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Hearts of Iron IV is one dollar

If you'd like to play a WW2 game that lets you play the whole war - and we do mean all of it - then grand strategy game Hearts of Iron IV is what you're looking for. Paradox's World War II strategy game is currently featured in its very own bundle at Humble, which puts the price of the Cadet Edition at a single dollar. That's right - the whole game, for $1.


The Hearts of Iron IV Cadet Edition includes the base game, plus the Poland: United and Ready DLC. There's also some nice wallpapers and a Paradox forums avatar thrown in for good measure. It normally retails for $39.99 / £34.99, so getting it for a buck is a terrific deal.


If you beat the average donation, which is $9.64 at the time of this writing, you'll also get three additional DLCs: there's 2017's Death or Dishonor, which is a country pack that adds national focus trees for Hungary, Romania, Czechoslovakia, and Yugoslavia; and Together For Victory, which launched in 2016 and adds focus trees for the British Commonwealth nations. You also get the Hearts of Iron IV Radio Pack, which adds 35 new faction-themed songs to the soundtrack, with each major faction (Allies, Axis, and Comintern) getting a historical look for their UI.


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Get Hearts of Iron IV from Paradox and a bunch of DLC in the new Humble Bundle

If you're a true sucker for strategy games then you should take a look at the new Humble Bundle featuring Hearts of Iron IV and a bunch of DLC.

Read the full article here: https://www.gamingonlinux.com/2021/07/get-hearts-of-iron-iv-from-paradox-and-a-bunch-of-dlc-in-the-new-humble-bundle

Hearts of Iron: Humble Bundle



[h3]Take a seat at the table, General. It’s time to fight.[/h3]

Paradox Interactive has helped build one heck of a tactical bundle! Starting with Hearts of Iron IV: Cadet Edition at its lowest price ever (just $1!), enjoy the full Hearts of Iron IV experience with expansions like Hearts of Iron IV: Battle for the Bosporus, Hearts of Iron IV: Man the Guns, and Hearts of Iron IV: Waking the Tiger. Plus, your purchase helps support a Charity: Water and One Tree Planted!



[h2]Get the bundle here: Humble [/h2]

Hearts of Iron 4's final dev diary before the summer break looks at supply (again)

Like most of Paradox Interactive's employees, the Hearts of Iron IV team are about to disappear for the Swedish summer break, returning in the far, far future of August. Before they go, however, the team has one final dev diary to share on supply (again).


Since supply was last brought up, a few assumptions have changed. The upcoming No Step Back expansion and accompanying 'Barbarossa' update will focus on land warfare, and a big part of that will be overhauling the game's supply interface and systems. Managing spikes and supply hubs was proving difficult under past iterations, and the previous version of the supply map mode wasn't providing the clarity that was needed.


Now, there's a new supply map, and several tweaks have been made to the supply mechanics, such as divisions being allowed to draw supply from multiple hubs. Trucks are also less critical, although are still used to help a supply hub 'project' supply further afield. You can also set levels for how much motorised support you want to use for supplying armies, either on the supply hub or on the individual army. These will use up trucks from your supply, so you'll need to make sure you keep your equipment topped up.


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Dev Diary: Supply #2


Greetings all, and welcome to today’s dev diary on the huge supply system update coming with the barbarossa update. Before we begin, I’ll leave a heads up that this will be the last dev diary before we break for summer, so don’t expect anything new until some time in August at the earliest.

Since we last talked about supply, a few things have changed. We found that the way truck need could take off and spike was hard to deal with and that watching out so you didn't overload individual supply hubs was a bit too intensive. We also felt that the way the mapmode worked made it very difficult to project how well supply was flowing.

The iteration we have now aims at addressing these shortcomings. It's now possible for divisions to supply from multiple hubs. Trucks are now less of a strict necessity, rather something you can assign to hubs to make sure they can project supplies further away. Finally, the mapmode has changed to better show the spread of supply as well as current status for divisions.
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Supply flow
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From each hub connected back to the capital, potential supply is projected outwards - adding up when overlapping. This is represented by the brighter colors below. For each province in distance that supply needs to travel from a hub, there is a reduction in the amount as some is lost. The amount depends on various factors like terrain, crossing rivers etc. The dark purple areas below are reduced to local supply only, and the highlighted red-orange areas indicate locations where there are units suffering from significant supply issues.



In the picture above, the Ukraine/Caucasus front is mainly struggling because it is overextending before the captured rails have been converted, so a lot of the rail network there is not operating. When a railway is taken over there is a longer cooldown when it gets converted for use by you (representing a combination of repaired damage, gauge-alteration, and general maintenance), and without connected hubs supply won’t flow.

How much you can output from each hub depends on the level of railways leading back to the supply capital, and the total max there depends on your industrial base (so Luxemburg can not feed as many as soviet union, for example).



Here, the clock indicates rails that are not yet converted, and the hub icons with red crosses indicate that they do not connect back to your network.
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Motorization[/h2]

To increase the range of a hub (perhaps to help supply the front above better) you can choose to improve the motorization level. The horse icon on the right indicates no motorized supply from the node, but you can opt to toggle it to a higher state of motorization. Be careful, as this will cost you trucks which are taken from the stockpile.



It is also possible to set the motorization level on an army, in which case it will automatically toggle on motorization for hubs that it uses without requiring further interaction from the player.



There are also some other options on a hub. The star icon lets you move your supply capital to a new location, provided that you have sufficient surrender progress. This lets you get around issues where your capital ends up cut off or surrounded, but also comes with a period of bad supply as the new location is prepared.

The blue flag next to it lets you control allied access to the node. This can be a great way to flag to an AI that you do not want them on your front, or to stop them from joining a tight landing situation.

The rail icon lets you quickly switch to construction mode and extend rails from there while the green plus will automatically queue up construction for rails to combat any bottlenecks your node may suffer from back towards the capital. The chevron icon lets you prioritize train allocation if you are running low.

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Floating Harbors
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As part of No Step Back, we’re introducing a new dimension to naval invasions. Floating, or ‘Mulberry’ harbors can now be constructed once the appropriate research has been completed.



These weighty and expensive pieces of infrastructure (don’t look too close at the numbers above hehe) aren’t intended for every-day landings, but are instead intended to represent the equipment used in large-scale operations such as the Battle of Normandy.



Naval invasions utilizing a floating harbor will be represented by harbor apparatus placed parallel province targeted by the invasion, and will immediately create a stocked supply hub at their location:



Used carefully, one or more mulberry harbors can keep a sizable invading force supplied without requiring the immediate capture of an important enemy harbor. Of course, harbors should remain amongst the first targets of any successful invasion, and the supply hubs created by a floating harbor will be temporary; lasting a matter of weeks or months, depending on the strength of enemy air superiority and other factors.

Of course, there is yet more to cover regarding supply, and we'll have another diary on this subject in the future, but I hope you like what you've seen so far and we’ll be seeing you again after summer!

Oh, and one last thing - one of the new loading screens for NSB is this awesome polish cavalry, so we figured we should share it as a summer wallpaper for you (fear not, there will be a soviet one eventually!)


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Read in full here: https://pdxint.at/3x9gpGG[/h3]