructure tends to maintain its organis
used when a division is levels, supply efficiency (lack ation and morale far better
defending a province against of oil greatly decreases than a division filled with
an attack initiated by an speed), ongoing battles/ recruits.

99
HEARTS OF IRON DARKEST HOUR

Field Command
1 3
Details
Corps and armies are created Mouse Over HERE! 4
Effective Supply Efficiency: by grouping divisions into a
This is the division’s current GET THIS CLICK HERE!
larger fighting force: a field
rate of supply efficiency which 5 6
is determined by a large
command. 7
Command Name: GET THIS
number of factors: We can list 1 Situated at the top of the
at least some of those factors: information panel, while this is 2
Current infrastructure (for land assigned automatically when
units), closeness to HQ unit, first created, you can change it
Logistics wizard leader (gives by clicking on the unit name
a small ESE bonus when ESE and then typing a new name.
is less then 100%). This Commander: The portrait
indicates whether a unit is fully 2 and name of the officer
supplied or whether it will be who is currently in command
subject to some penalties for appears just below the field appear in the space
being under-supplied. command’s name. Clicking on below the mission
the officer’s portrait will allow box. Most relate to
you to select a new the command’s
10 commander from the pool of current conditions of
available leaders. Hovering supply, whether
command is engaged in will they are dug in or not,
11 your mouse over his portrait
be listed in a small box. and so on, with tooltips
will display the officer’s stats.
Current Speed: identifying each them.
Attach/Detach Brigade
Overall Size, Strength
3 and Organisation: The 5 The speed that this field
10 Button: You can attach command can currently Supply Source: If
or detach a brigade by using
number of divisions of the field
achieve if it moves, is dis- 7 the field command is
command is listed immediately
this button. played just below the com- in supply, the source of
below the commander’s name.
Disband Button: mander’s picture. This is that supply will be will
11 Clicking this button If this number is red, there are
determined by the slowest- be listed. If it isn’t, you
more divisions than the com-
disbands the division and moving division in the group, will see a warning to this
mander’s rank would normally
returns some of its manpower as modified by the current effect, as well as the
permit.
to your national manpower terrain and weather. location from which it is
Current Mission: The
pool. 4 current mission that this Quick Status Icons: A attempting to draw
6 variety of icons may supplies.

100
HEARTS OF IRON DARKEST HOUR

the divisions will display the


Division Details information
panel, described in the
previous subsection. Each
8 CLICK HERE! GET THIS OR THIS
division will also display the
following basic details:
Division Type: An icon
9 11 indicating the type of
division (infantry, mech.
infantry, etc.) and its
technology level.
Strength Bar: A brown
12 bar that indicates the
division’s approximate
strength. If you hover over this
bar, a tooltip will appear that
Command Location: displays the exact numerical
12 8 You will see the current strength value.
location of the field command. Organisation Bar: A
Clicking on the location box 13 green bar that indicates
will display the province the division’s approximate
information panel. If this field organisation. This, too, has a
command is currently tooltip that will give the
engaged in battle, this display division’s exact numerical
11 13 will change quite dramatically, organisation value, and the
showing the “Combat Quick estimated daily increase.
15 View” summary instead. Fuel Status Icon: A
14 small oil icon below the
10 Effective Supply
9 Efficiency: This is the strength and organisation bars
field command’s current will show the division’s fuel
effective supply efficiency. supply status. This will be blue
Division Listing: The if the division is in supply and
10 majority of the inform- red if it isn’t.
14 ation panel below this point Division Name: The
will display a scrollable listing 15 division’s name.
of each division that is
currently part of this
command. Clicking on one of

101
HEARTS OF IRON DARKEST HOUR
Division Main 16
Statistics: 16 Division Main are also not at war, to be dug- ensure that divisions in this to be loaded onto transport
Stats: Below the in when enabled. Max dug-in command are the first to vessels if they are present and
division name, you will level is 20 and it is gained in a receive any available rein- sufficient space is available.
see a summary of the rate of 1 point per day. Moving forcements and upgrades. The load button will not be
17 7 main division the unit resets the bonus to 0. Click this button to toggle displayed unless you are in a
statistics that you will Dug-in units receive a combat between giving this field province that contains a port
refer to most often. In bonus when defending against command that special priority or naval base. For loading
order, from left to right, air and land attacks. The or not. paras onto transport planes,
these are Hard Attack, bonus is proportional on the Reinforcement Button: the paras must be in the same
Soft Attack, Air Attack, current dug-in level multiplied 19 You can elect whether province as the transport
Defensiveness, Tough- by a modifier in misc.txt. to allow reinforcements to be plane.
ness, Air Defence & Toughness: The ability to sent to replace any casualties
Speed values. sustain enemy fire during suffered by this field command
23 Reorganise: Clicking
this button opens an
Hard Attack: The attack. by clicking this toggle button. interface that allows you to
number of attacks this Air Defence: The defence Upgrade Button: You easily remove divisions from
unit has against hard, against attacks from air units. 20 may prevent a field this field command and assign
armoured targets. Each point gives a 10% command from being outfitted them to a separate command
Soft Attack: The chance of successfully with any new technological that will be created.
number of attacks this defending against attack. upgrades. Merge: Use this button
unit has against soft, Speed: The maximum speed Offensive Button: This 24 to merge units into
unarmoured targets, this unit can move at. 21 allows you to allocate different or larger commands.
like infantry.
Air Attack: The 17 Brigade Icon:
If there is a brigade
additional fuel and supplies to
this command for a major
number of attacks this attached to the division, there offensive. This boosts the
unit has against units will be an icon at the right supply efficiency by 25% for
in the air. edge of the division listing to the next 30 days, but will
Defence: The number indicate that this is the case consume a large amount of
of attacks against other and what type of brigade it is. supplies and fuel.
land units. A tech
development allows
18 Prioritized Button: It is
possible to assign a
Load Button: This is a
22 quick way to issue an
stationary units, who priority to a field command to order for the entire command

Load 22

Prioritise Reinforce Upgrade Offensive Reorganise Merge

18 19 20 21 23 24
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HEARTS OF IRON DARKEST HOUR

assigned to replace the he will gain further experience. accumulate experience much single most damaging thing
current field commander and This is done by clicking the more rapidly, and once his skill you can do to your chances
the existing commander will promote button. If you use the exceeds this he will tend to be of winning a battle. An
be returned to the officer pool. “auto-promote” option (see much slower in accumulating officer who is overstacked
Each officer has five below), the skill reduction more. This is a modifier and forfeits all bonuses that his
personal values: penalty is waived. not a cap. traits and skill would
Field Officers Rank: An officer’s rank Skill: The skill of an officer Experience: Each time an
normally give to the
divisions under his
The officer that you assign to determines how many indicates his overall officer commands a force in command. Further, the
lead a unit will have a divisions he can effectively performance ability. As he battle, he will gain a small “extra” divisions that are
significant effect on its command without incurring gains more and more combat amount of experience. Event- assigned to him will be
performance in battle. Each penalties in his divisions. experience, he will gradually ually, he will gain enough subject to an additional,
nation begins with its own pool There are four distinct ranks increase in skill level. This experience to increase his skill severe combat penalty.
of officers that can be used in Darkest Hour: Field confers a special combat level by one point. The rate at You may, if you wish, delegate
assigned to command its Marshal (commands up to 12 bonus on his troops that which an officer accumulates the task of assigning and
forces, each possessing one divisions), General (9), Lt. increases as his skill experience depends on his promoting officers by clicking
of four possible ranks as well General (3) and Maj. General increases. An officer who is rank and how often he is in the Auto-Promote or Auto-
as his own unique character- (1). If he commands more overstacked cannot effectively combat. The higher an Assign leader buttons at the
istics. As a commander’s than this number of divisions command his troops and any officer’s rank, the more slowly bottom of the officer selection
forces participate in battle, he during an attack, he will be skill bonus he provides will be he will gain experience. interface. The officer
will become progressively considered to be overstacked. ignored for all of his forces. assignments are checked and
better at his job and may An officer whose army When you promote an officer, Trait: Each officer may have a updated at midnight each day,
eventually be suitable for includes an HQ division can his skill is reduced by one particular doctrine or area of based on the number of
promotion. command twice the usual level. This penalty is not expertise that is listed at the divisions the officer currently
number of units before applied if you use the auto- bottom of his stats. These commands.
When you select a unit, the incurring penalties as well as promote option (see below). traits, described in the next
current commanding officer several other benefits (so a subsection, give special If you have a very large
will be identified at the top of Field Marshall with an HQ Historic Skill: There is also a abilities or bonuses that are number of field commands, it
the information panel. If you division can have up to 24 value relating to each officer’s applied to any division that is is possible that you will
hover your mouse over his divisions under his command skill that is buried within the directly under his command, exhaust your pool of historical
portrait, a tooltip will display without being overstacked). game design and reflects the unless he is overstacked, in leaders. If this happens then
his personal stats and clicking You can promote an officer to individual’s historic accom- which case they are forfeited “generic” officers will be
on his portrait will show your the next rank if he has a skill plishments. The historic skill for all divisions. Officers may created as required, although
officer pool, which contains a rating of at least one. This will level acts as a modifier to the also gain new traits as a result they will be of very poor
detailed list of all officers that enable him to control more rate at which he will accu- of special game events that quality, will not gain experi-
are currently unassigned to divisions but will reduce his mulate experience. If he is occur during battle. ence, and will “disappear”
commands. If you click on any current skill level by one and significantly below his historic Beware of overstacking an again once removed from
officer in this list, he will be will reduce the rate at which levels he will tend to officer! It is probably the command. In that situation,

103
HEARTS OF IRON DARKEST HOUR

maximum tactical advantage, paratroopers, who receive


Field Officer giving them bonuses to all large bonuses to both
Traits attack values.
Winter Specialist: This officer
their attack and defensive
values when under his
A field officer may have
specific traits that will excels at winter warfare, command.
you may need to remove a characterise his style of guiding his forces with such Old Guard: This officer is
historical leader from one command or identify areas skill that they incur no of the old school and not
command, thus returning him where he possesses excep- penalties to movement or particularly imaginative.
to the pool and replacing him tional abilities. If he has such a combat in those conditions. Neither he nor the
with a “generic” officer, and trait, it will be identified in the Trickster: An expert at divisions under his
then assign him to a new tooltip that appears when you camouflage and deception, command will learn as
command that is in more hover your mouse over his divisions under this officer’s much during combat, thus
urgent need of his abilities. portrait and will benefit any command will always gain the reducing the rate at which
divisions under his direct advantage of surprise, are they will gain experience.
When a division is first command. Warning! This very difficult for enemy aircraft Desert Fox: This officer
deployed from the force pool, bonus is lost if the officer to target, and are usually gains special bonuses to
it will also be commanded by a is overstacked. In Darkest completely invisible to enemy combats occurring in the
generic officer unless it is Hour, it is now possible to filter intelligence activities. desert.
deployed directly into an the list of officers by Rank and Engineer: Divisions under the Jungle Rat: This officer
existing command. Don’t Trait, using the 4 boxes next to command of an engineer are gains special bonuses to
forget to assign a “real” officer “Available Replacements”. able to cross rivers without combats occurring in the
to any division that is likely to Logistics Wizard: This officer incurring the normal jungle.
see combat action as soon as is able to achieve impressive movement or attack penalties Urban Warfare: This
possible. economies of both supply and that other units will suffer. officer gains special
fuel efficiency. Divisions under Fortress Buster: This officer bonuses to combats
his command will consume is particularly good at occurring in urban
both at a reduced rate. assaulting enemy provinces.
Defensive Doctrine: This fortifications. Ranger: This officer gains
officer is very good at Panzer Leader: A panzer special bonuses to
preparing his troops to defend leader is able to increase the combats occurring in the
against enemy attacks and movement speed of his forces, forest.
counter-attacks, improving and if he commands Mountaineer: This officer
their defensiveness and predominantly armoured gains special bonuses to
toughness values. divisions, he is able to improve combats occurring in the
their attack abilities and may mountains.
Offensive Doctrine: This even achieve sudden and Commando: This officer is Counter-Attacker: This officer
officer is very good at man- devastating victories by best suited to lead is highly adept at absorbing an
oeuvring his forces to gain blitzing through enemy lines. mountaineers, marines or attack and then making a

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HEARTS OF IRON DARKEST HOUR

folder to select a unit by You can merge multiple units force and then clicking the
Selecting and double-clicking on the unit’s into a new, single force if they Reorganise button in the
Organising name in the chart.
● Hold down the Shift key on
are all located in the same
province. To do this, select the
information panel. A list of
each division in the existing
Units your keyboard to select units you want to merge using command will be displayed in
counter-attack of his own. This multiple units, which do not one of the above methods, the information panel. Click
will increase the chance that a Selecting a field command can have to be in the same and then click the Merge the small “+” button beside
counter-attack event will occur be done in a variety of province. If you click on a button at the bottom of the any division that you would
during a battle that favours his different ways: selected command while information panel. like to remove from this
force. ● Click on its sprite on the doing this, it will be command and add to the new
Assaulter: This officer is Main Map. If there is more deselected. ● Note that the Remember that the highest one. An officer will be
particularly good at making than one unit present in the "left-click and drag" method ranking officer will assume automatically assigned, who
direct frontal assaults. The province, you will see a stack will also select multiple command of this force, while will assume command at
increases the chance that an of units, slightly offset. commands. all other commanders will be midnight.
assault event will occur for his Repeated clicks will cycle returned to the
leader pool. Don’t
side during a battle.
Encircler: This officer excels
through the units.
● Left-click and drag your forget to check Shortcut
at encircling an enemy, pointer to highlight a portion of that he is capable
of leading the
Keys
increasing the chance of this the map. When you release
favourable combat event firing the mouse button, any total number of Darkest Hour allows you to
during a battle. command that is inside the divisions and assign up to ten different force
Blitzer: This officer can highlighted area will be listed replace him if selections for rapid access by
achieve amazing results in the information panel, at necessary. If you using a shortcut key. To set
through small-scale blitzes of which point you may then are using auto- up, select single or multiple
the enemy position. The blitz simply click on the command assign for officer units, hold down the Ctrl key
combat event is far more likely to select it from the list. assignments, you and select a number key on
to occur when he is in ● Click on a province on the should wait until your keyboard (not on your
command of a force. Main Map to display a list of after midnight to numeric keypad).
Disciplined: This officer is units located there, then click issue orders to
able to maintain discipline on the command in that list to them, since they To select the unit, simply press
within his forces, greatly select it. are updated that number. Pressing the
increasing the chance of ● Click the Land Forces Hot every day at number a second time will
receiving a “delay” combat Button and then select one of midnight. center the map on that unit.
event during a battle. the units from the list. This will You can split a New assignments overwrite
also center the map on that force into two the old one.
command’s location. separate, smaller
● You may also use a number forces, by
of the tables in the Statistics selecting the

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HEARTS OF IRON DARKEST HOUR

you click on a field command, in a specific province. Nothing the pool, since it will
the division will be added to new? Wrong, there is a new consume its daily Multiple deployment of
that command. In both cases, trick! The game will auto- requirement Divisions from the Force
this happens immediately. matically group together units whether it has been
Deploying of the same model creating deployed or not. It Pool:
An interesting feature in groups (but if you want them will also tie up 2
Divisions from the Darkest Hour, is the multiple separated you just have to points of transport Click the button to select where you
deployment of divisions. If press SHIFT). By default land capacity (see want to deploy this unit.
Force Pool. you have a long list of units are placed in groups of below) until it has
divisions in your deployment three, air units in groups of 2 been deployed. Hold CTRL +click
When a production order has pool and you don't want to and naval units in groups of 6, to select / deselect them.
been completed, the newly waste your time deploying but this value is moddable in In Darkest Hour,
created division will be placed
in the force pool to await
each of them separately, you
can now simply press Control
misc.txt for each unit type. So
for example if you have 7 land
all units (land, air,
naval) can be
Hold SHIFT +click
deployment. Click on the over a division it will automatically
+click to select / deselect divisions, the system will identified by their
Force Pool Hot Button to select all divisions of the same model.
them. Moreover, if you press automatically separate them in colour and their
display a list of all forces that SHIFT +click over a division it 3 units: the first two unit will icon. The complex
await deployment and then will automatically select all have 3 divisions each and the colour scheme and Hold SHIFT+CTRL+click
select the unit you wish to divisions of the same model third unit will get 1 division. the icons next to the over a division and it will automatically
deploy. The main map will (infantry, motorized, inter- You can them easily deploy unit name will allow select all divisions of the same type.
change to display all valid ceptors, CAS etc.). And if you these three units in a specific you to identify your (which means land, naval or air units).
deployment locations in green press SHIFT +Control+click province. If you want 7 units at first glance. The game will automatically group
and the information panel will over a division it will automat- different units each composed Here are some together units of the same model
now display a list of any field ically select all divisions of the by a single division you'll only examples of the creating groups.
commands to which the unit same type (which means land, have to press SHIFT. colour scheme for
can be added. If you click on a naval or air units). But this is land, air and navy
province on the map, the not the end: after selecting the You should deploy new forces units:
division will be placed there. If divisions, fairly promptly in most cases ● a land unit
there will be because they will not begin to composed
a new gain organisation until you do exclusively by
screen so, nor will they be upgraded mobile divisions has
where you to take advantage of any a green colour;
can choose technologies you might have ● a land unit
to add these finished researching from the composed by a mix
divisions to time that the production order of mobile divisions
an existing was initially placed. There is and other divisions
unit or also no supply-consumption (like infantry) has a
deploy them advantage to leaving a force in light green colour;

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HEARTS OF IRON DARKEST HOUR

complete colour As usual in Darkest Hour the to each division,


scheme is more tooltips will give you better and there are Transport Capacity at a Glance
complex. control over your units. In limitations to the
Another useful fact, tooltips show useful type of brigade
1 1 feature of Darkest information, like the name of that a division
● Shipping 1 fuel uses 1 TC.
● Shipping 1 supplies uses 1 TC.
Hour is the small icon the leader, organization and may accept, ● Maintaining control of an occupied
next to the name of the morale of the unit the model, generally re- province uses 1 TC.
unit. As you can see organization and morale of the quiring that they ● Each unit held in the force pool uses 2 TC.
from the picture below, divisions that compose the be of a similar ● Each division being strategically
for land units we've unit . overall type of redeployed uses 2 TC
● a land unit composed added specific icons for the unit.
exclusively by special unit type. Moreover, every unit Attaching
you occupy. As long as you
divisions (mountain, marines,
paratroopers) has a blue
with an HQ has a specific HQ
icon and every unit with at
Brigades Transport are careful to ensure that the
total available transport
colour;
● a land unit composed by a
least one engineer brigade
has a very small icon.
Attaching a brigade is best Capacity and capacity exceeds your total
done when the unit is being
mix of special divisions and
other divisions (like infantry)
● Yet another useful feature of ordered in the Production Supply Efficiency use of that capacity, you
should run into the fewest
the interface will let you see screen. A second method is to
has a light blue colour; with a quick glance which possible problems when it
locate the division that you As you may recall from the
● a land unit with at least one units belong to your country comes to supplying your
wish to attach it to first, click Production section, transport
garrison division has a light and which are foreign units troops in the field.
the attach brigade button to capacity (TC) is an abstraction
pink colour; under your control, thanks to a display any brigades that are that Darkest Hour uses to Supply Efficiency at a
● an air squadron composed small icon with a flag. currently available in the force represent a nation’s overall Glance
exclusively by interceptors has There is also a tiny difference pool, and then simply click on ability to move goods and BSE = Total TC / Used TC
a light green colour; between military control and the brigade to attach it. You materials. It is the product of (up to 100%) ESE = BSE x
● an air squadron composed expeditionary forces: Mon- may only attach one brigade your nation’s industrial province infrastructure
exclusively by tactical golian units are capacity as modified by avail- (ESE affects movement,
bombers has a pink colour; under military able technologies, and is attrition, effective strength, and
● an air squadron composed control and the consumed by sending effective organisation values)
by a mix of interceptors and Mongolian flag supplies and fuel to your If you hover your mouse over
tactical bombers has a light has a black armed forces. It is also used the TC icon in the Top Bar,
pink colour; border whereas by any items currently you’ll see a breakdown of your
● a fleet with at least one air the unit from awaiting deployment from your current TC usage and below
carrier has a blue colour; Tannu Tuva is force pool and by any this you’ll see your base
● a fleet composed exclusively an expeditionary divisions that are being supply efficiency (BSE). This
of naval transports has a red unit and the strategically redeployed. A is the theoretical maximum
colour; and so on and so forth. Tuvan flag has a further drain is placed on TC efficiency that you could
These are just examples, the gray border. by each enemy province that achieve under ideal

