Hearts of Iron IV

Hearts of Iron IV

Realistic Nuke Damage
57 Comments
Ludius 25 Jan, 2022 @ 3:00pm 
vanilla nukes are useless ;cc
I SEE YOUシ 6 Oct, 2020 @ 3:36pm 
they leave :C
Wievieluhr 28 Aug, 2019 @ 11:13am 
vanilla nukes are just useless
Kosken 22 May, 2019 @ 12:20am 
Shame, how are we supposed to annihilate our enemies in nuclear fire now? :(
MeDerp 25 Mar, 2019 @ 3:31pm 
Try the fourms and see if anyone has anything
**** 16 Mar, 2019 @ 10:46am 
Sad :( I hope you find a way to fix it so that 1mil die after a nuke. I wanted to use this mod for that reason in a Multiplayer....
Wölfe  [author] 15 Mar, 2019 @ 5:50pm 
@Czar XD

Sadly I tried and cannot fix it. 1.6 has changed something to the way on_actions no longer work and I can't get it working without it breaking everything.
**** 15 Mar, 2019 @ 3:28pm 
Mod doesn't kill 1mil people per nuke dropped off in any nation.
Plz fix Danka
Wölfe  [author] 12 Mar, 2019 @ 9:17am 
@ao694013

This should be fixed now. the on actions had not been updated since I created the mod, which is my bad. Thanks for letting me know.
ao694013 12 Mar, 2019 @ 5:16am 
After thorough testing, it seems this mod conflicts with the German Civil war events. It causes you to never receive the "Hitler is dead" event at the end of the Civil War or any of the other events associated with it the war. The only event that works is the one starting the Civil War after completing the "Oppose Hitler" national focus. After disabling all my mods to try and figure it out, activating them one by one and using console commands to end the Civil War right away, this mod is the only one that caused the events not to fire.
the dark - Allkeyshop 1 Mar, 2019 @ 4:38am 
Please update
Cameraman 24 Nov, 2018 @ 7:53pm 
SYKA BLYATTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT PNHT FLNFH
chelseaflowerhoe 4 Sep, 2018 @ 10:34am 
is this KR compatible?
Papa Joe 7 Aug, 2018 @ 8:29am 
Wolfe...........I am an administrator with The WWII Simulation Mod. We would like to use this mod in our major mod, with apprpoiate Credit given to yourself and a direct link from our workshop to yours. Please let me know if this interests you, or, if you have no interest. Thank you for your time. You can see about us here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1326740798
Dropster_DE 7 May, 2018 @ 4:25pm 
For some reasons MEFO-Bills Spirit won't be removed from Germany when attacking Poland. No other Mods on.
Odina 23 Mar, 2018 @ 12:57pm 
No thats pretty realistic. Its was frequently testet to use nukes as precision bombing on actual warships. The Idea was that a nuke blast within a ships radious (lets say 100 yards) would sink the ship. Sadly no. Direct hit ore no succsess is the correct phrase here. And nukes just did not do the job. I suggest reading "Prinz Eugene`S" story. The german beautiful heavy cruiser wich among many other ships, survived nuclear testings aswell and simply had to be torpedoed.

But! Radiation. Zones should be very atrittional after a nuke bombs it. They should do like 95% attrition as radiation would indeed kill anything that enters the dam zone. And lvl 10 infa to remove it.

If you where to go for total realism. Well. Add inn full infa and add 50 years on top of that before the attrition stat gets removed. Pluss a 60-90% population deficency, (growth) in that region as its comon knowledge that most kids born by parents with radiation sickness will be born sick indeed.

international1_00 14 Mar, 2018 @ 7:41am 
This still doesn't seem to do realistic damage to units. I nuked a port with 100 ships and barely any affect on the ships. The affect on ground units was a bit more, but still if you nuke a place with a division or aircraft they should be gone not just damaged. Like this mod though.
Bcross1976 9 Mar, 2018 @ 10:47am 
Please update
Admiral Rex of 501st Legion 9 Mar, 2018 @ 3:42am 
plz update
al-Mamluk 3 Mar, 2018 @ 11:41am 
My current Turkey game. After helping the Allies beat Nazi Germany and Imperial Japan, the Soviet Union finally declared war on us. Throughout the whole war, I had been reseraching nukes, which was new because I never relied on nukes. Always ended my campaigns before that point. But I had my Turkish army desperately hold the line against relentless Soviet onslaughts while my scientists desperately worked to develop and produce the great superweapon which would spell doom for the Communist menace and ensure the salvation of the Turkish people.

So imagine my disappointment when, upon completion of our first nuke, I detonated it on an enemy province with a solid 16 Red Army divisions bearing on my increasingly exhausted Turkish troops, only for it to do fuck all.

