Hearts of Iron IV

Hearts of Iron IV

64 ratings
Strategic Resources - A Ported HoI3 Mechanic
   
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File Size
Posted
Updated
3.320 MB
24 May @ 6:14am
24 May @ 6:27am
2 Change Notes ( view )

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Strategic Resources - A Ported HoI3 Mechanic

Description
Strategic Resources - A Ported HoI3 Mechanic
This is a simple mod, made roughly within a weekend, which aims to reproduce the strategic resources mechanic from Hearts of Iron 3. The intro event (first screenshot here) explains everything you need to know about it.

Features:
  • 17 unique strategic resources with icons and descriptions in 47 different locations
  • 18 event pictures illustrating the resources
  • A scripted GUI element showing all resources and the current controller of their location
  • Custom map mode to see where the resources are
  • 3 custom achievements relating to strategic resources

If you need help with the mod, I'm most easily reached via Discord, look for Temuzu at the HoI4 Modding Coop server (linked below).

Compatibility
This mod only modifies one vanilla file, countrystateview.gui, which was necessary to add the province modifiers. Roughly speaking, the mod will work with any mod that uses the vanilla map, but I wont make any promises.

This mod is free-to-use!
You're welcome to use any and all parts of this mod in your own projects. Of course, keep in mind that the original resource graphics belong to Paradox, and the various event images are also not original. You don't need to ask my permission, but I wouldn't mind hearing if this mechanic makes it into a completed mod.

Credits
Paradox Interactive for the original HoI3 mechanic and assets.
The HoI4 Modding Coop for assistance with certain brainfarts of mine. (Link to the server: https://discord.gg/8p7PSbR )


The following is a comparison table between the effects strategic resources had in HoI3 and what they have in this mod.
HoI3
HoI4
Aluminum
Air Build Speed
-15%
Air Agility
+5%
Antibiotics
Casualty Trickleback
+5%
Army Organization Regain
+5%
Automotive Industry
Tank Build Speed
-15%
Divisions Speed
+5%
Ballbearings
Unit Repair
15%
All Equipment Experience Cost
-5%
Black Soil
Global Manpower Modifier
10%
Recruitable Population Factor
+5%
Cinchona
Jungle Effects
-33%
Heat Attrition
-5%
Dockyard Facilities
Naval Build Speed
-15%
Dockyard Output
+5%
Fur
Winter Effects
-33%
Winter Attrition
-5%
Gold
Global Money
33%
Consumer Goods Factories factor
-5%
Heavy Water
Nuke Research
40%
Nuclear Production, Research Speed
+2.5%, +2.5%
Helium
Rocket Build Speed
-15%
Rocket Damage
+5%
Horses
Supply Throughput
10%
Supply Efficiency
+5%
Oil Refinery
Fuel Conversion
50%
Fuel gain per oil
+5%
Prefab Ship Facilities
Naval Base Efficiency
33%
Ship Repair Speed
+5%
Rubber
Mobile Movement Speed
15%
Attacking divisions speed
+5%
Tungsten
Hard Attack
15%
Attack
+2.5%
Uranium
Nuke Research
40%
Nuclear Production
+7.5%
15 Comments
VikingLife 27 Jul @ 3:30pm 
Hi, I was wondering if you could make a National Spirit that reflects all the buffs you have, I would also like to mention that for some buffs I'm unsure if my other mods are making it not work but I don't see the buffs being reflected on units. ( For example as Germany I don't see the Agility Buff on my planes. )
Sukhoi 30 May @ 4:44pm 
fyi this mod is compatible with R56, i tested it
stronger buffs are absolutely a good idea
happydewd123 28 May @ 4:04am 
I did not carry on reading, I have died. this is the great-grandmother. I will now be doing what I need to do to avenge my greatgrandson.
Bobboperson 28 May @ 2:34am 
WARNING! Carry on reading! Or you will die, even if you only looked at the word warning! Once there was a little boy called Joey, he was ten-years-old and he lived in a mental hospital because he posted a crappy copypasta onto a People Playground mod's comment section . He got so bad he went to kill all the staff in the hospital so the Feds decided that best idea was to get rid of him so they set up a special room to kill him, as inhumane as possible. And he sat there in agony for hours until he died. Now every week on the day of his death he returns to the person that reads this letter, on a monday night at 12:00 a.m. He creeps into your room and kills you slowly, by pegging you and watching you bleed to death. Now send this to ten other profiles on this one site, and he will haunt someone else who doesn't. This isn't fake. apparently if u copy and paste this to ten comments in the next ten minutes nothing will happen: sorry man i am not taking the risk
InsaneWorld 27 May @ 3:50pm 
I agree with the general sentiment of the buffs being too weak as someone very experienced with the game and that a lot of the buffs don't translate well with the original. I would suggest specifically that for auto industry you replace tank build speed with something allowing you to build trucks easier or a halftrack buff, just something affecting one of those. Being able to build tanks faster from a strong auto industry is a bit odd of a choice but would also be true. Giving all divisions a magical speed boost from it makes much less sense, like your leg infantry who don't even have car transport are gonna start walking faster
PenisPumpe 27 May @ 2:45pm 
Maybe you should make a version with even stronger buffs for the people who would want that, like genuinely crank them up to 15% or 30% so these Areas on the map become very important.
Wuzzle (trans rights!) 27 May @ 9:18am 
Yeah these buffs seem really weak in comparison to the buffs in hoi3, which makes them not really worth fighting over or defending, it's just a nice but ignorable bonus for getting that state or ally

Not to mention, some of them just don't seem to suit the previous buff at all, Air Agility replacing Air Build Speed is notably bad to me, so is Army Organization Regain replacing Casualty Trickleback and Divisions Speed replacing Tank Build Speed
Moostache 26 May @ 5:25pm 
Give Kentucky horses 'cause of Lexington
Comrade Temuzu  [author] 26 May @ 9:43am 
@Punished Che @MasterJullpod420 I didn't want to make the buffs too busted. It's a hard line to balance, and it's tough to say what's enough/not enough. Take that fur for example, if you lose 1000 men to winter attrition a month, with fur it'd be 950. Say a month lasts for 5 months, that's 2500 lives saved. Now multiply that with the actual size of your army, it does add up pretty quickly.

I'm open to suggestions of course, if you can somehow justify them.