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HEARTS OF IRON DARKEST HOUR

importance of the effective location. You can also use the supplies and the fuel (oil) that belonging to neutral nations,
supply efficiency value. A option of placing a field your divisions require to unless, as just mentioned, you
division that is located in a command on the offensive, operate. have a military access treaty
province with low ESE will which will increase their with them. You cannot trace
suffer increased attrition rates, supply efficiency by 25% for Transport Capacity at a supply directly across water
conditions, although this is reduced movement speeds, the next 30 days but will Glance Shipping 1 fuel uses 1 but you can create a new
modified by the local infra- and will take much longer to double the amount of supplies TC, Shipping 1 supplies uses depot in a coastal province
structure for troops in the field, upgrade or to regain its they consume. 1 TC. Maintaining control of an that you control and then use
representing the ability to strength and organisation. occupied province uses 1 TC. convoys to ship supplies to
During combat, low ESE will Each unit held in the force that depot from somewhere
deliver supplies to those
units.. The effective supply also tend to result in more Attrition pool uses 2 TC. Each division else, usually your capital.
efficiency (ESE) is therefore rapid loss of morale and being strategically redeployed
organisation, making it more This is the harmful effect that a uses 2 TC. You can also be supplied by
the base supply efficiency
likely that your forces will low-supply efficiency will have one of your allies, provided
modified by the amount of
break off their attack more on your forces. Any force that A supply chain is the actual that they have the necessary
infrastructure in the province.
quickly and will sustain higher is not receiving enough path that your supplies will supplies in their depot. Of
This can be further reduced if
casualty rates. When supplies will begin to suffer take in order to reach your course, this can put undue
an enemy bomber force is
combined with other possible attrition, which reduces both troops. It must start at a depot strain on their supply
conducting certain types of
modifiers due to terrain, your troops’ strength and their that has the necessary capabilities, eventually
bombing campaigns against
weather, climate and enemy organisation. The degree of supplies and then follow an causing problems if there is a
the province. These missions
logistic strikes, this could attrition is determined by the unbroken chain of adjacent large concentration of allied
are detailed in the Air Combat
easily result in a persistent effective supply efficiency in a provinces until it reaches your troops in an area. Keep in
section.
rate of loss that makes it province as modified by the divisions. If that chain is mind that the reverse is true
virtually suicidal for a division terrain, weather conditions broken, the supplies will cease as well, that your allies may
Because of its wide-ranging
to remain there. and climate. to reach your troops and they draw supply from you if they
effects, it would be hard to
over-emphasise the Only two things can be used will begin to suffer rather nasty need to and they won’t ask
to offset this
potentially
Supply Chains attrition effects that will reduce
their strength and
you before they do, making
this a good reason to maintain
Supply Efficiency at a Glance devastating organisation. A supply chain extra supplies in a depot.
effect. A head- Darkest Hour abstracts this must be traceable through
Base Supply Efficiency quarters using the previously described friendly provinces - ones that Supply chains are auto-
(BSE) = Total TC / Used TC (up to 100%) division has the transport capacity and supply you control, that your allies matically created for you if
effect of notice- efficiency systems. What control, or provinces belonging your divisions can trace an
Effective Supply Efficiency ably increasing remains, and what you must to nations with whom you unbroken path of provinces to
(ESE) = BSE x province infrastructure the ESE for all pay close attention to, is the have a treaty of military a friendly depot that has the
(ESE affects movement, attrition, effective divisions within issue of supply chains. For the access. You cannot trace a necessary supplies. It is
strength, and effective organisation values) a one-province sake of clarity the term path through enemy assumed that the necessary
radius of its “supplies” will refer to both the provinces, or provinces supplies can reach the

108
HEARTS OF IRON DARKEST HOUR

While the Supply Mapmode automatically for you by are shipping to - a depot that field command from being
will display all provinces that selecting the Auto-Create/ could subsequently be reinforced.
currently could receive Destroy Supply Convoys captured by the enemy, and
supplies, this doesn’t option in the Convoy should be considered as only
necessarily mean that the Management interface, which a short-term emergency Upgrading
provincial border without much supplies are actually in place. is accessed via the Production measure. Details of how to
trouble, so the ESE calculation If you become cut off from Folder. You may prefer to assign this mission are given New technologies will be
is only applied to the province your capital or if you lack the manage this yourself, using in the Air Combat section. made available to your forces
that your divisions are supplies and fuel in either your the same interface, to build up as soon as the research has
national stockpile or that of extra supplies. Don’t forget to been completed. To upgrade
currently occupying, and not to
each province in the chain. your ally, you will be in very correctly identify the materials Reinforcement your units, you must allocate
This abstraction and some- deep trouble. The best way to that this convoy should some of your national IC to
what incorrect assumption is check a division’s current transport, and if that depot is Any unit that is in supply and this purpose, and the units
necessary to prevent undue supply status is to select the also a collection point for oil that has sustained casualties must be in supply to receive
CPU load that would slow the field command and look at its from local provinces, you will may be reinforced back up to the advances. This does not
game to a crawl, and to avoid status on the display. A small also need to ensure that any full strength by allocating dilute their experience but can
forcing you to micromanage dot appears in the status area convoys that are shipping some of your national IC to take a little while to achieve.
the exact route that every to indicate that the field goods back to your capital reinforcement. The details are
single one of your supply command is in supply, and the don’t end up taking oil away then automatically handled for As with reinforcements, units
chains uses when there are source of that supply is listed from this location. you by deducting the can be given precedence by
multiple possible paths. When immediately below this. If it necessary manpower and IC clicking the prioritise button in
isn’t in supply, this will be and gradually replenishing the field command information
the supply chain is created, it
will always use the closest indicated as well. Air Supply your divisions. This can take panel; conversely, they can be
available source of supply some time, and the newly denied the new technology by
In an extreme situation, your added strength will reduce clicking the upgrades button.
first.
Overseas field command may become your unit’s experience a bit Units in the force pool are not
completely cut off from supply. since these reinforcements upgraded until they have been
This could easily be an ally’s Supply In such a case, it is possible to are new recruits and not deployed, and any units that
depot rather than your own, as While supply chains are
long as it has the necessary use transport aircraft to ship battle-hardened veterans. weren’t in supply at the time
established automatically, supplies to your encircled that the new technology
supplies. If that depot lacks overseas supply also requires
the necessary supplies, the forces but this is extremely If you click the prioritise button became available will be
that a flow of goods move expensive and very inefficient, for a field command, it will be upgraded once they are back
next closest depot will be from your capital, where
used, and so on. As long as not to mention that enemy given top priority for reinforce- in supply.
supplies are manufactured fighters will do their best to ment but it will still take a bit of
you or your allies have a depot and collected, to whichever
somewhere that has the blow your transports out of the time for the losses to be
depot is acting as the supply skies. Using air supply will replenished. If you click the
supplies and can be linked, source for your forces. You
you will remain in supply. create a new depot in the reinforcement button, you can
can have this done province that your transports prevent all divisions within a

109
HEARTS OF IRON DARKEST HOUR

belonging to a neutral country arrival of multiple units. them. ● If the transports are in
with which you have a treaty an adjacent sea area, and
of military access, or into The path to a location is your troops are not in a port,
enemy territory. chosen automatically by the select your force and then
game. If you wish to manually right-click on your transports
Disband The length of time it will take control the path, you may to issue an order for them to
To disband any division, go to to move depends on the easily select the path by begin loading.
the division details information terrain and weather conditions holding down the Shift key and
panel and click the disband of the province to which it is then right-clicking on each This process will take some
button. This will return some moving (not the province that province you wish it to use. time and both your force and
manpower to your national it currently occupies), the You may combine the use of transports will be open to
manpower pool if there’s movement rate of the slowest the Shift and Ctrl keys to enemy attack. If attacked, the
room, but their experience is division in that command, and further refine the orders. process will be halted and not
lost, as is the original the ESE of that province. The resume until the enemy has
ETA will be displayed in the been repelled. If you lose the
investment in IC that you
Field Command Details Transporting battle, the entire process is
made to produce the division.
Remember that divisions that display, just below the mission
box and the mission will be
Troops on cancelled, but fortunately, no
portion of your force will be
consume oil do not do so
unless they are moving or in updated to indicate that the Ships damaged. Once loading has
combat, so oil stockpiles may force is moving. If any of To move land forces across been completed, you can
be maintained by simply these movement conditions water, you must transport select the transports and issue
keeping those forces change, the ETA will be them using your naval them their orders.
stationary. revised to reflect this. As the transport vessels. One
movement occurs, the blue division with a brigade, if When the destination is a port,
movement arrow will darken attached, needs one transport unloading occurs auto-
Basic Army in order to give a graphic ship. Multiple divisions will matically. When the destin-
indication of its progress. If ation is a friendly province,
Movement you want to stop the unit from
require multiple transports.
you may unload from a
Click on a unit to select it, and moving while canceling the There are 2 ways to load a transport when it is in the sea
right-click on another province order, select it and right-click unit on a transport: zone adjacent to that province.
to move it there. A blue in whatever province it is If the force is in a port that Simply select the transports
movement arrow will appear if currently located. also contains the transports, and then click the Unload
you’re moving to a friendly If you hold down the Ctrl key simply select the force and button. This will automatically
province, or red if you’re when you right-click on the click the Load on transports select the force that you are
advancing into enemy territory. “target” province, the Orders button. The force will be transporting, and then right-
You may only move into one of Interface will appear. This give immediately loaded and you click on the destination
your provinces, your allies’ you extra options and the can then issue orders to your province to start unloading. If
provinces, a province ability to synchronise the transport as to where to take your force is attacked during

110
HEARTS OF IRON DARKEST HOUR

attack, the province must have their redeployment, they are and the unit must also be in the first available friendly
a beach. not subject to attrition losses supply. The order interface is territory that is along the route
or enemy attack, both of which displayed, select the strategic that they were taking to the
Strategic can take their toll. Strategic redeployment option. You originally intended province.
this process, the failure in Redeployment redeployment will use 2 TC of
your national transport
cannot adjust the arrival time.
The unit will be immediately
battle can be catastrophic, as capacity for each division removed from the map and
For basic redeployment of
if the transport is sunk, your being redeployed this way. placed in the force pool with a
land forces to more distant
troops will go down with the notation as to where it is being
locations, you may give them
ship. Unloading troops into an To issue a strategic redeployed and the date that it
a strategic redeployment
adjacent province that is in redeployment order: Simply will arrive. During this time,
order. There are several
enemy hands can be done by select the force, hold down the you cannot change or abort
advantages to this technique.
using the adjacent sea zone Ctrl key and right-click on the these orders. If their
unloading method or by using The first is convenience since destination province. The destination province falls into
the naval “amphibious assault” the order is very simple to necessary parameters for enemy hands before they
mission. To launch such an issue. During the course of movement also apply here arrive, they will be placed in

Transporting
Paratroopers
Unlike naval transports,
which can carry any type of
land division, air transports
are only able to carry
airborne infantry. Each air supplied by air or land as
transport can carry one soon as possible.
division of paratroopers and The same transport plane
the method for loading and that dropped them, may be
unloading is more or less the used to re-supply them.
same as it is for naval
vessels. The only difference is land at to deliver their troops.
that you must select the target Remember that paratroops
province for the paratroopers dropped behind enemy lines
to jump into, or select an are likely to be quickly out of
airbase for the transports to supply and must be re-

111
HEARTS OF IRON DARKEST HOUR

Basic Land
Counters Combat
Infantry Overview
INF Now that we’ve looked at the
details of your forces, deploy-
Armour ment, basic movement and
Arm supply, we can finally begin to
discuss combat. We’ll start by
Motorised Infantry looking at what happens when
MOT one of your land forces
engages an enemy’s land
Paratrooper force - a simple one-on-one
PARA engagement between two
opposing field commands.
Marines This will introduce the basic
MAR rules that make up the core of
Darkest Hour's combat
Garrison system. In subsequent
GAR sections, we’ll look at more
complex situations where
Light / Mountain multiple forces are partici-
Infantry MNT pating, and where air forces
and navies get involved.
Mechanised Infantry
MECH In Darkest Hour, combat
represents the struggle for
Militia control of large provincial
MIL areas and should be thought
of as a series of engage-
Cavalry ments, rather than a single
CAV battle between two large
forces. Battles can often last
Headquarters for many hours, days, or even
HQ weeks in game-time,
depending on the size of the

112
HEARTS OF IRON DARKEST HOUR

when the country is at war. that occupies the province


Check the status by selecting and is attempting to hold it;
the field command and looking the attacker is always the
for a small shovel icon in the force that is attempting to
status area. A shovel indicates capture the province. When
forces involved and how well- that your force is entrenched you order a field command to
prepared the enemy is to or “dug in”. Mouse-over the move into an undefended
defend the province. It will shovel and a tooltip will province, there will be no
continue in a series of combat display the dug-in status. The combat and a movement
rounds until one side is either higher the number, the better arrow will appear. The arrow
victorious or is ordered to prepared the defences are. will be red to indicate that the
disengage. If the defender is Being dug-in increases by 1 command is moving to occupy
victorious or the aggressor force that is in a province effect on attacks from other
point per day, to a maximum of an enemy province.
breaks off the attack, things containing land fortifications land provinces. Neither work
20 points. The bonus is
will remain status quo. If the will gain an edge in combat when attacked by para-
immediately lost if it begins to Whenever the target province
defender chooses to flee or that is proportional to the size troopers, although
move. is defended, right-clicking on a
has been forced into full of the fortification (level 1-10), paratroopers are subject to a
While there is no way to check it will automatically display the
retreat, the attacker will begin in addition to any entrench- separate combat penalty. Anti-
an enemy’s entrenched status, Orders interface. The Orders
to move into the province to ment bonus they receive. A aircraft and radar installations
you could make an educated interface will list all context-
clean up the last pockets of division that is entrenched, in do not need to be manned,
guess if you know roughly how sensitive orders that the field
resistance and begin the supply, at full strength, and but have no effect whatsoever
long they have been there. A command is able to perform,
occupation of the newly- well-organised can be an on advancing land forces,
well-entrenched enemy will be and the attack option will be
conquered province. almost unbeatable opponent although they will help
considerably harder to defeat. pre-selected. The interface will
so it is best to find a way of you against any supporting
Attackers do not receive a also indicate the date and time
reducing at least a few of enemy aircraft.
Entrenchment - dug-in bonus, since they are
moving.
those factors before launching
that the attack is to begin, and
will typically indicate the
an assault against them.
Digging In Initiating Basic current date and time.
Before we look at initiating Province Land fortifications only
work when fully manned Land Combat This won’t always be the case
combat and how it is resolved,
we need to discuss entrench- Defensive and only against an attack
from another land province.
All land battles in Darkest
Hour involve two sides - an
because the game tracks your
recent orders, and if it seems
ment and provincial defences.
Entrenchment is an indication Structures They do not work when attacker and a defender. appropriate, the default time
of how well-prepared the While entrenchment can help attacked from the sea. Combat is initiated whenever will be set to coincide with the
defending force is to repel an a defender repel an attack, it a field command is ordered to others. It might take a little
attack. It is enabled after the is a poor substitute for a fixed On the other hand, Coastal move into an adjacent getting used to but this feature
appropriate technology has defensive network of fortifications are useful to province that contains an is an incredible time-saver,
been researched and only structures that are designed withstand sea invasions (when enemy field command. The and the default attack time can
specifically for this purpose. A fully manned) and have no defender is always the force easily be overridden by

113
HEARTS OF IRON DARKEST HOUR

attack is to begin immediately, preliminary aerial bom- both sides, and their nation-
the red movement arrow bardment to soften up the alities. The attacker will always
will also appear on the map if enemy before your land be listed at the left side of the
the unit is still selected. If you forces begin to advance) summary and the defender at
have set a delay on the or to gradually escalate the right. Below this is a bar
timing, the arrow will not the scale of the conflict. that stretches from left to right
appear until the attack across the bottom of the battle
actually begins. summary, indicating which
As soon as the combat Basic side currently seems to hold
begins, a variety of game
interfaces will also be updated
Combat the advantage. If this is mostly
red, the attacker seems likely
to reflect the fact that a battle Resolution to win. If it’s green, the
is taking place. In any inter- defender would seem to be
face where the field command As soon as battle is prevailing. This status is not a
is listed (i.e. if you click on the initiated, you will
adjusting the values using the Land Forces Hot Button), you notice that the Field
“+” and “-” buttons. To simply will see a small red battle Timing Your Attack Command details in the
go ahead and launch the symbol at the right edge of the It is usually best to launch an information panel
attack, click the OK button. display. If you click the attack that is timed to begin at changes to display a
Province Hot Button, you will daybreak or at least during “combat quick view” at
The Orders interface will close see the same symbol beside daylight hours, since the top in place of the
and the field command’s the province name. This same most forces don’t fight very usual province details.
orders panel will be updated to symbol also appears in the well at night. This is easily The mission box will
reflect its new mission. If the border type display of the done on the Orders Interface display the unit’s current
Province Details information where you can adjust the orders, such as “Attack”
panel. Depending on your exact date and time that you if it is the aggressor, and
current message settings, would like the attack to begin. below this will be a brief
you may get a pop-up The time displayed in the graphical summary of the
message box to inform you Orders Interface is always current status of the
that battle has been joined. GMT, not local time, and a battle with the province
The easiest way to view small symbol in the interface name and battle icon in
battle locations is to click on will indicate whether this will the center. On either
the Active Combats Hot be a daytime or night time side, you’ll see the
Button which will display the attack. In more advanced portraits of the opposing
combat quick view (see combats, you will frequently commanding officers,
below) for any battle or use this interface to time the their current strength and
provincial occupation that is various components of your organisation, the number
currently underway. attack (i.e. to conduct of divisions involved on
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HEARTS OF IRON DARKEST HOUR

on the combat quick There is a small “event box” Details concerning the exact as long as a few weeks,
view display on either just below this that stretches bonus or penalty will vary though the majority will
interface, the inform- between the two leaders’ somewhat depending on a probably be waged for a
ation panel will change portraits. It will normally be unit’s type and technology, so matter of days. Battles are
to display the combat empty, though there are the precise values of the subdivided into “rounds”, with
details view. As is the special combat events that modifiers are not displayed each round lasting one
case with the quick may occur during the course here, but are incorporated into hour. During each round, a
view, the attacker is of battle. These are far more the next part of the information variety of things will occur:
always listed on the left likely to be in your favour if Screen.
side of the display and you have a high-ranking There is a chance that a
the defender on the leader who commands an HQ The balance of the information combat event may occur at
right. division somewhere in the panel displays a complete the beginning of the round,
The name of the vicinity. If an event occurs, scrollable list of the units representing a special
province that the two it will be listed here. Details on involved on both sides of the advantage that one side has
forces are fighting for combat events may be found conflict as well as a graphic managed to achieve over the
is listed at the top. The a little later in this section. representation of each one’s other. The likelihood of one
portrait of each remaining strength and happening that favours your
commander will be In the next section of the organisation. An expanding side is determined by the land
displayed below his information panel, you’ll see a tooltip is available for each doctrines that you have
national flag, along series of symbols that will division that contains precise researched, which may
with two numbers: the change as the battle pro- details about the various increase the odds of a specific
number of divisions gresses as well as the same bonuses and penalties that it event occurring.
that he currently red-green battle status bar is receiving to its combat
commands, and the that appears in the quick view. values, along with a calculated This is also considerably more
guarantee of victory, however, maximum number of divisions The symbols that appear total indicating its current likely if you have an active HQ
since many things may that he is able to command. in this area will indicate attack and defence effective- division in a province that is
happen during the course of a If the first number is smaller various special combat ness. The attack effectiveness adjacent to the battle or
battle that could tip the than the second, the conditions that are affecting and defence effectiveness involved in the battle; to be
balance. commander’s capabilities are the battle, conditions such as values shown in the tooltip active, it must be commanded
not being exceeded; if the first entrenchment, night time include all of the various by a general or by a field
This same combat quick view number is greater, he is combat, river crossing, modifiers that are listed below marshal. Several of the officer
also appears in the list that is commanding too many overstacking, weather them. These will frequently traits will also increase the
displayed when you click on divisions and is deemed conditions and more. Each of change, as they are updated chance of a specific type of
the Active Combats Hot overstacked. The severe these will have an effect on on an hourly basis as the combat event being fired. If an
Button; remember that you penalties received for over- how combat is resolved and combat progresses. event occurs, its effects will
can also filter this list to stacking are detailed later in are shown as quick visual remain active for eight hours,
display only a particular type this section. “clues” as to what factors A combat can last for as little represented over the next 8
of battle. If you click anywhere might be influencing the battle. as a few hours or possibly for rounds, and no other combat

