Hearts of Iron IV

Hearts of Iron IV

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Better Mechanics : Combat
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4.509 MB
25 Jun, 2023 @ 11:57am
6 Jun @ 9:20am
97 Change Notes ( view )

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Better Mechanics : Combat

In 2 collections by Amine Alkaline
EAW MLK MULTI
56 items
Better Mechanics Collection
43 items
Description





Forget everything you knew about Hearts of Iron IV combat.

This mod fully reworks land, air, and naval defines and mechanics for a faster-paced, tactically rich, and historically grounded combat experience.



✳️ Tanks Matter Again
  • Armor vs. piercing now uses a tiered, realistic model — no more binary logic.
  • Heavy tanks shine in fortified breakthroughs.
  • AT and CAS are reliable counters — combined arms is king.
  • Armor deflection and resistance make tanks tough, not invincible.

✈️ Air Combat Rework
  • Night CAS buffed — no more timezone RNG.
  • Training accidents and XP loss rebalanced — air superiority has a cost.
  • Logistics strikes actually matter now.
  • Anti-air placement and stats have real impact.
  • Plane stats maxed to 200+ — you can finally feel the difference.

⚓ Naval Combat Revamp
  • Deathloop battles fixed — naval fights now resolve properly.
  • Carrier spam controlled via stacking penalties and strike balancing.
  • Sub spotting, torpedo logic, and evasion all improved.
  • Shore bombardment capped at 35% — no more insta-wipe invasions.
  • Naval AA now scales to reality — up to 75% air damage mitigation.

🪖 Division Design + Military XP Rebalance
  • XP costs reduced: 4 for battalions, 8 for support, 12 for regiments.
  • Army/Navy/Air XP caps raised: 950 / 550 / 675.
  • Training gives solid XP (at a cost).
  • Leader XP gain is faster.
  • Min deploy training: 40% — green spam punished.

🎯 Combat Mechanics Overhaul
  • Battles focus on organization damage over raw HP.
  • Reinforcement chance set to 1.5% — smooth flow, no gaps.
  • Combat width penalties softened — no more division Tetris.
  • Tactics/recon/initiative are actually impactful.
  • Supply & terrain scale correctly — bad logistics = bad outcomes.

🧠 Surrender + War Score Logic Rework
  • Peace conference weight now favors damage + territory, not casualties.
  • Surrender level tweaked — no more Vladivostok world tour to cap the Soviets
  • 75% of equipment + fuel recovered on capitulation/annex.

📦 Supply, Logistics & Infrastructure
  • Out-of-supply penalties are punishing:
    –65% speed, –50% org regen, +10% attrition
  • 4-day supply grace makes fighting feasible but risky.
  • Air supply tweaked (5% conversion rate).
  • Logistics strikes rebalanced — trains/trucks now matter.

🧪 Experimental Tweaks
  • Minimum 4-hour combat duration — no ping-pong fighting.
  • Withdrawal speed buffed, movement flow improved.
  • Dig-in speed/cap reduced (1.5 speed, cap 8).
  • Combat overwidth penalties halved, cap at –50%.
  • XP, bombing accuracy, and equipment conversion rebalanced.
  • Non-core supply flow nerfed (–0.8 modifier).

🧬 Realism & Cleanup Fixes
  • Scorched Earth costs 20 CP — use it wisely.
  • Captured equipment logic restored — 10% gear retained post-battle.
  • Conversion IC costs lowered: 5% naval, 15% land.
  • Naval positioning system improved (detection, screening, AA).
  • Field XP systems rebalanced — no more infinite farm.


So in theory, a United China should hold against Japan just fine in 1936 start and push a tiny bit at the very start. But if China decides to try to unite China, it won't do as well. It should be able to hold in 1939 as well.
I will continue to make changes. If you have any suggestions or good potential ideas, just head over to Discord, and please do tell!

I heavily recommend you use this mod with it for an all-around fun experience: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3110132315


Fully compatible with All DLCs, Vanilla, and A Lot of Mods.



I'm centralizing everything for my mod collection on a new Discord server. I'll rarely respond to comments, bug reports, or suggestions here. Please use the Discord Server[discord.gg] for all future requests.


[www.buymeacoffee.com]
Popular Discussions View All (1)
3
1 Jul, 2023 @ 1:41am
Please make 50 Construction Slots - Cheaper Construction Costs compatible with this mod?
StingiestHornet
441 Comments
glythe 26 Jun @ 4:52am 
"Generals and Field Marshals should now level up faster"

- Did you make it so that trait gain is linear?
Bull 5 Jun @ 2:03pm 
unless it's already a part of your mod collection, does doomstacking have bigger penalties now and will the ai adapt to them (kaiserredux just loves conscripting entire cities just to hold a front)
Amine Alkaline  [author] 31 May @ 8:26am 
@abinco987
Goat
I was so sad when your mod was taken down all these years ago
Luckily I had a backup somehow before it went caput
abinco987 29 May @ 6:08pm 
when i saw the desc i was like dafuq i wrote this shit like 4-5 years ago lmao
abinco987 29 May @ 6:07pm 
nice to see someone liked it and revamped it for their own fun
abinco987 29 May @ 6:07pm 
damn i did this mod way back then lol
Amine Alkaline  [author] 28 May @ 3:32am 
@Zeradus
Ultimately removed for balance reasons, will change the desc
АВТОРУ РУКИ ЦЕЛОВАЛ БОЖЕ СПАСИБО ЭТО ГЕНИАЛЬНЫЙ МОД АААА БОООЖЕЕЕ
ЭТОТ МОД ПРОСТО ОХУЕНЕН!!! Я НЕ МОГУ ПЕРЕДАТЬ СЛОВАМИ ТО, НАСКОЛЬКО ЖЕ ОН НЕВЪЕБИЧЕСКИ КРУТ!!!!!!! АААААА
Zeradus 14 May @ 11:58am 
I can't find a reference in the files for the monthly population increase, how much increase in monthly population is there? Is it a set percent increase, flat amount, or does it depend on state region?
Voo 23 Mar @ 1:37pm 
All good now, not sure why, but at first it was doing one division at a time. Might be some mechanic I missed or am unaware of. Thank you for making all your mods!