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Darkest Hour MANUAL V1.0
Darkest Hour MANUAL V1.0
Darkest Hour MANUAL V1.0
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
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7
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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.
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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.
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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
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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
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HEARTS OF IRON DARKEST HOUR
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
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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.
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HEARTS OF IRON DARKEST HOUR
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
20
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21
HEARTS OF IRON DARKEST HOUR
22
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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
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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
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’
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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.
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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
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
38
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
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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
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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
45
HEARTS OF IRON DARKEST HOUR
46
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
48
HEARTS OF IRON DARKEST HOUR
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.
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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
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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
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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
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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
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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
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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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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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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.
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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
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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
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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.
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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
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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
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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
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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
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HEARTS OF IRON DARKEST HOUR
● military access;
● liberate nation;
● release puppet;
● demand territory;
● declare war;
● sue for peace;
● annex nation;
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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
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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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The Intelligence
Folder
1
General Overview
The Intelligence folder is used
to manage your clandestine
operations. These include
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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
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HEARTS OF IRON DARKEST HOUR
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HEARTS OF IRON DARKEST HOUR
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
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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HEARTS OF IRON DARKEST HOUR
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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.
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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.
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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.
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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
18 19 20 21 23 24
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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,
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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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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
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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
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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
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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-
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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
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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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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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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
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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
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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
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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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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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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
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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
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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
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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
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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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
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
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
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The User overbinds not to in documentation to others, or to authorized licence holder exception for such Network
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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.
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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