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HEARTS OF IRON DARKEST HOUR

lack of either, their combat any time if you feel that your The firing phase of the permitted to shoot. That
organisation and morale will chances of winning are slim combat is subdivided into a doesn’t necessarily mean that
begin to drop quite sharply. and you would like to preserve number of “shots”, such as its attack is over for this round
Running out of supplies or fuel as much of your force as shot 1, shot 2, shot 3, shot of combat, because if it
event can occur until it has is a sure way to lose a possible. If you are the 4, and so on until all happens to have a soft attack
expired. combat. attacker, you can do this by possible shots have been value that is higher, it might
selecting the field command fired. For each of those still select a soft target for a
The attackers will inflict some At the end of each round, the and right-clicking in the shooting rounds, each later shot at which point it will
damage to whatever provincial operational status of each province that they currently division on both sides will be able to shoot. Example: If
assets exist in the province. If division is checked to see occupy. In the case of a randomly select an enemy that a division has a soft
the defenders have a land whether it is able to continue defender, you can select the division to fire at and then attack value of 12, it will be
fortification, or a coastal fighting. A division that has force and then right-click will target either its hard or allowed to shoot if it happens
fortification in the case of an sustained enough casualties anywhere, since there its soft component. The to select a soft target any time
amphibious assault, it will to reduce its operational are special rules that govern likelihood of it picking a soft up to round #12.
sustain some direct, inten- strength to zero will be retreat from a province. target is equal to the enemy
tional damage. The amount of eliminated. More often, division’s softness value, so If a division will shoot if it is
damage is tripled for divisions though, a division will reach a if your division is shooting allowed to do so, but the
with an engineer brigade point where its organisation Exchanging at an enemy division with a target division will also have a
attached to them. There will
also be some collateral
has been reduced to a level
where it cannot continue to
Fire softness of 70%, there’s a
70% chance that it will
chance to avoid being hit.
Whether the target is able to
damage to infrastructure, fight (below 5%) and will begin target the soft component avoid the shot is determined
factories, and other structures In the above description, I
to withdraw. It may still be fired simply indicated that the two and a 30% chance it will by either its defensiveness
that will reduce their upon and will try to defend target the hard component. value or its toughness value,
operational conditions until the sides “exchange fire” each
itself but it will no longer hour. This is actually a very depending on whether it is the
damage has been repaired. attempt to inflict casualties on Your division then checks defender or the attacker in the
complex process whose whether it is “allowed” to shoot
The combatants will exchange its enemy. precise mechanics are overall combat. If it is
by checking its hard or soft defending a province, it uses
fire, with each side likely embedded in the game
This cycle will repeat each attack value. Whether a its defensiveness value; if it is
sustaining some level of engine, but you need to have
hour that the combat division is allowed to shoot a division on the attacking
casualties and probably at least some idea of how it
continues until either one side depends on what shot number side, it will use its toughness
experiencing a slight reduction works in order to be able to
has been completely elim- it is and on the attack value it value. This value is the
in organisation and morale. make an informed decision
inated, which is quite rare has against the target type it number of times that it may
Both combatants will also about whether to initiate
unless the battle is very has selected. Example: If it attempt to avoid being hit
draw a measure of supplies a combat and what forces
lopsided, or when all of a chooses a hard target and has during each full combat round.
and oil to sustain them for the might be useful for you to
side's divisions are in the a hard attack value of 5, it will Example: An attacking division
next combat round. This will build, deploy, and order into
process of withdrawing from be allowed to shoot if it is that has a toughness value of
be at a somewhat higher rate the battle. Here’s roughly
battle. However, you may elect presently shot #5 or earlier. If 10 may attempt to avoid being
than their normal hourly what happens…
to disengage from combat at it’s shot #6 or later, it is not hit on the first ten times that it
consumption, and if there is a
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HEARTS OF IRON DARKEST HOUR

generally inflict a bit more round, and the number


damage to a soft target of shots that they might be
than a mechanised infantry or able to avoid when they are
armoured division will achieve, targeted. Attack and defence
though the latter are more values must be whole
is targeted by defending effective against hard targets numbers because you can’t
divisions during each combat than their “weaker” brothers in partially shoot or partially
round. If it is targeted by 5 arms. There is also a strength defend, so any fractions that
enemy divisions in the first component to the damage, result from the effectiveness
shot, 4 divisions in the second with the percentage of modifiers are ignored. That
shot and 4 divisions in the strength that the shooting means that a soft attack value
third shot, it can only attempt division has lost being applied of 5.99999 would restrict a
to avoid 10 of those 12 shots. to the amount of damage it division to firing at a soft
It would not be able to avoid can inflict. target only during the first 5
any subsequent shots that shots of the round, and that a
were fired at it until the start of But wait…there’s one more defensiveness of 5.99999
the next combat round. In twist! You might have been would allow you to try
normal combat situations, a wondering what the tooltip avoiding a shot only five times
division will be able to avoid values of “attack effective- during that round.
a majority of the shots directed ness” and “defence
towards it, so it is unlikely to effectiveness” mean and then All of the above occurs every
sustain significant damage guessed - incorrectly as it combat round until the battle is
unless its avoidance turns out - that these values over, and is thus repeated on
opportunities have been might represent your chances an hourly basis, with some
exhausted while its enemy still of hitting a target or avoiding likelihood to change to at least
has additional shots getting hit. They don’t. The some degree. What will there-
remaining. attack effectiveness modifies fore tend to have the greatest
your division’s soft and hard impact on a battle is the
A shot that successfully hits its attack values by that per- quality of the forces that you
target will inflict damage on centage, while the defence employ and the modifiers that
the target division. The extent effectiveness is applied to your come into play during the
of that damage depends on defensiveness or toughness course of the engagement.
the type of the division that value, depending on whether
fired the shot and on the type you are the attacker or
of target it selected. Foot defender. This means that
soldiers (infantry, marines, they will increase or decrease
militia, etc.), cavalry and the number of shots that each
motorised infantry will division may fire in each

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HEARTS OF IRON DARKEST HOUR

an advantage, and an officer as detailed earlier, can for simple battles such as the chance of a favourable event
with high levels of skill can occasionally be nasty - there ones we’re considering here, happening increases if you
also give a substantial boost is a large penalty applied to this can easily be offset in have an HQ division
to these values. The biggest night time attacks and, to a more complex combats by an participating in or adjacent
issue you’ll encounter, though, somewhat lesser degree, envelopment factor, which to the battle.
Modifiers That will be the nearly catastrophic defence. Making an is applied when the attack is Counterattack: This is a
penalties incurred if your amphibious landing, crossing launched across multiple concerted attempt by the
Affect Battle leader is overstacked. As a river or parachuting out of provincial borders. It will take defending side to launch a
There are a great many you’ll recall, each leader has a the sky will also limit your some time to become familiar minor counter-offensive to
factors that will play a role in rank and this rank will effectiveness, although the with all of the possible disrupt the enemy’s plans.
the outcome of a battle. determine how many divisions latter has the benefit of situations and resulting While the defenders will suffer
Almost all of these are he can command without avoiding the very substantial modifiers, so my advice to you somewhat higher strength
modifiers that are applied to penalty. This number is penalties incurred for attacking is to play the game, try various losses during this period, they
the attack and defence doubled when an officer is a fortification. National dissent alternatives, and learn from will inflict significant organis-
effectiveness values, thus within a one-province radius of will also impose a noticeable experience. Pay close ation losses on the attacker.
altering the number of an active HQ division. If he penalty on your forces if you attention to the tooltip details Assault: This represents a
possible shots you can fire or exceeds his limit, all of the allow it to rise. At low levels, it during combat as you’re particularly forceful sustained
avoid each round. Some of divisions under his command may only hamper your forces learning, and you may want to attack, where the attackers will
these, like terrain modifiers, will forfeit any bonuses that his slightly, but the higher it rises, pause periodically to spend suffer higher strength losses
will remain constant through- trait or skills would normally the more painful its effects will some time reviewing them for than normal but will inflict
out the course of a battle while have given them. Worse still, become. If you expect to be each division if a combat isn’t much higher organisation
others may have shorter the “excess” divisions will involved in many combats, going quite the way that you damage to the defenders.
durations, such as night time receive a 75% penalty to both you would be very well think it should. Encirclement: This indicates
penalties, or changing weather their attack and defence advised to deal with your that the attacking force has
effects. It isn’t practical to list effectiveness values. This will domestic situation as rapidly briefly managed to pin down
them all here, and many have make them very easy for the as possible…or face the Combat Events and encircle the defenders in
already been mentioned enemy to hit and also means consequences. a small area of the province.
earlier in the manual, so I will that they aren’t likely to be During each round of combat, While this effect lasts, the
only highlight a few of the able to shoot very many times There are a host of modifiers there is a small chance that a defenders will suffer much
more significant ones. during a round. When we supplied by various techno- special combat event will be higher strength losses and the
move on to look at more logical advances, particularly triggered. When this happens, attacker will rarely suffer much
Leadership will have a very complex combats, we will by combat doctrines, as well the Combat Details will display loss of organisation, although
large impact on the effective- discuss the effects of having as by such things as your the event name in a small box they may sustain the normal
ness of your forces. Some multiple officers participating current ESE, the experience of that extends between the two strength losses.
officers have traits that will on one side of a battle. your forces, and so on. While leaders’ portraits. Only one Ambush: The attacker has
give significant bonuses that it might seem that most large combat event can be in effect managed to ambush the
can offset other penalties or Beyond the possible weather modifiers favour the defender, at a time, and the effect lasts enemy forces, inflicting much
give certain types of divisions and terrain modifiers - which, and that is actually the case for the next 8 hours. The higher rates of strength and

118
HEARTS OF IRON DARKEST HOUR

heavy casualties as a result forced to do so. The combat the province’s capture.
of the breakthrough. ends and two things happen: Occupation of This represents an enemy’s
the attacker now begins
moving to occupy the province
Enemy Territory rearguard or last-ditch actions
to make as few of these
End of Combat and the defender must
Once a defender has been
assets available to the
morale damage to the defeated, or in a situation
withdraw from the province. where there is no defending enemy as possible, so you will
defenders, while at the same Combat ends when one side The direction of the defender’s need to allocate some IC to
time greatly reducing the breaks, is eliminated, or is force, the attacking army
retreat is not something that a now begins to move into the repairs or reinforcements
amount of those same types ordered to disengage. There player can decide even if he is before these will become
of losses that they sustain are several possible province to occupy it. You can
the defender and voluntarily view its progress by selecting operational once more.
themselves. outcomes: disengages; rather, it is
Delay: The defending side is Attacker Breaks or the field command and looking
determined automatically by a
employing a delaying action Disengages: The simplest set of rules that govern retreat.
at the red movement arrow. It More Complex
that greatly reduces the outcome occurs when the will take a little time to
amount of strength loss it attacking side either breaks or
The defender must retreat to
an adjacent province that he is
accomplish the occupation, Land Combat
sustains during this time. is ordered to disengage. In and this process could be Overview
permitted to enter; in other delayed by the arrival of new We will now look at somewhat
Tactical Withdrawal: During this instance, the battle will words, it must be controlled
this period, the defender is cease and the forces of both defenders in the province. If more complex battle planning
either by him, by his ally, or by that happens, a new combat and actions. It is rare that a
making a careful tactical sides will remain exactly a nation with whom he has a
withdrawal to a preferred where they are. A defender immediately ensues and must simple, direct assault by a
treaty of access. If there is be resolved before the handful of divisions will gain
combat location in the who wishes to pursue this more than one of these, the
province. Both sides will advantage would now have to occupation can continue. The much ground on a front or that
choice is made more or less extent of the attacking force’s will do much to defend one.
sustain reduced levels of make an attack of his randomly. If there isn’t a
strength and organisation loss, own against the enemy forces. occupation is saved and will This section looks at
province that meets those resume from the point it left coordinating attacks from
but the defender will sustain Defender Eliminated: This is criteria, the defender may
even lower organisation also a straightforward off, if it is victorious. Once the more than one province,
retreat to an adjacent sea field command has finished advanced defence options,
losses than the attacker. situation. If the entire zone if he has sufficient
Breakthrough: The attacker defending force is destroyed, occupying the province, it will and some special orders that
transport vessels available complete its move and control you may wish to issue, along
has managed to overrun an the combat stops and the there to carry the number of
enemy’s defences in part of defender’s divisions will of the province will change. with a few perks associated
divisions that are retreating. If with some of the elite units
the province. This will disappear from the map, and there is nowhere for the
seriously disrupt the the attacker will begin moving Occupation will cause some available in the game.
defender to retreat, his entire degree of additional damage
defender’s organisation and to occupy the province. force will surrender and will be
reduce the strength losses Defender Breaks or to all provincial structures (air Multiple Attacking or
eliminated. and naval bases, Defending Field Commands
sustained by the attacker. Disengages: The third
If the defender has an HQ possible outcome is that the infrastructure, factories, etc.), The first thing we’ll look at is
division involved in the defender loses the battle and even in cases where there has the fairly common situation
combat, it is likely to sustain either elects to retreat or is been no combat involved in where there are two or more

119
HEARTS OF IRON DARKEST HOUR

their ranks’ stacking limits are


added together to determine
the total number of divisions
that may defend without
incurring a stacking penalty.
field commands located in the Remember that even if one
same province - and thus officer has “empty spots” in his
more than one officer - and command and can “assist”
they both engage in the same another officer who is
battle. This is handled overstacked to eliminate the
differently depending on combined forces’ overstacking
whether they are attacking or penalty, the divisions that are
defending. When attacking, directly assigned to the
the highest-ranking officer overstacked officer will lose
determines how many any benefit from his skill or
divisions may participate in the traits.
battle without receiving the
nasty effectiveness penalty for Let’s look at a situation where
being overstacked; however, you have a lieutenant general
all other combat modifiers that in a province with 3 divisions
a division receives are based assigned to his command, as
on the trait and skill levels of well as a major general in that
their immediate commander same province with one
and will be forfeited if he has division. While neither is
too many divisions assigned to individually overstacked, the
him. Be sure to double-check lieutenant general will
that there is an officer of command the entire force of
sufficient rank to command all four divisions if they jointly
of the divisions involved in the attack another province and
attack in any instance where thus, for the purposes of the
you use more than one field attack and defence effective- have will be applied to the instance, the lieutenant will receive a -75% penalty.
command to attack from a ness values in the attack, he is divisions that they command general has 2 divisions and Further, neither of the major
single province. overstacked and one of the directly. If they are defending the major general also has 2 general’s divisions would
divisions will receive a 75% against an attack, their ratings divisions, things get messy. If receive his skill or trait
When two or more field penalty. However, since each are combined and they would they are attacking, the modifiers because he is
commands are defending, individual commander is within not be overstacked. lieutenant general commands personally overstacked,. The
however, the field officers are his command limit, any traits If we take a similar situation the entire force and will be lieutenant general is not
treated individually, and and skill bonuses that they but suppose that, in this overstacked, and one division personally overstacked,
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HEARTS OF IRON DARKEST HOUR

effectiveness envelopment penalties if the province divisions would receive his actually a situation where one
modifier, and the attacking contains coastal fortifications. skill bonus or trait bonuses. If of those divisions is being
leaders may stack their The other benefit is that each those same two officers heavily penalised.
division limits to bring a much province’s attacking force is attacked from different
larger number of divisions to handled separately for the provinces, the general is no Attacking an Attacker
however, so his two divisions bear against the enemy. purposes of determining longer able to take command There is a rather curious
would benefit from his traits When a province is attacked overstacking. If two generals of the major general’s “extra” situation that can arise quite
and skill. If they are defending, across more than two borders, were to attack from the same division. As a result, the major often where an attack has
their ratings are combined and the defending forces will province, they would be able general’s two divisions would been launched against a
the 75% overstacking penalty receive a 10% envelopment to use only one of those forfeit his skill and trait province and then the attacker
would be removed since penalty for each extra angle of general’s command ratings bonuses and one of them is, itself, attacked from a
they can jointly command 4 attack. and could only attack with nine would also receive the 75% different province. In this case,
divisions. However, since the divisions before incurring an penalty for overstacking. the field command that is
major general is personally For example, if you can attack overstacking penalty. If those both attacking and defending
overstacked, neither of his two a single enemy province from same two generals attacked It is fairly easy to overlook will actually participate in both
divisions would benefit from four different adjacent from two different provinces, such an error because the battles simultaneously. It will
either his skill or is traits. In provinces, that enemy will they are not considered to be leadership summary at the top perform normally in the
that instance, the one division receive a 20% envelopment combined so each of them of the Combat Details will combat that it initiated, but for
that is being “handled” by the penalty to his attack could command nine divisions display the sum of those two its defensive battle, it will have
lieutenant general (for effectiveness and in the attack, enabling a total commanders’ ratings. In the forfeited any advantages that
overstacking purposes) would his defence effectiveness. If force of 18 divisions above example, having the entrenchment or provincial
not benefit from the lieutenant you have paratrooper to participate without penalty. general and major general fortifications would have given
general’s skill or traits either. divisions, you may also use attack from the same province it, and it will receive an
As you can see, the best rule them for “vertical envel- Be careful, though. This would have the summary additional 50% flanking
of thumb is to never overstack opment”, meaning that this doesn’t let them stack their indicate that the general is in penalty. Needless to say, this
an officer! airborne invasion is treated as ratings to eliminate a penalty. command and that he has is a situation that you should
a separate angle of attack for For example: If a general seven divisions with a avoid having happen to you if
Envelopment and Multiple- the purposes of determining with five divisions and major leadership capability of nine at all possible, and that you
Front Attacks an envelopment penalty. Also general with two divisions divisions. If they attack from should look to exploit such an
One of the most effective keep in mind that while attack from the same separate provinces, the opportunity if it arises.
tactics that can be employed paratroopers are not nearly as province, there would be no general would still be identified
by an attacking force is to effective in combat as some overstacking penalty applied as being in command and
launch their attack from forces, they are also not to the major general’s “extra” having seven divisions, but his
several different provinces subject to any penalties from division because the rating of total command allowance
against the same target. This defensive fortifications. A the overall commander of the would be listed as ten
is for two very important naval invasion force also attack is used for determining divisions (his nine, plus the
reasons: the defender will counts as an angle of attack, that penalty, although neither major general’s one) so you
suffer an attack and defence although they are subject to of the major general’s might not notice that there is

121
HEARTS OF IRON DARKEST HOUR

will then participate normally in this a more convenient


the battle, and if you are method to issue the order.
victorious, they will not begin
moving to occupy the The effect of the support
province. You may also issue defence order is that the
this order by clicking the field command will wait until
orders box for the field the province it is supporting
command and selecting the has been attacked, at which
“support attack” option from time it will immediately and
the drop-down list. You will automatically march to the
be given a list of possible aid of the defenders.
provinces against which you Because it was anticipating
may support the attack, and the attack, it will be able to
you then need only select the reach the battle in half the
appropriate one from the list. normal time it would take for
To issue this order, you must field command to continue it to move into that province.
be adjacent to the province waiting for the attack to occur.
Special Orders SUPPORT DEFENCE
Just as you may support an that is being attacked or that When you click OK, the field
This may be a particularly
effective means of withholding
attack, you may also support a you think might be attacked. command will not begin its a portion of your forces back
defence, although the effect is Select the field command, support until the province it is from the front lines, thus
SUPPORT ATTACK
somewhat different. click its orders box, select the supporting is attacked by an enticing your enemy to attack
There will be occasions where
“support defence” option, and enemy. If this doesn’t happen what he perceives as a
you’d like a field command to
select the province you wish to by the time the order expires, weakness. Once he has
participate in an attack against
support from the drop-down you will receive a message to committed his forces, you will
a province but not move to
list of possible orders. The inform you that your order has then have your supporting
that province if you are
Orders Interface will be been completed. divisions arrive and hopefully
victorious. This can be done
displayed, allowing you to turn the tide of the battle.
by issuing a support attack
specify how long you would You may also issue this order
order. Select the field
like the support defence by holding down the Ctrl key RESERVES
command that you would like
orders to remain in effect. If and right-clicking on the This order is very similar to the
to have support the attack and
the province you intend to province you wish to support. support defence order, except
right-click on the province that
support is already under This will immediately display that you will exchange the
is being attacked. The Orders
attack, you may simply click the Orders interface, but you speed of response for an
Interface will appear and you
the OK button. If you are will need to change the order added degree of versatility.
will see the default “attack”
setting this order as a contin- from the default attack order to The reserves order does not
pre-selected. Change this to
gency against a suspected the support defence order and require a province to be
select the “support attack”
attack, you will need to specify then set the mission param- specified. You simply select it
option instead. The divisions
how long you would like the eters exactly as before. I find from the orders menu or hold

122
HEARTS OF IRON DARKEST HOUR

games that has a “house swampy terrain. While any


rule” that prohibits type of division may be
pausing during the game! carried by transports and may
participate in an invasion,
PLANNED DEFENCE marines receive greatly
The effect of the planned reduced penalties during an
defence order is that the amphibious assault.
field command will Remember that it is a
automatically retreat to province’s coastal fortifications
the pre-selected adjacent and not land forts that are
province when under used when defending against
enemy attack and their an invasion from the sea. An
remaining strength or additional consideration is that
organisation is below the there is a cumulative penalty
down the Ctrl key and right- chosen threshold. for amphibious assaults where
click on the province in which each division committed to the
it is currently located. You will ANTI-PARTIZAN DUTY attack receives a progres-
then need to set the expiry You may order any type of sively higher penalty. This
date for the order to tell the division to specifically engage GARRISONS at which they excel. may be offset by having your
commander how long you in anti-partisan duty. Doing so A garrison force is a some- Placing a garrison division in larger naval vessels conduct a
would like him to maintain this will double their suppression what unique division that is an occupied province and shore bombardment mission
order. value and thus greatly reduce limited to one very important assigning them to anti-partisan during the assault, which will
A field command that is the effects and likelihood of specialised function: anti- duty will provide at least reduce the defenders’
operating as a reserve will partisan activities in any partisan duties. Garrison double and sometimes even effectiveness.
wait until any province that it is occupied provinces. divisions can only move via triple the suppression value of Marines are also treated as
adjacent to is attacked, and the strategic reinforcement any other type of unit. If you having a limited degree of
then immediately march to This order is given just as order, which allows them are pursuing an aggressive intrinsic self-transport
support it. It does so at its each of the other special to reach any other province course of conquest, make capability over short distances
regular rate of movement, orders is done, using the Ctrl that is linked by a friendly land sure you have lots of these of water, allowing them to
however, so it will take longer and right-click Orders route to their current location, forces available. conduct attacks along chains
to get there. While the Interface or by selecting it or by loading them onto a of islands without the need for
reserves order might not seem from the drop-down list when transport and then off-loading MARINES dedicated naval transport
all that useful in a single you click the orders box. You them at a destination port. Marines are a special type of vessels. They cannot traverse
player game where you may will almost certainly wish to They can participate defens- infantry division who are large stretches of water, but
pause and issue orders any assign your garrison divisions ively in a battle if they are trained specifically for they can move short distances
time you like, this order to anti-partisan activities, since attacked, but otherwise they assaulting coastal provinces, by themselves. If you’re
becomes invaluable if you play this will maximise their are exclusively used for although they also enjoy some fighting in the Pacific, marines
in one of the many multiplayer suppression abilities. suppressing partisans, a task benefits when operating in are nearly indispensable.