Thank God I found this mod. I think maybe now I can reload that damn save and force the Red back.
Valian 31 Jan, 2018 @ 6:07am 
I am fire I am death
Wölfe  [author] 30 Jan, 2018 @ 12:50pm 
As the description clearly states. The civillian deaths are so high because any lower has almost ZERO IMPACT on the total recruitable population factor when you change the law to a higher level.
Choo_Choo_Oreo 30 Jan, 2018 @ 5:00am 
@Esoteric Order of Dagon
Dosn't mean you can make them more OP like the tsar bomb
Alviun 17 Nov, 2017 @ 3:21pm 
dosent work
The Imperial House 15 Nov, 2017 @ 8:29pm 
the wiggly armed faggot
☘♥♥♥♥♥♥Ireland 12 Nov, 2017 @ 8:20am 
@Wiggly 450,000 ppl were killed between Hiroshima and Nagasaki. Your math seems to be way off.
Wölfe  [author] 4 Aug, 2017 @ 7:02am 
@The Wiggly Armed Man | F.P.C.
It's the only way for it to affect future consription increases.
The Wiggly Armed Man 4 Aug, 2017 @ 6:57am 
The one thing that turns me off is the incredibly unrealistic damage the nuke does at 1,000,000 civilian deaths. Sure, that may happen in some place like China but do remember that Fat Man and Little Boy, the only nukes you can compare the in-game nukes to, only killed around 1/10th of that.
Endoresurain 26 Jun, 2017 @ 8:36pm 
Now I am become death, the destroyers of worlds

Great mod BTW
Wölfe  [author] 29 May, 2017 @ 1:52am 
@Torres
It reduces the population but not how many you already have to throw to the front line.
Torres 28 May, 2017 @ 11:47pm 
Wait so this mod reduces population to -1million and deducts how much from the manpower pool? 100k?
DaBigBawss 15 May, 2017 @ 6:46pm 
I like the realism! Maybe add some more infastructure damage and I dont know if this is possible or too hard but, maybe add a monthly poplation decrease in that region (accounting for radiation poisoning and such)
Evil 14 May, 2017 @ 2:39am 
No worries at least we both know what's up.
Wölfe  [author] 14 May, 2017 @ 2:36am 
@Evil
Thank you for the explanation. I have a better understanding now but I don't think there is anything I can do to solve this, as their is only one modifier (as far as I'm aware) for the population. I'll have to revisit this after 1.4 and hope that this magic bubble no longer exists or look through the community requested mod 'commands' for anything that may do the trick. Thanks again for the explanation.
Evil 13 May, 2017 @ 7:42pm 
http://imgur.com/uqC7EwH
That Soviet one didn't seem to be working.
Evil 13 May, 2017 @ 7:40pm 
So in simple terms (so we both understand this mess paradox has made) free manpower cannot be affected by nukes because it's in some sort of magic bubble outside of core population but not yet in your army as divisions where you can directly control them.

I've concluded on a problem here. The best way to get around someone nuking you is to have "scraping the barrel" already turned on because it's takes that manpower out of the core population into the magic bubble where they can't be nuked. So even though the population can theoretically be wiped out it won't matter much to your "Free manpower" Here's where the problem starts, due to the nature of nukes you will not receive them until the late game and by then there's a huge possibility whoever you're fighting against is already "scraping the barrel" Thus once again rendering the nuke largely useless other than for taking out enemy divisions and wrecking buildings.

Mind fuck I know but I've figured it out.
Evil 13 May, 2017 @ 7:40pm 
http://imgur.com/Oi1hNwe
http://imgur.com/5pOP4Be

The first one was "scraping the barrel" after I debug nuked every single German state till the population was 0 the second one was taken a few in game days later at "disarmed nation"

Notice how there is little to no difference in the amount of manpower you can recruit after enabling stricter recruitment laws? I'm now starting to understand how population works in this game so let me tell you so you know too.

"Free manpower" means the recruitable population that you can simply recruit at your will. This can only be changed by modifiers which increase the percentage of recruitable population such as stricter conscription laws and certain land doctrine technologies.
"Total manpower" on the other hand is your "Free manpower" plus all the manpower you have in training or in the field. This is exemplified by this unaffected Soviet Union photo.http://imgur.com/uqC7EwH
Wölfe  [author] 13 May, 2017 @ 9:00am 
The "free manpower" is how much you currently have, if you send troops onto the field and they die you loose "free manpower" - the total manpower is the amount you are able to recruit. From my understanding at least
Evil 13 May, 2017 @ 7:28am 
It doesn't make any sense though where is that "free manpower" coming from if the total manpower is a third of that sum.
Wölfe  [author] 13 May, 2017 @ 2:07am 
Ok look at this photo, I used debug_nuking to lower my population drastically as it shows my core population of 7.92 million with 10% recruitable population that equals an additional 792k whilst on service by requirement. http://i.imgur.com/axzExkj.jpg
Wölfe  [author] 13 May, 2017 @ 2:02am 
@Evil

It does effect manpower. If I nuke Germany for example, their free manpower stays the same but their total man power does not. Meaning if they run out of free man power but only have total manpower of 300k, then they get 300k additional manpower only.
Evil 12 May, 2017 @ 8:17pm 
Despite the fact that when you nuke a state and the population drops accordingly it actually changes nothing when it comes to recruitable population. Therefore making your mod void and irrelevant.
monkeyman1502 27 Apr, 2017 @ 8:36am 
ok good thanks
Wölfe  [author] 26 Apr, 2017 @ 9:11am 
@morgan
Yes. This is meant to be realistic, I'm unsure why you thought they wouldn't be able but I don't and would never make a 'cheat' like mod.
monkeyman1502 26 Apr, 2017 @ 7:45am 
does the ai also able to blow up my units
Sgt. Panther 19 Mar, 2017 @ 12:13pm 
Iron man?
O Pinchacarneiro 24 Feb, 2017 @ 8:32am 
By the way great simple yet useful mod.
Wölfe  [author] 21 Feb, 2017 @ 12:23pm 
No, it does not damage population.
Blaster 21 Feb, 2017 @ 11:51am 
but does it damage population ?
crazy 11 Feb, 2017 @ 1:02pm 
Does it damage population?