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About the AuthorJim Cobb has been playing board wargames since 1961 and computer wargames since 1982. He has been writing incessantly since 1993 to keep his mind off the drivel he dealt with as a bureaucrat. He has published in Wargamers Monthly, Computer Gaming World, Computer Games Magazine, Computer Games Online, CombatSim, Armchair General, Subsim, Strategyzone Online, Grogheads and Gamesquad.
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Junub Games computer developing team is a team of 15 well-experienced members in different fields of game and computer programming and designing. Altogether, the team puts much effort to develop and provide you with the latest and most popular PC games and software.
In November 2015 Historical Board Gaming released Global War-2nd Edition (1936-1945). In this article, designer Will Henson explores exactly what players can expect from the new game in the most in-depth photo and description to date.
Global War is built specifically to be able for us to model a wide variety of new unit types. In the Global War-2nd edition base game we added a bunch of new units that we think are really going to enhance the game:
The 1936 scenario is pretty cool for those who want to play the long game. It allows a little more time for the Axis to build an army to suit their strategy. The Axis start with a lot more money but attacking too quickly is a bad idea for them as their opponents increase their military spending (i.e. the amount of IPP they get) based on the aggressive actions of the Axis. Germany and Russia will be busy fighting the Spanish Civil War. Russia will be trying to keep the struggling Communist Chinese alive, and likely teaming up with the KMT to thwart Japanese aggression in China. The Allies will face tough choices in where to build their defenses and how to sculpt their armies to achieve their victory conditions.What are some of the expansions that will be coming out
Our Global War series consists of interconnected games spanning the time period of 1850-2025. Players can play any Global War game individually, or connect them together in one monster game where victory in one affects the starting point of the next. These games consist of both large-scale wars (World War I, World War II, and hypothetical wars in 1985 and 2025), and interwar periods where players fight limited conflicts. As players transition from one game to the next, they upgrade units to new models, and make decisions about how their nation will enter the coming era.
Hearts of Iron IV, also known as HOI4, is a grand strategy computer wargame developed by Paradox Development Studio and published by Paradox Interactive. It was released worldwide on 6 June 2016.[1] It is the sequel to 2009's Hearts of Iron III and the fourth main installment in the Hearts of Iron series. Like previous games in the series, Hearts of Iron IV is a grand strategy wargame that focuses on World War II. The player may take control of any nation in the world in either 1936 or 1939 and lead them to victory or defeat against other countries.
Hearts of Iron IV is a grand strategy wargame that primarily revolves around World War II. The player may play as any nation in the world in the 1936 or 1939 start dates in singleplayer or multiplayer, although the game is not designed to go beyond 1948. A nation's military is divided between naval forces, aerial forces, and ground forces. For the ground forces, the player may train, customize, and command divisions consisting of various types of infantry, tanks, and other units. These divisions require equipment and manpower to fight properly. The navy and air force also require men and equipment, including the actual warships and warplanes that are used in combat. Equipment is produced by military factories, while ships are built by dockyards. These military factories and dockyards are, in turn, constructed by civilian factories, which also construct a variety of other buildings, produce consumer goods for the civilian population, and oversee commerce with other nations. Most nations are initially forced to devote a significant number of their civilian factories to producing consumer goods, but as the nation becomes increasingly mobilized, more factories will be freed up for other purposes. Mobilization is represented as a \"policy\" that the player may adjust with the proper amount of political power, an abstract \"resource\" that is also used to appoint new ministers and change other facets of the nation's government. In addition to mobilization, there are other policies, including the nation's stance on conscription and commerce.[4]
Land in Hearts of Iron IV is divided into tiny regions known as provinces (also called tiles), which are grouped to form states. Each state has a certain amount of building slots, factory slots, and 5 infrastructure slots. The major seas and oceans (for warships) and the sky (for warplanes) are similarly divided into different regions. These provinces each have a type of terrain assigned to them that determines how well different types of units will perform in combat there. Divisions are placed in provinces and can attack enemy units in adjacent provinces. How well divisions perform in combat depends on various factors, such as the quality of their equipment, the weather, the type of terrain, the skill and traits of the general commanding the divisions, aerial combat in the region and the morale of both sides. Technologies can be researched to improve equipment. Military doctrines can be upgraded by using army XP, among other things, which often means that a more technologically advanced nation will have an edge in combat. If a division (or a group of divisions) successfully overwhelms an enemy province, they may occupy it. Some provinces may have victory points, which can push a nation closer towards capitulation if occupied. Occupying key provinces within a state allows the occupying power to access the enemy's factories and natural resources in that state. Resistance to occupation within a state can hamper the occupying power's control over it. Late in the game, nations may develop nuclear bombs if they have the proper technology, which can be used to devastate enemy provinces and states.[5]
Hearts of Iron IV also attempts to recreate the complex diplomatic relationships of the day. Nations may undertake a variety of diplomatic actions; they may sign non-aggression pacts, guarantee the independence of other nations, and offer or request military access, amongst other things. Another key feature of diplomacy is the ability to create a faction or invite other nations to an existing one. Factions represent the main alliances of the era, like the Axis and Allies (for gameplay purposes, real-world factions like the Axis and Allies are split into numerous smaller factions, like the Comintern, the Chinese United Front, and the Co-Prosperity Sphere). Faction members may assist each other in wars, making faction members precious assets. Some more clandestine diplomatic actions are also available. For example, the player may justify war against other nations, spread their ideology abroad, or stage a coup. Countries in the game may be democratic, fascist, communist, or non-aligned. Each of the four ideologies has advantages and disadvantages; for example, fascist nations can go to war with other countries easily, but other nations are not as willing to trade with them as they are with democratic countries. If a different ideology becomes too popular in a country, a referendum may be held that will peacefully convert the nation to the most popular ideology. Otherwise, ideologies may come to power violently through coups, civil wars, or forced subjugation by a foreign power.[6]
This diplomacy is further expanded through the addition of espionage in the expansion La Résistance, which extends gameplay in the management of occupied territories which is done differently according to player choices and ideology. Furthermore, the operation of spy networks allows nations to steal technology, gather information on an opponents's military, and engage in other espionage efforts.[7]
While Hearts of Iron IV does feature some scripted events, the game features a \"national focus\" system that makes fixed events less necessary than in previous installments in the series. Each country in the game has a \"focus tree\" with various \"national focuses\" that grant certain effects or trigger events. For example, for the Anschluss to occur, Germany must first complete the focus that is related to it. Other focuses can grant special bonuses, like faster research times for certain technologies or extra factories. While some bonuses (like extra factories) are very tangible, others (like improvements to morale) are more abstract. These abstract bonuses are represented by \"national spirits\" that can be temporary or permanent. Not all national spirits are granted by focuses, and not all spirits are entirely beneficial. Focuses are completed over time; only one focus may be worked on at once, and working on one consumes some political power. Initially, only a handful of key nations, like Nazi Germany, the United Kingdom, the Soviet Union, and the United States, had unique focus trees; all other nations shared a generic one. Subsequent updates and DLCs have added focus trees to other nations as well.[8] 59ce067264
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