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HEARTS OF IRON DARKEST HOUR

strategic advantage by cutting and they will apply even if an point out that there are special importance of controlling the
off supply or capturing an adjacent force is attacking a leadership and stacking issues skies and carrying some extra
enemy base. Keep in mind more distant province! The that should be considered AA defences for those times
that they will be out of supply three effects are: when ground forces are when your airplanes have to
and in a very perilous ● All officers will be able to attacked by enemy aircraft. refuel.
PARATROOPERS situation, so their chances of command double their rank’s Those are detailed in the air
Paratroopers are lightly armed survival will be very slim. On normal limit of divisions before combat section rather than Terrain and weather should
infantry divisions that are quite occasion, though, the sacrifice overstacking effects occur (i.e. here. never be ignored. Armour is
weak and ineffective when on may be worth it. before divisions that they Troops Mix, Terrain and usually devastating in open
the ground, though their command lose the trait and Weather plains but more or less
saving grace is that they are MOUNTAIN INFANTRY skill bonuses, or suffer the While it might seem aesthet- useless in swamp, mountains
the only unit in Darkest Hour Another specialised infantry nasty 75% overstacking ically pleasing to assemble or jungle, and all the tactical
that is capable of being loaded division is the mountain combat penalty). that “killer” 12-division super- bombers in the world aren’t
on an air transport. It is when infantry. These units perform ● All divisions will receive a tank army with heavy armour going to help you in the midst
they are used for airborne just like regular infantry modest boost to their ESE. brigades attached to each, a of the winter’s worst blizzards.
invasions in support of a larger divisions in most cases, They will move faster, suffer well-balanced mix of troops Rivers can be vitally important
offensive that they truly shine. except that they excel at lower attrition rates, regain with support from the skies as defensive barriers and are
As we discussed in the moving and fighting in rugged their organisation more rapidly, can very quickly turn the often overlooked as obstacles
envelopment subsection terrain or bad weather and have a small combat bonus, tables against you. Your tanks when planning attacks. The
above, paratroopers present suffer much lower penalties to and so on. will be at the mercy of enemy combat penalties should make
an additional angle of attack supply efficiency. If you must ● The chance of a favourable tactical bombers and anti-tank you think twice about
that will give the defenders an engage in battles in these combat event occurring during brigades, and land forts can attacking across a river,
extra 10% envelopment conditions, consider assigning battle will be significantly provide more than ample unless you have lots of
penalty to both their attack the task to your mountain increased. protection for the defenders to engineers to assist you. If you
and defence effectiveness. infantry. In Darkest Hour the AI will use shrug off your attack. You fail to take any of these factors
Paratroopers also ignore the the HQ unit in combat as with should take great care to into consideration, you are
normal penalty for attacking a HQ DIVISIONS any other unit. assemble armies with the right likely to find yourself on the
province with land or coastal An HQ division is a large, mix of equipment and retreat far more often than
mobile command and logistic personnel if you want to win your enemy. Soldiers and
fortifications, although they are
subject to an airborne attack control centre that must be Advanced most of your battles. For leaders gain very little from
penalty themselves, repre- assigned directly to a senior
ranked field officer such as a
Land Combats example, a few brigades of
engineers are invaluable when
defeat - dead soldiers and
ruined equipment aren’t going
senting the rather “hit and
miss” disorganisation general or field marshal for Overview attacking enemy fortifications to win you any wars - and this
of such missions in that era. their effects to become active. While most players develop or crossing rivers, but are only has the additional effect of
All three effects will apply to all styles of their own, I will briefly marginally effective when on bolstering enemy confidence
Airborne assaults can be land forces that are either present a few common tactics the defensive. Against a and adding to his troops’
made behind enemy lines if located in the same province that might be worthy of your determined enemy, you can experience, which is often a
you feel that you can gain a or in an adjacent province, consideration. I should also never underestimate the devastating combination.

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HEARTS OF IRON DARKEST HOUR

being able to defeat the


enemy, and remember that
you can always bomb for
casualties later as they retreat.
You may also use naval
Softening Up the Enemy bombardment during combat if
A well-entrenched enemy the province is coastal, if you
force is a very difficult foe to have some large capital ships
defeat, particularly when it in the vicinity, and if you
occupies a province with include an amphibious assault
appropriate fortifications. It will as a component of your
usually be crucial to soften up attack. This also has the
the enemy to the greatest benefit of adding to the
possible degree prior to envelopment.
launching your attack, and Of course, the same strategy
then continue to damage them is likely to be applied against
as much as possible as the you, so you should try your
combat progresses. best to build up your AA
The easiest means of doing defences and keep a strong
this is to delay the timing of fighter presence in the air,
your attack by an hour or two which will disrupt the enemy
and to first conduct a powerful bomber formations and limit
an aerial bombardment at the damage they can inflict. If
dawn. You should send in a you lack the sea power to
mixture of bombers with a force an enemy fleet away
variety of missions to try to from your shores, you may
inflict heavy organisational need to devote some of your
damage and impair their air power to making them pay
supply efficiency. You will for being so close. When
probably not inflict very much you’re on the defensive, you
strength damage, but should also remember to use alternative, your only option next approach would be dangerous technique that
casualties should usually be bombers to disrupt enemy may be to use the above to set up an unrelenting series should only be used if you are
considered a secondary supply and damage their strategy and hope for the best. of attacks from a succession confident on all other fronts. If
objective. Maintaining a organisation. You may still fail to capture a of armies. While you might fail applied doggedly, though, it
persistent bombardment Staggered Attack Strategy province against a well- the first few times,you may will eventually gain you that
during the ensuing land If you simply must attack a established defence, but if you eventually be able to grind the province you so desperately
combat will greatly increase well-defended province have the manpower and defenders down to nothing. want. Be very careful in your
the likelihood of your troops because there is no other resources to spare then your This is a very costly and often timing, however, to avoid
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HEARTS OF IRON DARKEST HOUR

and take the rest of the army interlinking provinces, it some- casualty levels. Once you much of a threat if it lacks the
with them. If you absolutely times pays to disrupt an have won the battle - which is fuel to manoeuvre or power
have to bring large numbers enemy’s attack by launching very likely - you can then the rotation of its turret.
of troops to bear against an attacks of your own against press the advantage by Ensuring a steady, uninter-
opponent then your best and his advancing or supporting following up with an attack of rupted flow of supplies to your
simultaneously committing too perhaps only chance at victory troops. While those aren’t your own against his now- troops is absolutely vital, just
many divisions to a battle. is to ensure that you have an battles you’ll necessarily win, weakened forces. In many as finding methods to cut your
Advanced Command HQ division nearby to double the flanking effects and cases, this is your only good enemy’s supply chains can
Organisation - HQ and your command capabilities, additional strength and organ- chance to punch a hole inflict a more devastating blow
Leadership bolster your supply, and isation damage you inflict through a strong enemy front. than any frontal assault could
The most common error a new possibly produce a combat might be enough to disrupt the Needless to say, this is yet accomplish.
player will make is to fail to event that could turn the tide. enemy’s troops and blunt the another situation where I’ve already stressed this point
pay close enough attention to The other thing that players main thrust of his advance. having an HQ division nearby at least once, but I’ll repeat it
his leadership. often overlook or fail to Remember that, in such a can have an enormous effect. here: do not allow yourself to
There is a false sense of capitalise on is the traits of the situation, he will not have the Envelopment, Encirclement, run out of or become cut off
power that assembling a huge various field officers. You may benefit of using fortifications and Supply from supply. It is the single
mass of troops will engender; easily find that a small number against you, nor will he have Another all-too-common error most damaging thing that can
after all, there’s a schoolyard of divisions commanded by a an entrenchment bonus. made by new players is to happen to your troops.
bully mentality that comes “lowly” lieutenant general with forget the nasty effects of Without supply, your forces’
along with putting 50 or 60 the Commando trait can push You should carefully consider envelopment. There will be organisation will plummet and
divisions in a large stack. As a back an enemy in a situation holding forces in reserve times when it would be more their strength will decline. That
result, you must always where a succession of Field behind your front lines. Not prudent to withdraw from a impenetrable defensive line
remember that the penalties Marshals with 12 divisions only does this keep them situation than to allow your of fortresses and men that
for exceeding leadership each might easily fail. Look at fresh and ready to step up to enemy to assault you from you’ve assembled will rapidly
capabilities will make any the context of the battles in help meet a concerted attack, multiple angles of attack. If crumble, and after a couple
excesses almost meaningless. which you expect to engage but it can also be used as a you’re very lucky, you might months of patiently waiting
In fact, the likelihood of losing and try to ensure that you luring tactic if the enemy is even be able to turn a well- for starvation to set in, your
a battle increases dramatically have the right officers on hand unaware of their presence. considered retreat into a enemy will slice through your
when you are significantly to fight them. Don’t forget your Presenting an apparent weak situation where you may turn troops like a searing-hot knife
overstacked, because those Chief of the Army’s traits spot in your front line may the tables and envelope your cutting through butter…and of
excess units will eliminate the either, since he may give an induce your enemy to take a enemy’s over-eager advance. course that is exactly the
commander’s skill and overall benefit that can be chance and attack you in what situation you should be
possible trait bonuses and will employed if you structure your might otherwise be a poor Troops can’t fight if their looking to exploit, particularly if
contribute virtually nothing to forces to take advantage of it. choice of battlegrounds. Once stomachs are empty and they you’re playing Germany in
your offence. They are also Broad Front Defensive he commits, take advantage of have no more rounds of 1939 and are faced with the
very likely to sustain serious Counter-Attack Initiatives the support defence order to ammunition in their machine massive French fortifications
casualty and organisation When fighting along a broad quickly move your main forces guns and rifles. Even the of the Maginot Line.
losses, causing them to break defensive front with many into position and inflict nasty largest tank doesn’t present

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The Naval Forces


Counters
Introduction
In many respects, Darkest
Light Cruiser
Hour’s naval system is very
CL
similar to its land system, with
only a few rather major
Heavy Cruiser distinctions: the concept of
CA “basing”, naval missions, and
the mechanics of the actual
Battle Cruiser naval combat. Deployment
BC and general control interfaces
are almost identical, but the
flexibility of the missions that
Battleship
you can order your navies to
BB
perform will greatly reduce
your need to micromanage
Escort Carrier them. As with the land section,
CL we’ll begin by taking a detailed
look at individual units and
Aircraft Carrier then look at how to use them
CV in combat.

Submarine Flotilla Types


SUB The naval flotillas you will
build and use are generally
divided into four distinct
Heavy Submarine classes of ship which will
HSUB largely determine how they
behave in combat. Each unit is
Sea Transport called a flotilla, regardless of
TP type, and multiple flotillas can
be assembled into larger
Destroyer groups which may be
DD variously called “squadrons”,
“fleets” or “task forces”,
depending on size and

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HEARTS OF IRON DARKEST HOUR

as a screening vessel, even naval fire control:


though each unit represents increases the sea
an individual ship. You should attack and shore
try to ensure that you have at bombardment
least one screening unit for values and the
composition. Squadrons are each capital ship in a fleet, or maximum firing
usually smaller groupings you will be subject to combat distance;
while fleets are usually larger. penalties. The third class of naval improved
For the sake of clarity, I will vessel is the submarine. hull: increases the
use the term “fleet” throughout Again, a single unit represents sea defence and air
this section to denote any a flotilla of subs and will defence of a ship;
group of two or more naval usually perform the duties of naval radar:
flotillas. convoy disruption or act as a increases the
stealthy, predatory component surface detection
A capital ship is a large naval of a larger fleet. The final class and air detection;
vessel such as an aircraft of vessel is the transport, a naval torpedoes:
carrier, battleship, battle flotilla of non-combat increase the
cruiser or heavy cruiser vessels used for ferrying convoy attack and
and may also sometimes be troops across the seas. If a later models
referred to as a “core vessel”. transport flotilla is forced into increase the sea
Unlike all other units in combat, it will behave as a and submarine
Darkest Hour, where a division core vessel and try to maintain attack too;
represents a large number of the greatest possible distance naval floatplanes:
soldiers or a full division of from the enemy forces. increase the
tanks, these naval units are surface, air and
actually individual ships, submarine detection and later from the Air Wing section of The CAG represents a
despite the fact that they are Naval Brigades models increase the sea the Production Orders standard complement of
called a flotilla. A screening Similarly to land units, there attack, convoy attack and interface and then may be aircraft that can operate from
vessel is a smaller ship type are naval brigades that can be submarine attack too; deployed from the force pool this moving nautical platform
whose primary function attached to naval units. Here's to any available aircraft carrier, and are able to perform a
is to protect and escort other using the same method you variety of functions. These
ships.
a brief list of them:
naval anti air: increases the
Carrier Air use to attach a brigade to a roles include spotting, direct

The destroyer is the standard


air defence and air attack of a Group division. However, a CAG may
only be attached to a carrier,
attacks against enemy
vessels, providing air cover for
ship; Aircraft carriers have a special
screening vessel and each naval anti submarine: and a carrier may only have the fleet, and also shore
naval brigade: the Carrier Air
destroyer unit in Darkest Hour increases the submarine one CAG attached to it at a assignments that are normally
Group (or CAG). The pro-
represents a flotilla of similar detection and submarine time. conducted by tactical
duction of CAGs is ordered
ships. A light cruiser also acts attack of a ship; bombers, although they lack

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HEARTS OF IRON DARKEST HOUR

righthand panel. Air Attack: Attack value Sea Detection Capability:


Commander: The com- that will be used against The flotilla’s ability to detect
manding officer of this fleet. any enemy aircraft that other naval vessels. Surprise
You can click anywhere attack you. and manoeuvring plays a very
on this bar to return to the fleet Sea Defence: The flotilla’s large role in naval combat,
the sheer impact of their land- details. defence value against and the ability to spot an
based cousins. In effect, a Fleet Strength and Organ- other naval attacks. approaching enemy can be
CAG is a multi-purpose air isation: A graphic display of Air Defence: The flotilla’s particularly important.
wing and, without one, a the percentage strength defence value against Air Detection Capability: The
carrier is just a very large and (brown bar) and the percen- aerial attacks. flotilla’s ability to detect aircraft
costly piece of flotsam. tage organization (green bar) Maximum Speed: The in the vicinity.
of the entire fleet. The exact flotilla’s maximum speed. Sub Detection Capability:
values are displayed in the Supply Consumption: The The flotilla’s ability to detect
Flotilla Details accompanying tooltip. daily supplies required by enemy submarines.
You can access the Flotilla Fleet Name, Size, and this flotilla. Sub Attack: The flotilla’s
Details information panel by Command Box: The name Fuel Consumption: This attack value against
selecting any fleet and clicking and the number flotillas in the flotilla’s daily oil consum- submarines.
on one of the flotillas. fleet. If the fleet is currently ption rate when moving. It Convoy Attack: The flotilla’s
I will not provide a detailed executing orders, an order will use half of this amount attack value against convoys.
description of any data listed summary will be shown in the if it is sitting idle at sea, Visibility: This is how easy the
here that is the aquatic command box. You may issue and consumes only 1% enemy will find it to spot this
equivalent of a land division’s new orders directly from here, when in base or at a port. flotilla.
statistics. but keep in mind that it will be Experience: This flotilla’s
Flotilla Name: This is issued to all flotillas in this Range: The flotilla’s current experience level.
assigned automatically, but fleet. effective mission range is Maximum Firing Distance:
you can change it if you wish. Location Details: The current the maximum distance it Naval combat in Darkest Hour
Flotilla Type: You will see a location of this fleet. can travel from its requires that a ship close
representative picture of this Strength: The flotilla’s current assigned naval base within range of its target
class of vessel and a descrip- percentage combat strength. during naval operations. before it may commence
tion of its type and specific When combining flotillas firing. This value is the
Organisation: The flotilla’s
model. into fleets, the flotilla with maximum possible range of
Brigade Attachment: If there
current combat organisation.
Morale: The flotilla’s current
1 the shortest range will be this flotilla’s guns. For carriers,
is a brigade attached to this used to impose the fleet’s this is the CAG’s maximum
morale.
unit, the brigade type and range restriction.Range attack range.
model names will appear Sea Attack: This flotilla’s Shore Bombardment: can be further limited if the Effective Supply Efficiency:
immediately below the division attack value against enemy The attack value used by this number of ships in the fleet The flotilla’s current ESE.
name. There will also be an naval vessels except flotilla when targeting shore exceeds the maximum Ship’s Log: Darkest Hour
icon of the brigade in the submarines. defences. threshold (currently set to 33). 1 keeps track of the vessels
129
HEARTS OF IRON DARKEST HOUR

Disband Button: Click Spotter: This officer has an


this button to disband the Leadership Leader Traits uncanny ability to predict the
flotilla and recoup some location of the enemy,
of its manpower. Just as with land forces, a Naval officers sometimes increasing the detection
suitable officer should be possess a trait that will capabilities of all flotillas under
assigned to lead each of your enhance the abilities of each his command.
Fleet Details fleets. The number of flotillas flotilla in the fleet they are
he can command without assigned to command. This
The Fleet Details infor- overstacking penalty depends advantage is lost if the officer Ports and
mation panel is almost on his rank, with the possible is currently assigned to
identical to the one used ranks being Rear Admiral command more flotillas Naval Bases
for field commands, with (who can control 6 flotillas), than his rank allows. Many coastal provinces have
only two major differences Vice Admiral (12 flotillas), Sea Wolf: This officer is a a port, but only a few of these
that should be pointed out Admiral (18 flotillas) and superb submarine tactician. will be full-blown naval bases
here: Grand Admiral (30 flotillas). Every submarine in a fleet he with the ability to outfit and
Base and Range: Just commands will be much provision naval vessels. Each
below the orders box, you In naval combat, both sides harder to spot and will gain fleet must be assigned to a
will see the usual supply are treated as “attackers” and additional attack bonuses. specific naval base - a large
icon (a small circle) but since the battle takes place in Note that the fleet can be of port with appropriate facilities -
below this you will now a single sea zone, there is no mixed classes, but only which will ferry supplies and
see the current naval “envelopment” or “multiple submarines will benefit from fuel to the fleet when it is
base assignment and angle” consideration. The his special bonuses. engaged in a mission, and to
effective mission range of highest ranking officer on each Blockade-Runner: This which a fleet must return to be
the fleet. A fleet may side will determine the commander is particularly repaired after combat or
never be further away maximum number of flotillas adept at avoiding combat refitted with the latest techno-
from its assigned naval that may participate before when he wishes, particularly logical advances. A simple
base than its mission overstacking penalties apply, with enemy subs. Of course, port appears on the main map
range value, thus limiting the but individual officers’ abilities he will have a hard time as a small vessel icon, while a
that a flotilla has sunk. Click overall distances it may travel will still be used for deter- “hiding” a capital ship, but his naval base is a larger version
on this button to view your unless rebasing. mining skill and trait benefits. transports and screens of the same icon. The icon will
ship’s log of recorded kills. Primary Statistics: The main Just as in land combat, these can often slip past a sub- be blue if there is at least one
statistics shown for each benefits are forfeited if an marine pack undetected. vessel currently located in the
Attach Brigade Button: This flotilla are also different. From officer is personally over- Superior Tactician: A leader harbour, or grey if there are
can only be done on ships that left to right they are the Sea stacked, even if the total with this trait excels at naval currently no vessels located
support naval brigades and is Attack, Convoy Attack, Sub combined force is within the manoeuvring tactics. His there.
used to attach naval brigades. Attack, Shore Bombardment, most senior officer’s stacking flotillas will enjoy combat Any number of flotillas,
Once attached, naval brigades Air Attack, Sea Defence and limit. Note that there is no bonuses to both their attack including allied vessels, may
cannot be detached. Air Defence values. naval equivalent of an HQ. and their defence values. be assigned to the same naval

130
HEARTS OF IRON DARKEST HOUR

has the stockpiles to even


meet those demands.

