Hearts of Iron IV

Hearts of Iron IV

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Total Mobilisation
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88.542 MB
22 Oct, 2022 @ 11:39am
17 Apr @ 6:49pm
159 Change Notes ( view )

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Total Mobilisation

Description
Currently in Early Access

Discord:
Join if you want to play weekly mp games.
https://discord.gg/UPRemD9CYY


Total Mobilisation provides a true military, economic and political simulator during the World War 2 era. The entire combat system has been reworked from scratch to create realistic and deadly combat similar to those used in operational wargames set in the period.

Total Mobilisation seeks to challenge players through the representation of historical trade offs. Players must think strategically and operationally in order to succeed - there is no single ideal path towards victory - only a better or worse gameplan versus your opponents.


-Overhauled and Dynamic Economy: Civilian factories build automatically with historical growth for different countries implemented
-Dynamic threat system: Countries automatically mobilise based off how threatening potential enemy countries are (based off ideology or competing factions)
-Ammunition system: Artillery, planes and tanks don't work without ammo so plan your attacks
-Fully integrated peacetime and wartime reserves and mobilisation
-Historical Combat Effectiveness Values based off the works of Nigel Askey and Dupuy
-NRM Inspired Naval Combat within vanilla's simplicity
-Historical distribution of industrial capital and resources
-Historically accurate production figures, combat attrition rates and manpower
-Historically accurate equipment costs and purchases
-Uniquely sourced soundtrack designed for a cinematic musical experience


This mod seeks to overhaul gameplay through the overhaul, replacement and development of core gameplay mechanics - rather than through building on vanilla systems. Due to the nature of the rework - some things are unifinished, although they are mostly vanilla/flavour things and are in the process of being fixed. This includes many high command characters, focuses and some decision.

Multiplayer play has been the main focus - although AI is still challenging and is able to play with these mechanics to a certain degree. Due to the nature of balancing - we recommend playing as majors or regional minors to have the best experience possible.

Make sure to visit our official website for recommend mods and article/blog posts!

Tips:
-Put 30% minimum of your mils on ammo. Ammunition gets spent fast - especially when you have lots of bombers.
-Make sure you select the Mobilise Population Decision when at war
-You might think you have an insane amount of equipment as someone like the Soviets, but these are historical numbers for example they had 20k planes and 20k tanks in 1941! We've increased attrition to historical levels so it's a good idea to keep a large war stock and if you think that sounds too easy just try hold off the Germans.
-Play Soviets, Italy or Japan for a challenging game in singleplayer. Other major nations we recommend buffing the AI to provide challenge for more experience players.
-Starting mil factory count is based on accurate military spending figures in 1936
-Airplanes might be cheap, but they take alot of ammo + supply

Bugs:
Please report and bugs/balance issues and anything you want to see added.

Known issues:
- Economy takes a day or two to initialise
- Manpower/reserve systems take one month to intialise.
- DOCTRINES TEMPORARILY DISABLED
-Conscription Laws have an effect even though it appears they dont.
Don't worry we're working hard to iron them all out!

Recruiting:
As we have a very small crew, we welcome any expressions of interest for those who have a passion for military history, modding or economics to join our team. As most of our core mechanics are finished or nearing completion - we are spending more time in polishing and refining the mod to provide the best experience possible.
Popular Discussions View All (3)
3
18 Oct, 2024 @ 9:02am
can't the mobilization be a separate mod?
hugo scar
3
18 Oct, 2024 @ 9:05am
Compatibility with other mods?
Wuzzle
1
8 Dec, 2022 @ 3:22am
Suggestion
Riekopo
363 Comments
QuarkBällchen 5 Aug @ 7:08am 
Ok, so far i like the mod but there is a gnawing question that has so far made no sense to me.
Why is there a base Troop quality modifier that cannot be changed or influenced outside of conscription and retention laws...
where comes the assumption from that for example german troop quality only deteriorated later in the war with a shortcoming in available manpower, why do the soviet forces have a set 55% on the quality modifier and no reasons or assumptions given to justify the bad performance?
cant there just be a historical debuff for the historical reasons and shortcomings? why does bad performance have to be set in stone even though it varied wildly during the war?
Cant there be anything done about this? it seriously makes me doubt if i wanna play this mod again as it is quite a severe factor of gameplay.
Filce123 15 Jul @ 9:19am 
bitcoin miner
Erster-Ritter 9 May @ 7:23am 
Warum funktioniert es nicht?
TSPA Order66 8 May @ 12:39pm 
please get back to me ASAP If Possible
TSPA Order66 8 May @ 12:39pm 
Im having an issue when i build Civ Factories with NO OTHER MODS ON, it changes and makes so i cant build factories anymore
the forever virgin 3 May @ 12:47pm 
Would this work with the Atlantis Mu Lemuria Redux mod?
Tegridy Farms  [author] 15 Apr @ 8:25pm 
Disable gotterdamerung and any other mods.
Pup 12 Apr @ 7:37am 
im curious, im trying out the mod and im not sure how the economy works now. i always get over 100% consumer goods so i cant build anything
Matauro07 12 Apr @ 3:30am 
all dlcs
Tegridy Farms  [author] 11 Apr @ 7:31pm 
What dlc do you have