The location of a fleet’s base


will determine what sea areas
base but the speed with which it can patrol, since each
any repairs and upgrades flotilla’s mission range is
occur will depend directly on limited and cannot be
the size of the base and the exceeded except when
number of vessels it is rebasing. You will need to
prepared to service. You may assign the fleet a new home
place a production order to base, using the rebasing order
build a new base or enlarge described in a subsection
an existing one. This will take below, to allow it to operate in
some time to complete and is some of the more remote
limited to a maximum size of areas you may want it to
level 10. The operational size patrol. A fleet may enter any
of a base may be reduced if friendly port (a province that
the base is subjected to lacks a base) to load and
enemy attack and is severely unload troops or to avoid an
damaged if captured, and may enemy but it cannot take on
require an allocation of IC to supplies or be repaired or
repairs / reinforcements before refitted there. The combination
it is fully operational once of the above rules can lead to
more. Allied vessels that avail a very common player error:
themselves of your naval base simply moving a fleet to a
will draw their supplies from different port or base will not
your stockpiles, which can rebase it. You must either do so. Simply assigning a fleet oversight, particularly in the
result in some unexpected
demands on your supply
return to your home base or Naval Supply to a base does not guarantee Pacific, where you will have
use the rebasing order to the fleet’s supply. A base acts fleets operating many miles
chains at times. assign it to a new naval base. Darkest Hour assumes that as the last link in a supply from the continental USA.
there are support vessels that chain that must stretch Don’t forget to set up a convoy
Of course, the reverse is true:
are able to re-provision a navy unbroken from a depot that to ferry supplies and oil to
if you base your vessels out of
while they are conducting their contains the necessary each of the depots you will
an ally’s facilities, your ally
missions, even if they are in supplies and oil. need to create in each of the
might take a little time to
the middle of the ocean, but many islands where you base
adjust to your increased If you play the USA, you will
the base must have access to your fleets. You will need quite
demands, assuming that he find that this is a common
supplies and fuel in order to
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HEARTS OF IRON DARKEST HOUR

Engaging enemy vessels that your flotillas have sus-


when you are operating in Attaching tained and to upgrade to any Selecting and
under-supplied conditions is a
very good way to suffer rapid
Carrier Air new technologies. This
requires an appropriate allo-
Combining
a few convoys to do this and
defeat and lose a lot of ships. Groups cation of IC to time, as well as Flotillas
Carrier Air Groups represent reinforcements and upgrades, Flotillas are assembled into
may find it easier to set up a respectively. The amount of
few larger depots somewhere Deploying an air wing that has both
fighter and torpedo plane time required to complete
and removed from fleets in the
same way that land forces are
close, possibly Hawaii,
Midway or Wake Island, and Flotillas from capabilities and is able to these tasks depends on the
size of the base and on the
managed, but you should take
base itself on an aircraft particular care to ensure that
then have smaller convoys
ship goods from there to the
the Force Pool carrier. These are effectively number of flotillas that are you include at least one
Deployment of flotillas is done treated as a “naval brigade” based there, even if some of screening vessel for each
various forward naval bases them aren’t in port at the
in the same way that land and are attached in exactly the capital ship in a fleet to avoid
you are using in the theatre. moment.
divisions are deployed, except same way that land brigades incurring combat penalties.
Remember that allies may
that the allowable locations are attached to divisions. A The variety of options for
occasionally rebase their New technologies will begin to
will be limited to provinces CAG may only be attached to selecting fleets is virtually
vessels to your naval port make improved ship designs
with naval bases. You may an aircraft carrier and a carrier identical as well, except that
facilities and that they will be available, and unlike land
attach a flotilla to an existing may only act as a base for one the listing of all national fleets
expecting you to meet their units, your existing naval
fleet or deploy it to a suitable CAG at a time. Without a is accessed through the Naval
provisioning needs. vessels cannot be upgraded.
province’s naval base. The CAG, a carrier effectively Forces Hot Button. When you
newly deployed flotilla will use loses its military value. Since You may wish to keep an click on the button, the display
The mission range value obsolescent flotilla in active
the base assignment of the CAGs are aircraft, a carrier’s in the information panel will
prohibits you from ordering a service for a while, particularly
fleet to which it has been effectiveness is also greatly change to provide a complete
fleet to perform duties beyond if it is highly experienced. You
added, or the base to which hampered by adverse listing of all naval bases that
its maximum range; however, may also decide to mothball
you have directly deployed it. weather conditions. currently belong to your
it will allow you to move your (disband) it to recoup some of
Warning: Naval vessels nation. You will see two
fleets within that range the manpower for your
cannot use strategic numbers beside the base’s
restriction even if you are out
redeployment to move to a Reinforcement, national pool and free up name, representing the base
of supplies and oil, the
assumption being that a bare
different theatre of oper-
ations, so choose your
Upgrading and resources for newer, more
advanced vessels. CAGs and
size and its current operational
size. Below each base’s
minimum of food and fuel can
be scrounged to keep them
deployment location Obsolescence other naval brigades are name, you will see a list of the
carefully if you wish to As mentioned above, a fleet treated as an air force unit for fleets that are currently
moving.Operating without the upgrade purposes, and are
avoid being forced to sail may be resupplied during its assigned to use this as their
full availability of supplies and able to be fully upgraded,
half-way around the world to missions, but must return to its home port, as well as their
fuel will greatly reduce your given enough time and
move into position. assigned naval base size and a graphic represen-
movement speed and will resources.
and remain there for a while if tation of their current strength
very quickly cause your fleet
you wish to repair any damage and organisation. Just
to become disorganised.
because a fleet is listed under
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HEARTS OF IRON DARKEST HOUR

box to assign it a mission Fleet range: You cannot


directly from this interface. exceed the maximum
If a small red combat icon range of the “worst” flotilla
appears in this listing, your in the fleet. Darkest Hour
fleet is engaged in battle and makes this simple to
a base does not mean that it is thus might be worth looking avoid by prohibiting any
currently located there. It at, if you weren’t previously order that would take a
only indicates that this is their aware of this. fleet out of range of its
home naval base assignment. assigned base. When a
Allied naval bases will not fleet is selected, you will
normally appear on this Basic Naval see a tooltip for each sea
display; however, if you have
assigned one of your fleets to Movement zone that displays the
fleet’s range and the
an allied base, it will be Basic naval movement is done
using the normal game distance from the fleet’s
included in the list until naval base to that sea
such time as you reassign the controls, but in some ways is
even easier since sea zones, zone.
fleet to a different location. Denied Zones: There are
the naval equivalent of a
province, aren’t subject to several sea zones that to enter the harbour. Even if that two fleets may simply fail
If a fleet is carrying out a represent very narrow straits,
national control. Right-clicking the province contains a naval to detect one another’s
mission, its mission box will canals, or channels. Enemy
in any sea zone will order your base, this will not rebase your presence unless they have
provide a summary of the control of the adjacent
fleet to move there and fleets, nor will a base or a port excellent spotting capabilities.
mission and a tooltip will give province will deny your fleet
attempt to engage any enemy to which you move be able to Even when you have spotted
you additional details of the passage through that zone.
vessels it encounters. If you offer you fuel or supplies when an enemy fleet, it is rarely safe
mission’s parameters. You These include the Strait of
move multiple sea zones, your you arrive. Ports cannot meet to assume that you’ve sighted
may click directly on the fleet Gibraltar, the Panama Canal,
fleet will also engage any the needs of military vessels its entire complement
name to select the fleet Suez Canal, Kiel Canal and
enemies it meets along the and you must use the rebase of ships.
and center it on the map, or Sea of Marmara.
way. There are only two option to allow a naval base to
you may click on the mission
offer you supply.
limitations on sea movement:
If you wish to move your fleet Rebasing a
to a province that contains a
port or a naval base, simply As you will soon discover in Fleet
right-click on the province. the Naval Combat section, You may assign a fleet to a
Because there are a several opposing fleets do not different naval base by issuing
possible options in the way necessarily engage when they it an order to rebase. If you
that a fleet and province can are both in the same sea select a fleet and right-click on
“interact”, you will see an zone. Each zone represents a a province that contains a
abbreviated list of these fairly large expanse of water naval base belonging to you or
orders. Select the move option and it is entirely possible to an ally, the rebase option
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HEARTS OF IRON DARKEST HOUR

moving to this new distant


base, your fleet could be
attacked by enemy vessels
or aircraft, which could
easily have disastrous
will appear as one of the results.
options in the context-
sensitive list of possible naval Basic Naval
missions. A second method of
rebasing involves clicking on a Combat
fleet’s mission box in any Overview
interface that displays a When two or more enemy
mission. Select rebase from fleets are located in the
the list of available missions same sea zone, there is a
and select the base you wish possibility that a naval battle
to assign from a new list will ensue. Whether or not a
displays all possible bases. Be battle occurs depends on
careful when rebasing via whether one of the fleets
either method because the successfully spots the other
maximum range is ignored for and is currently under
this order. Fleets will proceed orders to engage. Like land mining the maximum fleet size positioned, relative to an their weapons (airplanes)
to their new base, but if this combats, naval combats before there are overstacking enemy, in order to bring its have the greatest range; the
exceeds double their range represent prolonged engage- effects (see the naval leader- main weapons to bear on a battleships will then open fire,
value, they may suffer a very ments that can take some time ship section above). The target. As the battle pro- and then cruisers, and so on.
large temporary organisation to resolve. However, the underlying concepts of attack gresses, the fleets will begin to At some point, one side will
loss, depending on the total method of resolving a battle is values, defence values, and close the distance between either sink or will wish to
distance travelled. While it is a bit different due to naval combat efficiencies are the each other and try to man- disengage, though it will take
combat’s same, but the targeting is also oeuvre for better positioning, some time to disengage,
positioning handled somewhat differently something that will be during which further damage
and range and more selectively. seriously hampered for a side is likely to be inflicted on the
concepts. that lacks sufficient screening retreating fleet. Let’s look at
As I men- When the fleets first spot one vessels. Each ship will begin the details.
tioned another, there will be some to fire at the enemy’s vessels Visibility
above, both distance of ocean lying once the distance that Before combat can begin, a
sides are between them and each fleet separates it from them is fleet needs to first detect the
treated as will have a starting positioning within the range of the ship’s enemy fleet. The likelihood
“attackers” value. Think of this as an weapons. Carriers will usually and timing of this is deter-
when deter- indication of how well a ship is begin their attacks first, since mined by the visibility and

134
HEARTS OF IRON DARKEST HOUR

check” is made period- the land combat version, The starting distance between to work with. At the same time,
ically until one fleet which it is, in some respects. the two fleets will usually he will attempt to manoeuvre
detects the other, or one You will see the flags of the (though not always) be greater his ships into an optimum
of them leaves the sea nations involved, the leader than the maximum range of attack and defence position.
zone. If a spot check portraits (with detailed tooltip), any of their vessels’ attacks The current distance between
succeeds and the fleet the battle status bar and capabilities, so the first hours the two fleets is displayed in
has orders to engage, conditions icons, and a of “combat” are likely to be a the center of the small black
an enemy combat will complete list of units involved succession of manoeuvres box between the national
begin. on both sides (also with which slowly close the gap flags. If you hover your mouse
Initiation of Naval detailed tooltip). What won’t between the fleets. You can over this value, a tooltip will
Combat look familiar is the range and tell at a glance whether a report the separation that each
When combat is first positioning information flotilla is in range by looking at commander considers to be
initiated, the positioning displayed between the two the small targeting icon. If it his fleet’s optimum.
of each fleet and the flags, and the very small has a red bar through it, the
distance between them targeting icons that appears range is still too great for it to Each fleet’s current positioning
will be. This depends just below the strength and begin attacking any vessels is displayed on either side of
largely on the officer’s organisation bars of each unit, that the fleet has spotted. You the distance value. Positioning
skills and on the naval each of which is an essential can find out the unit’s will become very critical once
doctrines that have component of naval combat. maximum targeting range by the fleets have come within
been researched, looking at the tooltip that is range of one another, so you
though weather will also There are additional vital displayed when you hover may want to get a sense of the
have an impact. You will details in each one of these your mouse over the icon. The two commanders’ relative skill
be notified that combat items’ tooltips. Naval battles same tooltip will also indicate levels by watching both values
has begun and the fleet progress on an hourly basis. the flotilla’s current attack and as the fleets begin to close to
information panel will Every hour, both commanders defence effectiveness. as they vie for an advantage.
display a combat quick- will try to manoeuvre their The positioning values will
view that is similar to fleets into a more favourable The commanding officer will change by small amounts
the one used for land position and will try to attain decide upon an overall fleet each hour and if you find that
combats. The same what each feels is the range that he feels is the yours remains much lower
quick view will also be optimum range to achieve optimum separation based on than your enemy’s, you may
added to the Active maximum effect. Their skill his fleet composition and what want to break off the combat
Combats Hot Button level and rank will have a he knows of the enemy’s fleet to avoid sustaining heavy
listing. Clicking on the great impact on their ability to composition. He will try to losses.
quick view will display achieve this, as will having a close to this distance and then
detection abilities of each
the detailed battle view. sufficient number of screening maintain it throughout the Once a ship is in range of an
flotilla, and is further modified
Naval Combat Resolution vessels to protect the capital course of the battle. This will enemy fleet, it will attempt to
by their officers’ abilities and
At first glance, the naval ships. be nearly impossible if he has fire upon the enemy vessels.
by weather conditions. A “spot
details will look very similar to insufficient screening vessels Its ability to successfully

135
HEARTS OF IRON DARKEST HOUR

vessel and may decide to chance of anything larger than a life


withhold fire if they aren’t able inflicting boat.
to do so; in fact, a submarine damage. Force Composition Effects
remains hidden until fires, Unlike land I have previously stressed the
making it very hard to spot. combat, importance of having a good
do this is based on the Also, screening vessels will however, the balance of screening vessels
positioning of its own fleet and always target an enemy defender and to support your capital ships,
not the enemy’s. For example, submarine if they are aware of attacker but I will do so again. To
if your positioning is 20%, you its existence. Screens that are suffer equal reiterate: You will receive a
will have a 20% base chance part of a very well-positioned penalties positioning penalty unless you
of successfully hitting an fleet also have an hourly unless one have at least one screen for
enemy vessel. If you miss by a chance to detect a hidden has a each capital ship. Your capital
very large margin, you might submarine. Even if a hit is technological ships will also be unable to
even accidentally hit one of scored, it will still be advantage maintain a safe engagement
your own fleet’s flotillas, so the necessary to determine how over the distance from the enemy, and
higher your positioning, the much damage is done to the other in this are thus far more likely to be
better. The number of attacks enemy vessel, if any; this is area. sunk.
each flotilla may make each determined by using the same Carriers will
hour is determined by its naval range. Enemy ships will
methods used in land combat. be highly ineffective in poor End of Naval Combat
attack value. continue to fire on them until
Once a ship has targeted a weather, since their CAGs are Once the fleets have disen-
the maximum range of all
vessel, it is very likely to severely penalised in these gaged from combat, the
If a flotilla succeeds in scoring enemy ships has been
continue firing at it until it conditions. In very adverse vanquished fleet must retreat
a hit, its target will be deter- exceeded, at which point the
has been destroyed, although weather such as storms and from the sea zone. This
mined. The likelihood that it combat will reach its con-
there is a possibility that is will blizzards, CAGs cannot fly at will be to a randomly selected
will target a screening clusion. If you wish, you may
switch targets, particularly if a all. adjacent zone that is usually
class of ship is based on the manually order your fleet
“preferred” target presents (but not always) in the general
enemy’s positioning; for to break away at any time by
itself. Out-Of-Supply Effects on direction of its base. If there is
example, if your opponent’s selecting it and ordering it out
As the battle progresses, the Naval Combat a friendly port or naval base
positioning is 30%, there’s a of the sea zone.
flotillas will gradually suffer If a fleet is operating without adjacent to the sea zone, it will
30% chance that you will loss of organization or be Time of Day and Weather supplies or fuel, it would be retreat there instead. The
target a screening vessel and sunk. When the organisation Effects on Naval Combat well advised to turn tail and victor of the combat may elect
a 70% chance that you will of a flotilla drops low enough, Just as with land combat, run as soon as it becomes to stay in the sea zone or
target a core vessel. There the flotilla will break and night time hours and poor aware of an enemy presence continue whatever mission it
are a couple exceptions to this attempt to withdraw. Just as in weather conditions are in a sea zone. If it stays and was undertaking before being
rule, though. Carriers are land combat, a fleet that has generally very bad for naval fights, it is probable that it will “interrupted” by the combat.
much more likely to target a all of its flotillas in retreat will combat. Positioning will be suffer a particularly humbling Unlike land combat, sea zones
core vessel; submarines are automatically break off combat greatly affected and there is a defeat and will be very lucky if are not assigned control, so
also very likely to target a core and attempt to sail out of significant reduction in the it manages to escape in no territory changes hands.

136
HEARTS OF IRON DARKEST HOUR

certain portions of the ocean, long way toward eliminating look at the possible Air
though for a player with a the micromanagement and Orders.
large number of fleets, this complexity that would
would quickly become a otherwise plague a naval The top portion of the
nightmare of repetitive mouse- nation. An additional reduction interface has three toggle
Enemy Occupation of a Port clicking. Darkest Hour allows to potential micromanagement buttons on the left (day/
or Base you to do this if you really is the assumption of additional night/both) which are used to
If an enemy land force want to, but it also includes a support vessels that will specify when a fleet should
manages to gain control of a number of extremely useful resupply and refuel fleets that initiate combat after detecting
naval base or port that naval missions in the Naval are on an assigned patrol. an enemy. You should
contains a fleet, that fleet will Orders interface that allow you Rather than forcing you to probably keep this set at
be scuttled. Any fleets that are to automate such routine keep track of the distance “day” for most naval combat
assigned to a naval base that chores. There are also some each fleet has travelled and missions unless you have
is captured will be un-based specialised naval orders that then returning it to base, naval advanced night technologies,
and will rapidly lose supply usually require an element of missions are restricted to since most vessels perform
and organisation until they either timing or special targets that are within the very poorly in the dark. Below
have been given a new, valid targeting. For instance, a mission range of the fleet and that, there are two buttons
valid potential targets. After
base assignment. Your carrier may send its planes to they will only need to return to that let you choose to perform
selecting the target, the Naval
personnel will sabotage attack a province’s naval port base for repairs, upgrades or over a specific area or a
Orders interface will appear. If
the naval base before fleeing, facilities or its air bases, a faster rate of organisation specific region (depending on
you use the “Ctrl and right-
so it will take a little while leaving you to identify which of recovery. the mission you chose). To the
click” method to issue an
before the enemy will be able these is your intended target. right of these buttons, you will
order, only context-sensitive
to make effective use of that The Naval Orders interface All naval orders may be see a slider where you may
missions will be displayed and
facility. allows you to do this as well. accessed by selecting the fleet set the condition parameters
the Naval Orders interface will
and then either holding down appear as soon as you have for the mission. This is used to
Naval Orders In most cases, you will issue
“standing orders” to carry out
the Ctrl key and right-
clicking on the target or by
chosen the mission, since you establish a minimum level of
strength that each flotilla in the
have already identified the
Overview a mission for a specified clicking in the naval orders target by clicking on it. fleet must maintain in order for
When a fleet isn’t in port, it is period of time, under certain box in the information panel. the mission to continue.
fairly rare that you won’t want conditions, and in a particular The second of those methods Below, there are two
it to be doing something, part of the world’s oceans or will display every naval Naval Orders checkboxes: the first makes
anything, rather than just
sitting around in a sea zone.
possibly against a target
province’s assets or forces.
mission that is available,
though some may not be due
Interface the mission run indefinitely
while the second instructs the
Submarine packs will probably Once you’ve issued the to fleet composition or insuf- This interface is used to set fleet to attack enemy convoys
be used to disrupt enemy orders, you can largely leave ficiently advanced technology specific mission parameters while performing the currrent
convoys and transport those fleets to their own levels. It will usually require whenever you issue a naval mission. For some missions
movement, surface fleets will devices, even if they run into you to specify a target zone, order. We will see an identical (amphibious assault and naval
want to continually patrol an enemy force, which goes a area or region from a list of set of controls when we take a transport) there is a checkbox

137
HEARTS OF IRON DARKEST HOUR

will return to its assigned naval menu, this is the mission


base to await new orders. If type that will be dis-
you use Darkest Hour’s played when you use a
default message settings, you simple right-click to move
will be given a mission status a fleet to a new sea
that let you decide whether the report when it arrives back at zone. The fleet will move
fleet should automatically its base, informing you that it to that sea zone via the
return to base once the is ready for new orders. This most direct path and will
mission is complete. If my message has a “select” button engage any enemy
flotilla’s strength level falls that allows you to quickly vessels that it encounters
below this value, the fleet will select the fleet and issue there. Because it is
return to its naval base it a new mission. steaming at full speed to
for a period of time until all Rebase its destination, it is quite
flotillas in the fleet have been I’ve already described this unlikely that it will spot an
repaired to a suitable strength order, so I’ll simply remind you enemy fleet during its
level, at which point that moving a fleet to a new voyage, though it will
it will resume its mission. naval base or to a port will not engage any that it
reassign it to be based there. manages to detect. naval interdiction order; their path through a sea zone
The lower half of the interface You must use the rebase Naval Interdiction however, a naval combat that is currently patrolled by a
allows you to adjust the order. This is a naval order that patrol is designed to cover a navy with this mission must
mission’s time parameters, Move instructs your fleet to patrol much larger section of the attempt to slip past the patrol.
possibly delaying the date that This order is one of the avail- the sea zones within a partic- ocean. It will move randomly There is a reasonable chance
it should begin the mission able alternatives when ular area. It will randomly through the sea zones in a that at least some of them
and setting its duration by “targeting” a province. This move through those zones specified region, but because will fail to do so and will be
assigning an end date. The instructs the fleet to enter and will initiate an attack it is covering a much larger sunk, although their chances
default values are usually for the port or naval base of that against any enemy surface region, it is somewhat more increase significantly if they
the mission to begin immed- province, but since this is not fleets it encounters. The likely that an enemy fleet - are accompanied by escorts.
iately and to continue for one its assigned naval base, it will chances of it spotting a fleet enemy submarines in These limited actions are not
month, but these can be not take on any fuel or are slightly less than the particular - could escape its displayed as battles in the
changed to whatever values supplies. The move order is chances of it doing so when detection or slip by it game, but are reflected by a
you desire by clicking the most often used to send stationary in a single sea unobserved. reduction in the convoy
appropriate “+” and “-” buttons. transports to a port to pick up zone, although this allows you efficiency and trade efficiency
If you have recently set a land division for a subse- use a single fleet to cover a Convoy Raiding values that are displayed in
parameters for another fleet’s quent sea transport or somewhat larger area of water This order instructs your fleet the Production Folder. A
mission, the default settings amphibious assault mission. with a lower likelihood of to patrol a sea area with the country that relies on foreign
will be identical for the next Attack spotting submarines. primary purpose of disrupting shipments and trade to obtain
fleet’s mission. Once the Although this isn’t a mission Naval Combat PatrolThis enemy commercial shipping. the necessary resources is in
mission is complete, the fleet that you can select from the order is nearly identical to the Any enemy convoys that trace

138
HEARTS OF IRON DARKEST HOUR

cruiser or larger), and is


only used to support
invasions. The fleet will
be instructed to train its
main batteries on the
great danger from this action, specified province
as are any troops that depend during an amphibious
on those convoys for their assault, which will result
supplies. Submarines are in the enemy receiving
particularly effective at this a penalty to both attack
mission and should be feared and defence effective-
by all merchant vessels. ness during the battle.
Warning: A fleet that This can help to
engages in this order will considerably offset your
not attempt to detect an landing force’s invasion
enemy’s naval forces. penalties.
Carrier Port Strike
Anti-Submarine Warfare This order may only be
(ASW) given to a fleet that has
Since enemy submarines at least one carrier with
pose a terrible threat to your a CAG attachment. The
supplies, you may wish to carrier’s airplanes will
issue a fleet an order to be ordered to attack an
patrol a sea area and specific- enemy port or naval
ally look for submarines. This base and attempt to
mission is ideally suited to sink any ships that are
light cruisers and destroyers, docked there, though
which are particularly good at they usually lack the
locating and engaging sub- armaments to damage
marines, though this reduces the base itself. Enemy
the likelihood that they will fighters and AA
spot and engage an enemy defences in the vicinity
surface fleet. are likely to take excep-
Shore Bombardment tion to this action, and
Shore bombardment is an this mission cannot be weather conditions. has a CAG attached to a Combat section below) and is
order that can only be given to flown at all if the carrier is Carrier Airbase Strike carrier. This order is the same an attack against a province’s
a fleet that contains at least located in a sea zone that is This is also an order that may as the Air Mission “Runway air base in an attempt to
one capital ship (heavy experiencing very adverse only be given to a fleet that Cratering” (explained in the Air reduce its operational
139
HEARTS OF IRON DARKEST HOUR

and then manually position the reduces the chance to be enemy before attacking. destroying convoys. The
vessels in the adjacent sea detected by the enemy. There will be instances where enemy supply depot will
zone. Click the unload button Naval Scramble: Naval your land combats take place probably dissolve fairly quickly
on the transport and select the Scramble missions assigns in coastal provinces with and his organisation will begin
province you wish your land your fleets to stay in home beaches. Don’t underestimate to drop. After a little prelim-
strength. Again, keep an eye forces to invade. port and engage any enemy the potential impact of launch- inary aerial bombardment,
on the weather, and on any ships detected in adjacent sea ing an amphibious assault as your forces can then move in
enemy AA and fighters in the Amphibious assaults are provinces. part of that combat, and with support from your capital
vicinity. conducted in the same supporting it with naval ships’ shore bombardment.
Sea Transport manner that normal land bombardment, particularly if
A sea transport mission is battles are handled. However, Advanced you can arrange for a large Just as land divisions may
used to transport land forces
to a friendly port once they
there are significant penalties
for the invading forces,
Naval number of capital ships to
shell the enemy position. The
block a handful of narrow
straits, naval vessels are able
have been loaded on board
the vessels. They will auto-
although these are consid- Strategies extra shore bombardment and to prevent land forces from
erably less for marines, and It is arguable that Darkest envelopment penalties to the crossing them. Don’t miss this
matically unload upon it is a province’s coastal enemy land force’s effective- great opportunity to hold an
Hour’s greatest combat
reaching their destination. fortifications rather than its ness could easily swing the enemy at bay, particularly in
emphasis is on land battles,
Amphibious Assault land fortifications that will battle in your favour. the Pacific island chains, until
though you should not
This mission is used to instruct assist the defending troops in you are able to assemble the
discount the importance of
transport vessels to take the repelling the attack. Be aware Naval invasion is a risky affair necessary forces to begin
your navies. Land troops are
land forces they are carrying that launching a successful but one that may reap great making direct attacks against
nearly useless without supply,
to a sea zone just off an large scale naval invasion is rewards if the location and those pockets of resistance or
and in many cases this supply
enemy province in preparation extremely difficult since each timing are well chosen. launch a full scale invasion of
must be traced across water
for an invasion. When the division participating in the Remember that land force your own.
and is in constant jeopardy of
transports arrive in position, invasion will increase the total encirclement will cause great
enemy anti-convoy activities.
the land troops will automat- amount of the invasion losses to enemy organisation,
Those same actions will also
ically begin their invasion of penalty. If the beach is well so it may be worth considering
cut off sources of natural
that province. To invade a defended, you will probably a naval “flanking” manoeuvre
resources and greatly reduce
province from the sea, the need to conduct a very strong to get behind an enemy
trade efficiency, resulting in a
province must have a suitable aerial and naval bombardment defensive line rather than
shortage of the materials
area for the troops to land, campaign in support. trying to assault it directly. If
needed to keep your industrial
indicated by the presence of a Sneak Move: Ships on a you are forced to make a
base operating at maximum
beach icon on the province’s Sneak Move mission move to direct assault, usually because
capacity. It is therefore
shoreline. the target trying to avoid being the target is an island with no
tactically prudent to patrol your
It is not possible to invade a detected. Because sneaking alternate means of approach,
convoy routes and dispatch
province that does not have a forces fleets to use longer it is better to be patient. Try
any enemy vessels you may
beach. If you prefer, you may routes, it takes more time to blockading the target for a
find there, and to employ this
load troops on the transport reach the target, but also while with a fleet devoted to
technique to weaken your
140
HEARTS OF IRON DARKEST HOUR

The Air Forces


Counters
Overview
Air Combat in Darkest Hour is
Interceptor
a blend of the land combat
INT
and naval combat systems. Air
forces are assigned missions
Multi-Role Fighter to patrol the skies for enemy
FTR aircraft, or to conduct exten-
ded bombing campaigns
Close Air Support against enemy ground forces,
CAS installations and infrastructure.
Though normally used by your
Naval Bomber paratroopers, air transports
NAV can also be used for
temporary air supply of
encircled forces if absolutely
Tactical Bomber necessary. These missions
TAC are assigned through an order
interface that is virtually
Strategic Bomber identical to the one used for
STR naval orders. Combat between
aircraft is handled much more
like land combat, but with a
Flying Bomb limited number of combat
rounds being possible due to
limitations in fuel. Never
Rocket underestimate the devastation
that will occur if you lose
control of the skies.
Air Transport
TRA Like navies, air forces must be
assigned a base from which to
operate and may only land in
provinces that have such a
base. Like naval bases, air
bases have limited available

141
HEARTS OF IRON DARKEST HOUR

One unit, the escort fighter, is or other aircraft. Naval torpedo slightly greater range and also see the squadron listed in
treated like a brigade, cannot attack planes are land-based slightly better attack capa- the information panel when
be built like a Wing and can aircraft that are specially bilities than an interceptor but you select a province that
only be attached to a bomber outfitted with munitions suited is much more likely to be shot contains one. The Air Forces
wing. They are accessed via to attacks against naval down itself. It can also Hot Button displays a com-
space to handle a flow of the “brigade” production vessels and convoys. All of participate in limited attacks plete list of all squadrons and
aircraft, so exceeding button (below the land these bombers are very sus- against ground and naval their current base assign-
this limitation will greatly divisions). More on this shortly. ceptible to attack by enemy targets, but is unable to stand ments and is probably the
reduce the flow of supplies fighters, so you should much in the way of return fire. fastest and most convenient
and fuel and will significantly Air wing types can be strongly consider attaching a method of rapid selection.
increase the length of categorised by their size, group of escort fighters to help There is one last class of
time required to complete range and general function. defend them. This will reduce “wings” that can be ordered You can access the Air Wing
repairs and technological Strategic bombers are the their operational range, but will from the Air Wing menu of the Details information panel by
upgrades. largest of these and are stop your bombers from being production folder. These are selecting any squadron and
relatively slow-moving aircraft easily shot out of the sky. the flying bombs and flying clicking on one of the wings.
that can carry very large bomb rockets that historically began As with land and naval
Air Force Types loads over fairly great The smallest, fastest and most with the German V1 and V2 divisions, the data displayed in
distances. Their missions are manoeuvrable aircraft avail- and would lead to ICBMs in the information panel will
Air forces are made up of usually flown against large able fall under three different the post-war years. All of reflect any technological
individual air wings, each of fixed emplacements such as general types: fighters, these are included in Darkest upgrades that this unit has
which represents a number of infrastructure, factories, interceptors and escorts. Hour’s technology tree and received, so it may vary
similar-type airplanes that fortifications and other such Escorts are handled as a are handled through the slightly between otherwise
have an area of expertise. The targets that require the impact brigade-type attachment for Air Combat interface. identical units. I will not
Air Combat equivalent of a of larger payloads and have bombers. These long-range provide a detailed description
no ability to avoid being hit. aircraft will attempt to tie up of any data listed here that is
division is called an Air Wing.
Groupings of Air Wings are Tactical bombers are enemy fighters and distract Air Wing equivalent to a land or naval
usually called squadrons or somewhat smaller and more
manoeuvrable, specialising in
ground defences, allowing the
bombers they escort to
Details division’s statistics.
Air Wing Name: Assigned
sometimes air groups or air
forces; a maximum of four precise targeting that is much succeed with their missions. The sprites for squadrons are automatically, you may change
Wings may be combined into more effective against moving Interceptors are the bomber only displayed on the main this to anything
any single squadron. The land force targets. Close air pilot’s worst nightmare. This map when they are in flight, so you like.
precise wording will vary support craft are inexpensive, type of airplane has excellent they can be a little harder to Air Wing Type: Below a
somewhat from nation to very short-range dive-bombers weaponry and speed for locate and select when you representative picture of this
nation, but their function is that can inflict very high bringing down the larger are not used to handling them. class of airplane, you will see
identical. For the purposes of casualty levels on ground aircraft, but is limited by its You can easily spot an air a description of its type and
this section, I will use the term forces but are unable to range and manoeuvrability. base with a squadron in it specific model.
“squadron” when referring to defend themselves particularly The fighter is something of a because it will be blue in Commander: The
any combat group of air wings. well against ground defences multi-role aircraft. It has colour instead of grey. You will commanding officer of the

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HEARTS OF IRON DARKEST HOUR

Strategic Attack: This is the will determine the squad- Disband Button: Click this
attack value against strategic ron’s range. button to disband the wing and
targets such as infrastructure, Sea Detection Capability: recoup some of its manpower.
factories, fortifications The wing’s ability to detect
and other provincial assets. naval vessels.
Soft Attack: The attack value Air Detection Capability: Squadron
squadron to which this wing
has been assigned. You can used when conducting tactical
attacks against soft land
The wing’s ability to detect
other aircraft in the vicinity.
Details
click anywhere on this bar to The Squadron Details
return to the squadron details. targets. Experience: This wing’s information panel is nearly
Squadron Strength and Hard Attack: The attack value current experience level. identical to the one used for
Organisation: A graphic used when conducting tactical Effective Supply naval commands, including
display of the percentage attacks against hard land Efficiency: The wing’s the squadron’s current base
strength (brown bar) and the targets. current ESE value. assignment and operational
percentage organization Naval Attack: The attack Attach/Detach Nuke: This range. The set of primary
(green bar) of the entire value when this wing attacks a button will only appear once statistics listed for each wing
squadron. An expanding naval target. you have achieved a tech- are, in order from left to right,
tooltip gives precise details Air Attack: This is the attack nology level that allows the values for air attack, naval
of these values. value used when the target is you to deploy a nuclear attack, soft attack, hard attack,
Squadron Name, Size and another aircraft. bomb on a rocket or strategic attack, air defence,
Order Box: The name and the Surface Defence: This is the strategic bomber. Clicking it and surface defence. A maxi-
number of wings in the defence value used when will ask you to confirm that mum of four wings may be
squadron. If the squadron being fired upon by AA, land you wish to remove a bomb assigned to any single
is currently executing orders, a forces or naval forces. from your nation’s nuclear squadron, although you may
summary will be listed in the Air Defence: This defence arsenal. If you confirm this, also attach escort fighters to
order box. You may assign a value is used when the wing is the next mission flown by this compliment.
new order by clicking on the being attacked by another that unit will include the
box and selecting a new aircraft. option to deliver the bomb
mission from the scrollable list. Maximum Speed: The wing’s against the target. You may Escort Fighter Attachments
Location Details: The current maximum speed. later detach it and return it to Escort fighters are handled in
location of this air wing. Supply Consumption: The your arsenal, if you wish. exactly the same way that
Strength: The wing’s current daily supplies required. The button will be greyed brigades are managed for land
combat strength. Fuel Consumption: This out unless the wing is able divisions. If you are planning
Organisation: The wing’s wing’s daily oil consumption to carry a nuclear bomb. to bomb an enemy position
current organisation. rate when in flight. It will use Attach/Detach Brigade: that is defended by interc-
Morale: The wing’s current no oil when on the distance it can travel from its This button allows you to eptors or fighters, you should
morale. ground. base. When combining attach or detach an escort definitely plan on attaching a
Range: The wing’s maximum wings into squadrons, the fighter “brigade” to a bomber group of escorts or be pre-
range is the maximum wing with the shortest range wing. pared to suffer some rather
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HEARTS OF IRON DARKEST HOUR

squadron. Since air into a single squadron attack and releasing a


combat, like naval under their direct torpedo takes a special
combat, occurs in a single command. sort of skill, and this officer
air zone, the stacking, certainly has it. Naval vessels,
skill and trait effects are beware!
handled in exactly the Leader Traits
same way as they are
used in naval combat. Air officers may also Air Bases
Defending officers’ possess a special trait that
leadership ratings do not will improve the combat
The rules governing air
stack to allow larger abilities of the squadrons
movement and basing are
numbers of wings since, they command, although
very similar to those of the
for these purposes, there these are forfeited if the
naval bases. Each squadron
is no defender. In combat, leader is overstacked.
must be assigned to an air
any force consisting of Tank Buster: This officer
base and may only land in a
multiple squadrons will be excels at commanding
province that contains one
commanded by the squadrons that primarily
belonging to you or an ally.
highest-ranked leader attack tactical land targets
If you station more wings at a
horrendous losses. Be sure to present. Depending on rank, such as tanks, mechanised
base than the size of the base
remember that the escorts will your officer pool’s leaders will infantry and motorised
allows, then you will suffer
reduce the operational range have the ability to command infantry.
from reduced rates of strength
of your bombers. Their role is between two and sixteen Superior Tactician: This
and organisation recovery,
to distract the enemy aircraft wings without incurring a officer is a combat ace,
and it will take longer to
and help your bombers reach penalty for overstacking during inspiring his squadrons to
upgrade your aircraft to the
the target with the best combat. Air officer ranks are exceptional performance in
latest technology.
organisation possible, so don’t similar to their land force air-to-air combat.
expect them to inflict too many counterparts, with a major Spotter: An officer with
Airfields may be damaged by
casualties of their own. general being able to this trait can spot a needle
enemy aerial attacks, with
command 2 wings, a lieu- in a haystack. He is partic-
provincial structures such as runways becoming too
Leadership tenant.general may command ularly good at aerial recon-
naissance, reporting enemy factories and infrastructure. cratered to accommodate the
up to 4 wings, an air general Night Flyer: An officer with this normal allotment of aircraft,
Officers perform a similar may command up to 8 wings, force strengths with
ability will negate many of the although this can be repaired
function for squadrons as they and an air marshal may remarkable accuracy.
normal penalties for flying over time by allocating IC to
do for both ground and naval command as many as 16 Carpet Bomber: Ideally night missions against targets reinforcement.
forces, but there is one rather wings. This is the maximum suited to command squadrons of all sorts. You can review the size and
large distinction: a maximum number they can command in of strategic bombers, this operational status of a base by
of only four air wings may be a combat, not the number of officer has a proven record of Fleet Destroyer: The tricky selecting a province that
combined into a single wings that can be combined effective attacks against large timing of pulling out of a steep contains a base and then
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HEARTS OF IRON DARKEST HOUR

maximum range. A squadron They also draw their supply Combining Air Wings Into squadron. This might take a
is able to exceed this range in from their assigned air base Squadrons little getting used to, but is due
one special instance only: just as naval flotillas do. If the Air wings are combined and to the basing restriction, in that
rebasing. A squadron may base cannot be kept supplied, divided into squadrons in all movement must begin
rebase to any other base that your wings will suffer from exactly the same manner as and end at a wing’s assigned
hovering your mouse over the you control, and this is these shortages, although land and sea units. If there air base.
airbase symbol. A tooltip will handled in exactly the same they are barely able scrape up is a land unit present in the
inform you of the maximum way that long-distance naval enough fuel to get into the air. province, you will find it There is one very interesting
base size and its current rebasing is done, except that it Organisation will rapidly drop easiest to click on the “stack” distinction that is worth
effective size, which will be must be ordered through the and they should be rebased to cycle through it until an keeping in mind when you are
lower than the total base size orders box. The selected route immediately, if possible, since air unit is selected. Hold down issuing orders to squadrons:
if its runways are cratered. may only pass through sea they will be almost useless for the Shift key and select the most of these are missions
The tooltip does not indicate zones or air zones above combat purposes. locations of other wings or which will be flown against a
how many wings are currently friendly provinces, and once drag a box around them target area (a series of
assigned to the base, how- you exceed your normal flight Being out of supply also since the “held” selection of provinces within an area
ever, so it may be more range, your organisation will reduces the wing’s rate of the first unit will filter all of the map). The specific
convenient to use the Air drop to nearly zero. This is organisation recovery and subsequent selections to air province chosen by your wing
Force Hot Button to view a list important, because if you are upgrade, which will be further units only. You shouldn’t for each sortie will be deter-
of all bases and the number of attacked during the balance of hampered if there are too need to do this very often as mined automatically based
squadrons that are stationed your flight, you will almost many wings assigned to a the vast majority of the orders on what your AI-controlled
in each. New air bases and certainly be torn to shreds. base that isn’t large enough to you give to your wings will be Chief of the Air Force
enlargements to existing Note: this long-distance support them. Unlike naval missions. determines to be the most
bases are most easily ordered rebasing actually represents a forces, however, air wings beneficial target that will
by right-clicking on the combination of air movement may be fully upgraded to the maximise the damage,
province and using the Quick and commercial shipments of most recent technologies if Basic Air minimise the losses, and still
Build production order
method.
partially-disassembled aircraft,
so it’s not quite as strange as
sufficient IC is allocated to
upgrades. This process will
Movement obey your orders.
There is one other very it seems. remove the old aircraft from If you use the order box or the
The air system is somewhat
special condition that relates the wing and replace them “Ctrl and right-click” method of
different than the land and
to air bases: if the province in Air Wing Deployment, with more recent models setting the order, he will be in
naval system, because there
which an air base is located is Supply, Reinforcement and without losing the experience complete control of the
is no “basic” movement order
experiencing a storm or a Upgrades. of the air crews. You will operational assignments. If
for a wing. If you right-click on
blizzard, any squadrons that Air wings must be assigned to normally only need to consider you simply right-click on a
a province, the Air Orders
are based there will be an air base, and are deployed disbanding a wing if you feel possible target province and
menu will automatically
grounded until the weather from the force pool in the that it is no longer useful and select the mission from the
appear and the items listed
has dissipated.When same manner as other forces is tying up transport capacity drop-down orders list, the first
will be context-sensitive to the
conducting normal missions, a are deployed, and they must that could be better used target he will order the
location you clicked and to the
squadron is limited by its be assigned to an air base. elsewhere. squadron to strike will be
type of wings that are in the
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HEARTS OF IRON DARKEST HOUR

information panel to issue a the most vulner-


new order. If you use the latter able targets. Make
method, you will usually be sure you select an
asked to specify a location appropriate type of
(province or area or region) as mission to assign
against that province, regard- the target for your mission. to a squadron.
less of whether he happens to The list of locations will be
feel that it is a sortie that is filtered and colour-coded by Beware of enemy
likely to have a favourable the range of the selected AA batteries. Any
outcome. No matter what squadron. You may select the time that a squad-
method you use, your target region, area or target ron enters the air
squadron will never target province from the list, or you zone above a
your own forces. may click on the map to province with AA
assign it. batteries, they will
Air Combat & Air missions are flown in a
be subjected to a
burst of fire as the
Air Missions series of sorties. Each sortie wings pass, even if
Air orders and combat are may attack any target that is the wings are
integral to one another, since within the range of the merely flying to or
the type of mission will squadron, but all combats are returning from a
determine the overall type limited to a five-hour duration, more distant
of combat. The general after which the air unit will target. This will
mechanism of combat is the begin to run low on fuel and usually result in a
same as the one used in land be forced to break off the limited amount of
combat, although each air attack. Be careful when strength loss and
mission has a specific type of assigning a mission to a somewhat more organisation level below which the next combat mechanism that we’ve
“target” for its attack. I will squadron since an order loss. If you are attacking sortie will be delayed until the seen before, with the appro-
describe each mission in turn, will be available for that targets in a province that wing has been suitably priate attack and defence
indicating the purpose of the squadron as long at least one contains AA, the batteries will reinforced. values being determined by
attack type and the type of wing in the squadron has a continue to fire during each the type of target selected.
damage it inflicts. value greater than zero in
the primary attack type
and every round of the
combat, which can add up to
Air Combat Example: If a squadron spots
Orders are issued by right- prerequisite. For instance, quite a lot of damage over and attacks a fleet, the
Three different types of aerial squadron’s wings will use their
clicking on a province to bring many fighters have at least a time. Fortunately, air missions
combat are likely to occur naval attack and surface
up a context-sensitive list of small tactical attack capability use the same mission param-
during your game: air-to-air, defence values (which is used
possible missions, or by but are generally very eters interface as can be seen
air-to-ground, and air-to- ship. when both naval and land
selecting a squadron and then ineffective at conducting in naval missions, so you can
All three use the standard forces return fire), while the
clicking on its order box in the ground attacks against even specify a minimum strength

146
HEARTS OF IRON DARKEST HOUR

land combat; however, if he is enemy troops that are


attacked from the air then he attacking your own will be
is only able to command 12 assigned the highest
divisions. This would result in priority. The attack values
his being overstacked by 8 used are the wings’ hard
flotillas will use their air attack divisions, and thus all 20 and soft attacks, and the
and air defence values. Air divisions would suffer a 16% defenders will return fire
combats are limited to a penalty to their air attack with their air values. Air
maximum of five hours, after and air defence values during wings use their air defence
which the wings must return to combat. values to avoid being shot
base. by the land units, while the
Air Scramble Mission: This land forces use their air
When air squadrons attack mission is given to interceptor defence values.
ground forces, there is one and fighter units. This instructs
very important issue relating to your squadron to stay in the Ground Support Mission
the ground forces’ ability to airbase and scramble only This order is very similar to
return fire. Unlike land battles, when enemy planes are the ground attack,
land forces do not gain the detected in adjacent although its primary
additive leadership ratings and provinces. Radar stations objective is to disrupt the
HQ bonuses for stacking, and have a positive effect on this enemy’s organisation
the overstacking penalties are mission. This is a standard rather than to inflict
calculated somewhat assignment for tactical casualties. This is also an
differently. The rating of the bombers and close air area-based attack that is
highest-ranking officer support, though any airplane suited to squadrons that
determines the maximum with a hard or soft attack value target area or region and to plane with a hard or soft attack contain a large number of
number of divisions that can may attempt this mission. Your attack any enemy fighters or value may attempt this tactical and close air support
defend against an air attack squadron will attack any bombers they encounter. The mission. Your squadron will wings.
without penalty, though this is enemy ground forces within attack and defence values attack any enemy ground
exclusive of any HQ modifier. the assigned province, area or used are the air values and forces within the assigned Naval Strike Mission
If the total number of divisions region, selecting their target will reduce both the strength area, selecting their target This order instructs your
exceeds this amount, the air provinces automatically based and organisation of the enemy provinces automatically based squadron to patrol a province,
attack and air defence values on their perceived priority. aircraft. Radar stations have a on their perceived priority. The area or region of water and to
of every division in the battle positive effect on this mission. mission’s objective is to attack any enemy vessels it
will be penalised by 2% for Air Superiority Mission damage or destroy as many can spot. As you would
each overstacked division. This mission is the standard Ground Attack Mission units as possible, and thus this expect, it is the wings’ naval
Example: A field marshal with fare of a fighter squadron. This This is a standard assignment attack will primarily affect the attack values that are used for
20 divisions including an HQ instructs your squadron to for tactical bombers and close enemy’s strength, not his this type of mission, so
would not be overstacked in a patrol the skies within the air support, though any air- organisation. Generally, any torpedo planes are the

147
HEARTS OF IRON DARKEST HOUR

the ocean and attack any act as escorts against enemy AA batteries, radar instal- in the land combat section, so
enemy convoys that are fighters. lations, rocket test facilities I will simply refresh your
traversing the area, therefore and nuclear reactors in the memory by reminding you that
using naval attack values. Logistical Strike Mission targeted province, area or paratroopers present an
This is a second type of region. This can be a very additional angle of attack for
optimum group to handle this While these will not be visible strategic bombing sortie. The dangerous and costly mission envelopment and are able to
assignment. as battles on the screen, the goal of this mission is to since it places your bombers ignore any land or coastal
convoys will be persistently directly affect the supply in direct conflict with the fortifications.
Port Strike Mission targeted, thereby reducing the efficiency of any enemy troops enemy batteries, but a series
This is an order that can be enemy’s supply efficiency and stationed in the area that is of successful missions may Air Supply Mission
given to any wing that has trade efficiency. Your torpedo targeted. The specific bear fruit by greatly reducing This is not an attack mission,
either a naval attack value or a planes will gradually sustain provinces that are attacked the defensiveness of troops or but rather a temporary means
strategic attack value, some damage if the convoys are based on a priority the disruptive effects of AA fire of supplying encircled troops.
who will then strike a port or are supported by escorts, so selection system similar to the when you return to attack the Only transport aircraft may be
naval base that you specify. you may need to periodically one used by your tactical province’s other assets. used to ship supplies in this
Torpedo planes or any other reinforce a squadron that is bombers. As was the case manner, and they are
wing with a naval attack conducting these raids with strategic bombardment, Airborne Assault Mission generally very inefficient in
value will attempt to sink any over an extended period of any wing without a strategic Airborne assaults are very doing so. Each transport can
vessels that are currently in time. attack value will perform the risky manoeuvres, since your carry only a small amount of
that harbour, thus using the function of escort for your paratroopers will be placed in fuel and supplies and will also
naval attack value of the Strategic Bombardment bombers. great jeopardy when they consume its own share of both
wings. Units with strategic Mission land. As mentioned earlier, the while conducting this mission,
attack values - usually the As its name suggests, this Runway Cratering Mission loading of air transport is so it should be done only in
larger bombers - will target a mission is usually assigned to The third strategic attack handled in the same way as extreme emergencies. If
naval base’s facilities if the strategic bombers. Your targets a specific enemy air naval transport, except that circumstances force you to
port contains a naval base but bombers will be given the base and attempts to inflict as only paratrooper divisions may consider this mission, select
will not attack the naval assignment of trying to much damage to it as make this attack. Once the target province to which
vessels. If a wing has both a damage enemy infrastructure possible. You should expect loaded, select the province you would like to transport the
naval attack and a strategic and factories within the enemy fighters to scramble to you wish to drop them into and materials, and they will fly
attack value, the type of target targeted province, area or intercept, just as AA will they will carry out their there and establish a new
will be determined randomly region, although enemy AA attempt to destroy you, so it is mission. Since transports don’t depot or add to an existing
for each shot. batteries may take their toll on wise to send some escorts have any attack capabilities one before returning back to
your planes, and enemy along to assist you. and only limited defence their base. You should expect
Bomb Convoys Mission fighters may be on the lookout abilities, you will almost enemy aircraft to try to
This is an aerial version of the for you. Any wing in the Installation Strike Mission certainly want to assign some intercept you to prevent you
naval convoy raiding order. squadron that has no strategic The final strategic mission fighters to protect them. We from making your delivery.
Your naval bombers will patrol attack value will not participate type will specifically target discussed the effects of an
a province, area or region of in the attack and will instead enemy installations such as airborne assault in some detail

148
HEARTS OF IRON DARKEST HOUR

can only soften up the


defences to assist advancing
land forces.

Visibility
Rebase Just as naval vessels can be
This order reassigns a difficult to spot and intercept,
squadron to a new air base. the same is true of aircraft.
As mentioned above, the base Just because two opposing
does not need to be within squadrons occupy the same
the squadron’s range. A air space does not mean that
squadron will move to the new they will necessarily engage
base location via a route that one another. Visibility is
does not enter enemy or greatly affected by weather
neutral air space, though the and time of day. The same is
squadron could be intercepted true of squadrons that have a
while it is moving to its new mission to attack naval
location. vessels, and so they will not
be able to carry out their
Air Combat attack unless they success-
fully detect their target.
Modifiers
Overview Weather and Time of Day
Air combats are resolved in Effects on Air Combat
much the same way that land If a force manages to spot an
combats are resolved, and enemy in adverse conditions,
use a virtually identical combat it will probably enjoy quite an
details screen. There is a time advantage of surprise. are some technologies that Targeting objectives. Until you have
limit of five hours placed on However, these conditions are will improve your night-fighting While intercepting and researched advanced night
the combat due to the range generally very poor or nearly capabilities which that might engaging enemy aircraft may bombing and radar tech-
limitations of the aircraft. Once impossible for air-to-air give you a significant advan- be difficult in adverse weather nologies, you would be well
they have exhausted their combat and will usually end tage when tangling with the conditions or at night, it is advised to restrict your
limit, they will return to their fairly inconclusively. enemy at night. Otherwise, I equally disruptive to aircraft campaigns to the daylight
base to recuperate for the next would recommend that you that are conducting bombing hours. No matter how
sortie. Remember that squadrons are use the mission parameters missions against provincial or advanced your technology,
unable to fly sorties if their air interface’s feature to limit naval targets, since they will bombing missions carried out
Remember that a squadron base is currently under storm sorties to be conducted have great difficulty locating in bad weather will rarely be
cannot capture a province and or blizzard conditions. There during daylight hours. and effectively attacking their worth the cost of the fuel

149
HEARTS OF IRON DARKEST HOUR

enemy’s front line positions to often the disruptive effects of or make it very difficult to get
Advanced Air make it painful for him to other forms of bombing that fresh food and fuel to remote
Strategies supply his forces in offensives
and hamper his defences. The
will net you the greatest gains
if you have a fairly decent
forces. This indirect approach
to inflicting damage can reap
Overview
As you read through the reduced ESE alone could ground force to follow up great rewards if it ismaintained
needed to reach the target. easily result in significant behind your assault. Reducing relentlessly over extended
Occupation of an Air Base various air missions, you will
undoubtedly have realised the attrition, movement and an enemy’s supply efficiency periods of time.
Occupying an enemy province combat penalties. and organisation will usually
that contains an air base will tremendous effect that your air
force can have on your result in far more victories Although air supply is horribly
allow you to use that base for It goes without saying that you than a direct strike to inflict expensive and inefficient, it
your own squadrons once the chances of success. I will
outline a few of these in this should protect your own casualties. Remember, too, may be able to make the
inevitable sabotage damage industry and forces as much that air attacks against very difference between a force
has been repaired. If you find section to add extra emphasis
to their importance. as possible. If you have the large ground forces tend to be being able to hold out long
that one of your own provinces ability to concentrate your fairly successful and low risk, enough for land forces to
containing an air base is under The Air Force as a Leveller industry in a remote and fairly since air-to-ground combat break through in relief, and
attack, you should take steps of Nations inaccessible location, you does not allow defending watching entire divisions
to find a safer home for any While large-scale civilian should probably attempt to do officers to stack their leader- being obliterated before your
aircraft you might have bombardment is not modeled so, and regardless of where ship abilities or to benefit from eyes. Don’t rely on this tech-
stationed there unless you are in Darkest Hour, the impact of you place your factories, you the presence of an HQ nique, but don’t overlook it
absolutely assured of victory. a relentless bombing should take care to protect division. You should remain either.
Wings that are still on the campaign cannot be over- them with AA batteries and watchful for any supporting The Air Force on Defence
ground when a base is stated. Destroying an enemy’s possibly even a squadron or interceptors, and keep in mind Given the above points, it
captured are destroyed, infrastructure and industrial two of interceptors that that the enemy may have AA should be obvious that losing
unless the base is captured by capacity with strategic conduct regular air superiority brigades attached to some of control of the skies can have a
an opposing faction during a bombing can bring him to his patrols. his divisions in addition to any devastating effect. It will
civil war in which case the knees by striking directly at his The Air Force as a Hammer provincial AA batteries that reduce your ability to soften up
wings is captured by the economy and transport Similarly, the air force has an you can see. the enemy, thus making all of
enemy. capacity. While damage amazing ability to soften up The Air Force Used your land battles much longer
sustained by these targets enemy defences. Used Indirectly and more costly affairs, but will
may be repaired, it requires an against province defences Just because aerial attacks on also expose you to a wide
investment of time and IC that or enemy armies, this can convoys don’t result in exciting range of potentially crippling
can cripple other aspects make all the difference battle screens does not mean blows to your industry and
of his overall strategy. Look for between the success and that you should overlook their supply. There is a temptation
areas that have very large failure of a ground offensive. potential role in disrupting to deploy all of your fighters
factory density with as little While you might expect a enemy supply and trade near the front lines, but you
defence as possible, or direct tactical ground attack to efficiency. A large-scale should consider saving some
conduct a preliminary logistical be an excellent solution to campaign can nearly halt the for the less glorious role of
bombing campaign on your winning a campaign, it is flow of vital natural resources protecting your provincial

150
HEARTS OF IRON DARKEST HOUR

bomb will be removed from Once that is complete, you


your arsenal and the map, so will be able to place a
if these weapons are part of production order to increase
your intended ongoing the size of your reactor to
strategy, you will need to order level 6, the minimum level
assets from an enemy’s long a steady stream of production. required to manufacture a
range bomber attacks. The other distinction of this bomb. As soon as this
type of unit is that once it has enlargement is complete, the
Flying Bombs and Rocket been deployed on the map, reactor will begin to build an
Bombs you must use the strategic atomic bomb which, when
Flying bombs and rocket redeployment order to move it ready, will be placed in your
bombs are treated as single- to a different location, rather national nuclear arsenal,
use air wings. These unman- than the rebase order. which is shown on the top bar.
ned arsenals can deliver The Bomb Each reactor that you build
a large amount of damage to The last subject we’ll look at in that is at least this size will
any strategic target in a this section (and in the contribute to your arsenal.
province. They are not manual) is the one that finally A nuclear bomb may be
immune to interception or AA brought an end to six years of prepared for delivery by
batteries, but it is rare that one bloody global conflict and has attaching it to a strategic
may be utterly destroyed haunted international politics bomber or a sufficiently the bomb is loaded and then province that is attacked in
before it is able to deliver at ever since. Atomic weaponry advanced flying rocket such right-click on your intended this way will be severely
least a partial blow to a may be developed by persis- as a ballistic missile or ICBM. target. Select the nuclear damaged, but only rarely
target. When you are ready to tently conducting research in Once the technology is avail- attack mission from the orders destroyed. Further, a nation
use one, simply select the unit the Nuclear technology path of able, you may select one of options and then confirm that that is subjected to a nuclear
and target it exactly the same the industry category. This will these wings and look at the this is really what you intend to attack will suffer an increase in
way that you would target any eventually allow you to build a details in the information do. As long as the wing that dissent that is proportional
other air mission. Since they nuclear reactor which will panel, which will display a carries the bomb survives to the manpower and IC of the
only have a strategic attack operate as a test and research “nuclear” button at the bottom, whatever defences the enemy province attacked. This
value, you will see an facility to speed future beside the disband button. is able to muster, it will dissent will remain in force
abbreviated list of relevant research and, later, for manu- Clicking this will remove one detonate. Not surprisingly, the until a counter-strike is
missions. Select the mission facturing the essential, deadly bomb from your national effects are devastating, but initiated against the nation that
you want and click OK to components of your nuclear arsenal and deploy it on that they also have one additional previously delivered the
confirm the order. The unit will arsenal. wing. If you wish, you may side effect: the victory point attack, at which point the
then fly to its target and Once you have completed the later unload the bomb if you value of the targeted province tables are turned…until the
conduct its attack; note that Nuclear Power advance, have not yet used it. will drop, most likely to zero, inevitable retaliation. As a
you are not able to change the switch to the Secret Weapons If you decide to unleash the though in a few instances it result, a prolonged or large-
orders once the mission has category and begin work on a bomb’s fearsome power, may still retain a value of 1. scale nuclear war can be
begun. After the attack, the nuclear waste bomb project. select a squadron on which Enemy forces located in a horribly disruptive.

151
HEARTS OF IRON DARKEST HOUR

Restrictions in User rights. the Software or any of its License Agreement Copying. The License
The Software and the parts. The User overbinds not This Software is licensed, not Agreement allows the User to
enclosed printed matter is to, in whole or part, spread the sold, to the User by Paradox use the Software on one
protected by copyright laws. Software or its printed Interactive AB and its computer at a time, with the
The User overbinds not to in documentation to others, or to authorized licence holder exception for such Network
any way recreate the electronically transfer it from and may only be used under games that are described in
Software’s source code so that one computer to another over these following restrictions. the documentation enclosed
it can be apprehended by the a network. Paradox Interactive AB with the Software. Copying of
User or anyone else. The User reserves all rights not the Software is illegal.
may not change, adapt, Rights. Paradox Interactive expressively released to the
translate, sub-let, lease, sell reserves the rights of User.
with profit, or distribute the ownership to all copies of the
Software, nor may he store it actual Software. The Software
on a public network or create is copyright protected.
derivative products based on

152
HEARTS OF IRON DARKEST HOUR

Command, Leadership -- Selecting a Nation .............. 25 -- Plains ................................... 33 Hot Buttons ............................ 38
Contents And Experience .................... 15 -- Changing the Game -- Forest ................................... 33 -- The Province Hot Button .... 38
by Chapter Manpower, Conscription
And Mobilization ................... 16
Options ................................. 25
Multiplayer Games .................. 25
-- Hills ...................................... 33
-- Mountain .............................. 34
-- The Decision Hot Button ..... 38
-- The Land Forces HB .......... 38
Level of Militarisation .............. 17 -- Tutorials ............................... 25 -- Desert .................................. 34 -- The Air Forces HB ............... 39
CHAPTER 1 Defences and -- Credits / Exit ........................ 25 -- Marsh ................................... 34 -- The Naval Forces HB .......... 39
Fortifications ......................... 17 Message Settings ................... 25 --Jungle ................................... 34 -- The Active Combats HB ...... 39
Introduction ........................... 6 Naval and Air Basing .............. 18 The General Interface ............ 22 -- Urban ................................... 34 -- The Force Pool HB .............. 40
Installation ............................... 6 Weather, Terrain and -- The Top Bar ......................... 27 -- Water .................................... 34 Multiple Deployment ............... 40
Getting Started ........................ 6 Time of Day .......................... 19 -- Status Overview .................. 27 -- Rivers ................................... 34 The Mini-Map and
The Launcher .......................... 7 Combat ................................... 19 The Folder Tabs ...................... 22 -- Beaches ............................... 34 Mapmode Buttons ................ 41
Keeping Up To Date ................ 8 -- Movement is Attack ............. 19 -- View Map ............................. 27 Weather .................................. 34 -- Terrain Mapmode ................ 41
--DHCore, DHLight, -- Orders .................................. 19 -- Intelligence ........................... 27 -- Rain ...................................... 34 -- Political Mapmode .............. 41
DHFull ................................... 8 -- Air and Naval Combat ........ 20 -- Technology ........................... 27 -- Storm ................................... 34 -- Weather Mapmode .............. 41
Key Concepts .......................... 8 -- The Fog of War .................... 20 -- Production ............................ 27 -- Muddy .................................. 35 -- Economic Mapmode ........... 41
Victory ...................................... 8 -- Strategic Redeployment ...... 20 -- Diplomacy ............................ 27 -- Snow .................................... 35 -- Supply Mapmode ................ 42
--For HoI2 players, Game Options ......................... 21 -- Statistics ............................... 27 -- Blizzard ................................ 35 -- Partizan Mapmode .............. 42
What's New?.......................... 9 -- Difficulty ................................ 21 -- The Date Pause Button ....... 28 -- Frozen .................................. 35 -- Region and Area Mapmode 42
The Engine of War .................. 9 -- AI Aggressiveness ............... 21 -- Game Management -- Provincial Borders and -- Diplomatic Mapmode .......... 42
Natural Resources .................. 9 -- Game Speed ....................... 21 Menu Button ......................... 28 Crossing Points .................... 35 -- Victory Points Mapmode ..... 42
Industrial Capacity .................. 9 -- Share Countries .................. 21 Message Boxes....................... 23 Provincial Assets .................... 35 The History Log ....................... 42
IC Allocation, Production, -- Autosave .............................. 21 Tool Tips .................................. 24 -- Manpower ............................ 36
And Gearing Bonuses ........... 11 -- Use Counters ...................... 21 Right-Click Menus ................... 24 -- Industrial Capacity (IC) ........ 36 CHAPTER 5
Infrastructure ........................... 11 -- Democracies can start war . 21 -- Anti-Aircraft Batteries ........... 36
Domestic Policies -- End Date .............................. 21 CHAPTER 4 -- Land Fortifications ............... 36 The Technology Folder ........ 43
and Government .................. 11 -- Full IC take over .................. 21 -- Coastal Fortifications .......... 36 -- Selecting Research Teams . 43
Dissent and Partisans ............. 12 -- Tech Teams takeover .......... 21 The Main Map Folder ............ 30 -- Metal ................................... 36 Research Projects .................. 45
Diplomacy and Trade .............. 12 Connection Types ................... 21 -- The Main Map ...................... 30 -- Energy ................................ 36 -- Cancelling and
Intelligence .............................. 13 -- LAN ...................................... 21 -- The Hot Buttons ................... 30 -- Oil ....................................... 36 Reassigning a Project .......... 47
Technology .............................. 13 -- Internet ................................. 21 -- The Information Panel ......... 30 -- Rare Materials ..................... 36 -- Implementing New Tech ...... 47
-- Firewalls ............................... 22 -- The Mini Map ....................... 30 -- Infrastructure ....................... 36 -- Technology Summary .......... 47
-- Routers ................................ 22 -- The Mapmode Buttons ........ 30 -- Partizan Activity .................. 37
CHAPTER 2 Events and Decisions ............. 22 -- The History Log ................... 30 -- Air Base ............................... 37 CHAPTER 6
Navigating the Main Map ........ 31 -- Ports and Naval Bases ....... 37
Preparation and CHAPTER 3 Provinces ................................ 32 -- Radar Station ....................... 37 The Production Folder ........ 48
Support of the Military ...... 14 -- Province Name .................... 32 -- Nuclear Reactor .................. 37 Production Orders and
Supply, Outfitting and The Main Menu ...................... 24 -- Province Ownership -- Rocket Test Facility ............. 37 The Producton Queue ......... 48
Transport Capacity ............... 14 -- Single Player Games .......... 24 And Control .......................... 33 -- Context Sensitive Info ......... 37 -- Placing a Production
Organisation and -- Selecting a Scenario -- Victory Point Value .............. 33 -- Quick Build Buttons ............. 38 Order ................................... 50
Enrichment ........................... 15 Or Save Game .................... 24 Terrain...................................... 33 -- Right-Click Province Menu... 38 -- Production Runs ................ 50

153
HEARTS OF IRON DARKEST HOUR

--The Gearing Bonus .............. 51 -- The Convoy Management -- Social Liberal .................. 70 Relinquish Mil. Control .... 82 -- Sabotage TechTeam ........ 90
-- Building Provincial Assets And Convoy Details -- Social Democrat .............. 70 -- Guarantee Independence 82 Automatic Espionage
And using the Quick Interfaces ............................. 62 -- Left Wing Radical ............ 70 -- Offer Non-Aggression Pact 82 System .............................. 90
Orders Button ...................... 52 -- Automating Convoy -- Leninist ............................ 70 -- Cancel Non-Agression -- Add Country ..................... 90
-- The Production Queue ........ 52 Management ....................... 64 -- Stalinist ............................ 70 Pact .................................. 83 -- Remove Country .............. 90
-- Deploying Unassigned -- Resource Depots .............. 64 Cabinet and Ministers ......... 70 -- Ask for Military Access / -- Edit Default Settings ........ 90
Provincial Assets .................. 54 Appointment of Ministers ..... 71 Cancel Mil. Access / -- Edit Settings .................... 91
-- Deploying Military Forces CHAPTER 7 -- The Head of State ............ 71 Revoke Mil. Access .......... 83 -- Apply Defaults to All ........ 91
And Rockets ......................... 55 -- The Head of Government 71 -- Liberate Nation ................ 83 -- Remove All Countries ...... 91
National Resources ................ 55 The Diplomacy Folder ..... 65 -- The Foreign Minister ........ 71 -- Release Puppet ............... 84 -- Show Info ........................ 91
-- Oil ........................................ 55 -- Your Nation and -- The Minster of Armament 71 -- Demand Territory ............. 84
-- Metal .................................... 56 Government .................... 66 -- The Minsiter of Security .. 71 -- Declare War ..................... 84 CHAPTER 9
-- Energy ................................. 56 -- World Nations ................ 66 -- The Head of Military -- Sue for Peace .................. 84
-- Rare Materials ..................... 56 -- Selected Nation, Intelligence ....................... 72 -- Annex Nation ................... 86 The Statistics Folder ........ 93
-- Supplies ............................... 56 Government Type, --The Chief of Staff .............. 72 -- Selecting and Using
-- Money .................................. 56 Relationship and -- The Chief of the Army ...... 72 CHAPTER 8 A Statistics Sub-Folder .... 93
-- Manpower ............................ 56 Diplomatic Details ............ 66 -- The Chief of the Navy ....... 72
Partizan and Occupation -- Selected Nation's --The Chief of the Airforce .... 72 The Intelligence Folder ..... 87
Effects on Resources and Government and Cabinet .. 66 Other Nations' Domestic -- Your Nation and COMBAT SECTION ............ 95
Industrial Capacity ............... 57 -- Diplomatic Options ........... 66 Policies and Ministers ....... 72 Government ...................... 88
Stockpiles ............................... 57 -- Selected Nation's Dissent & Partisans ............. 72 -- World Nations ................... 88 Combat – The Art of War .. 96
-- How are stockpile levels Domestic Policies ............... 66 Diplomacy – International Selected Nation's The Land Forces ................ 96
Calculated? .......................... 57 Domestic Policy................... 66 Affairs ............................... 74 -- Diplomatic Details ............. 88 Field Command ................. 96
Industrial Capacity and Domestic Policy Sliders -- National Relationships ..... 75 -- Industrial and Military Division Types .................... 97
IC Allocation ......................... 58 -- Authoritarian ................... 68 -- Belligerence ...................... 75 Intel. Summary .................. 88 Brigade Types .................... 97
--The Base Amount ................. 58 -- Policital Left / Right ........ 68 -- The 3 Factions .................. 76 -- Technology Intel. Division Details .................. 98
-- The Available IC .................. 58 -- Open / Closed Society ... 68 -- Spheres of Influence ........ 76 Summary .......................... 88 -- Division Name ................ 98
-- The Unused IC .................... 58 -- Free Market / Central -- Claiming Provinces ........... 76 -- Intelligence Missions ........ 88 -- Division Type ................... 98
-- Consumer Goods ................ 59 Planning .......................... 68 -- Initiating Diplomacy .......... 76 Mission Success and -- Brigade Attachment ......... 98
-- Autosliders ......................... 59 -- Mobilization / Demob ...... 68 -- Offer Trade Agreement .... 77 Detection .......................... 88 -- Commander ..................... 98
--IC Slider Lock ..................... 59 -- Hawk / Dove Lobby ......... 68 -- Cancel Trade Agreement .. 79 Gathering Intelligence ......... 88 -- Command Strength
-- Production ........................... 60 -- Interventionism / -- Open Negotiations .......... 79 Intelligence Missions ........... 89 And Organisation .............. 98
-- Supplies ............................... 60 Isolationism ...................... 68 -- Influence Nation ............. 80 -- Industrial Espionage ........ 89 -- Command Name and Size 98
-- Reinforcements ................... 60 Government ........................ 69 -- Offer Alliance / Bring to -- Assassinate Minister ........ 89 -- Command Orders Box ..... 98
National Transport Government Types Alliance / Join Alliance ..... 80 -- Smear Campaign ............ 89 -- Location Details ............... 98
Capacity (TC) ...................... 60 -- National Socialism ........... 69 -- Leave Alliance ................. 81 -- Coup ............................... 89 Division Parameters
International Trade -- Fascism ........................... 69 -- Ban From Alliance ........... 81 -- Sabotage Industry .......... 90 -- Strength ........................... 98
Summary .............................. 61 -- Paternal Autocrat ............. 69 -- Send Expeditionary Force -- Nuclear Sabotage ........... 90 -- Organisation .................... 99
-- Automating Trade ................ 61 -- Social Conservative ......... 70 Expeditionary Force .......... 81 -- Fund Partizans ............... 90 -- Morale ............................. 99
Convoys ................................. 62 -- Market Liberal ................. 70 -- Assume Military Control / -- Global Manipulation ........ 90 -- Softness .......................... 99

154
HEARTS OF IRON DARKEST HOUR

-- Hard Attack ..................... 99 -- Air Defence .................... 102 Deploying Divisions from -- Delay ............................. 119 The Naval Forces ............. 127
-- Soft Attack ...................... 99 Brigade Icon ....................... 102 The Force Pool ............. 106 -- Tactical Withdrawal ........ 119 Flotilla Types ..................... 127
-- Air Attack ......................... 99 Prioritized Button .............. 102 Attaching Brigades ........... 107 -- Breakthrough .................. 119 Naval Brigades ................. 128
-- Defensiveness ................ 99 Reinforcement Button ....... 102 Transport Capacity and End of Combat ................... 119 -- Anti Air ........................... 128
-- Toughness ...................... 99 Upgrade Button ................. 102 Supply Efficiency ..............107 Occupation of Enemy -- Anti Submarine .............. 128
-- Air Defence .................... 99 Offensive Button ............... 102 Supply Efficiency at Territory ............................119 -- Fire Control ................... 128
-- Suppression ................... 99 Load Button ....................... 102 A Glance .......................... 107 More Complex Land -- Improved Hull ................ 128
-- Maximum Speed ............ 99 Reorganise ........................ 102 Attition ................................ 108 Combat ............................ 119 -- Radar ............................. 128
-- Supply / Oil Consumption.. 99 Merge ................................. 102 Supply Chains ................... 108 -- Multiple Attacking or -- Torpedoes ....................... 128
-- Fuel Consumption ............ 99 Field Officers ...................... 103 Transport Capacity at Defending Field -- Floatplanes ..................... 128
-- Experience ....................... 99 Personal Values: A Glance ......................... 108 Commands ...................... 119 Carrier Air Group ................ 128
-- Effective Supply -- Rank ................................ 103 Overseas Supply .............. 109 -- Envelopment and Multiple Flotilla Details ..................... 129
Efficiency .........................100 -- Skill ................................. 103 Air Supply ......................... 109 Front Attacks .................. 121 -- Flotilla Name .................. 129
Attach / Detach Brigade -- Historic Skill ................... 103 Reinforcement ................... 109 -- Attacking the Attacker .... 121 -- Flotilla Type .................... 129
Button ............................. 100 -- Experience ...................... 103 Upgrading .......................... 109 Special Orders .................. 122 -- Brigade Attachment ........ 129
Disband Button .................. 100 -- Trait ................................. 103 Disband ............................. 110 -- Support Attack ............... 122 -- Commander ................... 129
Field Command Details ..... 100 Field Officer Traits ............. 104 -- Support Defence ............ 122 -- Fleet Strength and
-- Command Name ............ 100 -- Logistics Wizard ............. 104 Basic Army Movement ..... 110 -- Reserves ........................ 122 Organisation .................... 129
--Commander ..................... 100 -- Defensive Doctrine .......... 104 Transporting Troops -- Planned Defence ............ 123 -- Fleet Name, Size and
-- Overall Size, Strength, -- Offensive Doctrine .......... 104 On Ships ......................... 110 -- Anti-Partizan Duty ........... 123 Command Box ................. 129
And Organisation ............ 100 -- Winter Specialist ............. 104 Strategic Redeployment .... 111 -- Garrisons ........................ 123 -- Location Details .............. 129
--Current Mission ............... 100 -- Trickster .......................... 104 Transporting Paras ............ 111 -- Marines ........................... 123 -- Strength .......................... 129
--Current Speed ................. 100 -- Engineer ......................... 104 -- Paratroopers .................. 124 -- Organisation ................... 129
-- Quick Status Icons .......... 100 -- Fortress Buster .............. 104 Basic Land Combat .......... 112 -- Mountain Infantry ........... 124 -- Sea Attack ..................... 129
-- Supply Source ................ 100 -- Panzer Leader ............... 104 Entrenchment – Digging In . 113 -- HQ Divisions .................. 124 -- Shore Bombardment ...... 129
-- Command Location ......... 101 -- Commando ................... 104 Province Defensive Advanced Land Combats .. 124 -- Air Attack ....................... 129
-- Effective Supply -- Old Guard ..................... 104 Structures ........................ 113 -- Troops Mix, Terrain -- Sea Defence ................. 129
Efficiency ....................... 101 -- Desert Fox ..................... 104 Initiating Basic Land And Weather ................... 124 -- Air Defence .................... 129
-- Division Listing ................ 101 -- Jungle Rat ..................... 104 Combat............................ 113 -- Softening Up the Enemy 125 -- Maximum Speed ........... 129
-- Division Type .................. 101 -- Urban Warfare .............. 104 Timing Your Attack ............. 114 -- Staggered Attack -- Fuel Consumption ......... 129
-- Strength Bar ................... 101 -- Ranger .......................... 104 Basic Combat Strategy .......................... 125 -- Range ............................ 129
-- Organisation Bar ............ 101 --Mountaineer ................... 104 Resolution ....................... 114 -- Advanced Command -- Sea Detection Capability 129
-- Fuel Status Icon ............ 101 -- Counter-Attacker ............ 104 Exchanging Fire ................. 116 Organisation – HQ and -- Air Detection Capability .. 129
-- Division Name ............... 101 -- Assaulter ......................... 105 Modifiers That Affect Leadership ...................... 126 -- Sub Detection Capability 129
Division Main Statistcs ...... 102 -- Encircler ......................... 105 Battle ............................... 118 -- Broad Front Defensive -- Sub Attack ..................... 129
-- Hard Attack ..................... 102 -- Blitzer .............................. 105 Combat Events .................. 118 Counter-Attack -- Convoy Attack ................ 129
-- Soft Attack ...................... 102 -- Disciplined ....................... 105 -- Counterattack ................. 118 Initiatives ..........................126 -- Experience ...................... 129
-- Air Attack ........................ 102 Selecting and Organising -- Assault .............................118 -- Envelopment, Encirclement -- Maximum Firing Distance 129
-- Defence ........................... 102 Units .................................105 -- Encirclement ................... 118 And Supply ...................... 126 -- Effective Supply
-- Toughness ....................... 102 Shortcut Keys ..................... 105 -- Ambush .......................... 118 Efficiency ......................... 129

155
HEARTS OF IRON DARKEST HOUR

--Ship's Log .................... 129 -- Enemy Occupation of --Surface Defence ............ 143 -- Port Strike ...................... 148
Attach Brigade Button........ 130 A Port or Base ............. 137 -- Air Defence .................... 143 -- Bomb Convoys .............. 148
Disband Button ................. 130 Naval Orders ..................... 137 --Maximum Speed ............. 143 -- Strategic Bombardment .. 148
Fleet Details ...................... 130 Naval Orders Interface ....... 137 -- Supply Consumption ...... 143 -- Logistical Strike ............... 148
-- Base and Range ............ 130 --Rebase ............................. 138 -- Fuel Consumption .......... 143 -- Runway Cratering ........... 148
-- Primary Statistics .......... 130 -- Move .............................. 138 -- Range ............................. 143 -- Installation Strike ........... 148
Leadership ......................... 130 -- Attack ............................ 138 -- Sea Detection Capability 143 -- Airborne Assault .............. 148
Leader Traits ..................... 130 -- Naval Interdiction ........... 138 -- Air Detection Capability .. 143 -- Air Supply ....................... 148
-- Sea Wolf ....................... 130 -- Naval Combat Patrol ..... 138 -- Experience ................... 143 -- Rebase .......................... 149
-- Blockade-Runner .......... 130 -- Convoy Raiding .............. 138 -- Effective Supply Air Combat Modifiers .......... 149
-- Superior Tactician .......... 130 -- Anti-Submarine Efficiency ....................... 143 -- Visibility ........................... 149
-- Spotter ............................ 130 Warfare (ASW) ................ 139 -- Attach / Detach Nuke .... 143 -- Weather and Time of Day
Ports and Naval Bases ..... 130 -- Shore Bombardment ...... 139 -- Attach / Detach Brigade . 143 Effects on Air Combat ..... 149
Naval Supply .................... 131 -- Carrier Port Strike .......... 139 -- Disband Button ............... 143 Targeting ............................ 149
Deploying Flotillas from -- Carrier Airbase Strike ..... 139 Squadron Details ............... 143 Occupation of an Air Base .. 150
The Force Pool ............... 132 -- Sea Transport ................ 140 -- Escort Fighter Advanced Air Strategies ..... 150
Attaching Carrier Air -- Amphibious Assault ....... 140 Attachments ................... 143 -- The Airforce as a
Groups ............................ 132 -- Sneak Move .................. 140 Leadership .......................... 144 Leveller ........................... 150
Reinforcement, Upgrading Advanced Naval Leader Traits ..................... 144 -- The Airforce as a
And Obsolescence .......... 132 Strategies ....................... 140 -- Tank Buster .................... 144 Hammer ......................... 150
Selecting and Combining -- Superior Tactician ............144 -- The Airforce Used
Flotillas .......................... 132 The Air Forces .................. 141 -- Spotter ............................ 144 Indirectly ......................... 150
Basic Naval Movement ...... 133 Air Force Types ................. 142 -- Carpet Bomber ............... 144 The Airforce on Defence ... 150
--Fleet Range ..................... 133 Air Wing Details ................. 142 -- Fleet Destroyer ............... 144 Flying Bombs and
-- Denied Zones ................. 133 --Air Wing Name ............... 142 Air Bases ........................... 144 Rocket Bombs .............. 151
Rebassing a Fleet ............. 133 -- Air Wing Type ................. 142 Air Wing Deployment The Bomb ....................... 151
Basic Naval Combat .......... 134 -- Commander ................... 142 Supply, Reinforcement
-- Visibility .......................... 134 -- Squadron Strength And Upgrades ................. 145
-- Initiation of Naval And Organisation ............ 143 Combining Air Wings
Combat ............................ 135 -- Squadron Name, Size, Into Squadrons ................ 145
-- Naval Combat And Order Box ................ 143 Basic Air Movement ............ 145
Resolution ....................... 135 -- Location Details ............. 143 Air Combat and
-- Time of Day and Weather -- Strength ....................... 143 Air Missions ..................... 146
Effects on Naval Combat 136 -- Organisation ............... 143 Air Combat ........................ 146
-- Out-of-Supply Effects -- Morale .......................... 143 Air Missions
On Naval Combat ........... 136 -- Strategic Attack ............. 143 -- Scramble ........................ 147
-- Force Composition -- Soft Attack ..................... 143 -- Superiority ...................... 147
Effects ............................. 136 -- Hard Attack .................... 143 -- Ground Attack ................. 147
-- End of Naval Combat ..... 136 -- Naval Attack ................... 143 -- Ground Support ............. 147
-- Air Attack ......................... 143 -- Naval Strike .................... 147

156

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