Hearts of Iron IV

Hearts of Iron IV

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Better Mechanics : Combat
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1.683 MB
25 Jun, 2023 @ 11:57am
3 Sep @ 12:23am
102 Change Notes ( view )

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Better Mechanics : Combat

In 2 collections by Amine Alkaline
EAW MLK MULTI
56 items
Better Mechanics Collection
45 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://gtm.steamproxy.vip/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
448 Comments
Amine Alkaline  [author] 17 Aug @ 12:47pm 
yea
Tal'Raziid 16 Aug @ 4:29pm 
Is this compatible with KX, and Vanilla Navy Rework?
Amine Alkaline  [author] 12 Aug @ 8:10am 
its not this mod, no ai changes were done
come to discord for a proper bug report
JuanGdo 12 Aug @ 3:46am 
don't know if the cause is this mod but... in every game I have as Germany I see the british sending their entire fleet in a random empty see or keep their ships in port
SamHam 11 Aug @ 12:04pm 
Will this work or fit with MD?
Code  [author] 7 Aug @ 11:16pm 
1) I don't see how one is a problem unless you are playing a minor nation with no industry, then that just answers your question.
2. There is a mod called "1.12 Combat Widths" that I use regularly, works for any version from 1.13 to current day. It uses the old better bigger combat width that was in the versions 1.11 and 1.12. They changed it to the 1.13, so I do agree having a bigger army is a nicer feel, and that mod just fixes it instantly. Only incompatibility problem I've seen is Kaiserredux MP, but that mod is a shitshow anyways in terms of MP compatability.
3. I would hate that, and will fight those changes as much as I feasibly can.

I love your idea of number 2, and I've tried getting that introduced but surprisingly most players like eating --- I mean enjoying Paradox Interactive's fine coding of Hearts of Iron IV.
Tester5142(ua,en) 20 Jul @ 1:23pm 
Some changes to think:
1) Make artillery cheaper, it is a joke that you can have a decent tank with a howitzer at the cost of a howitzer itself. Like make towed arty 50-35% cheaper
2) Combat width, decrease artillery combat widtth, and maybe increase combat width limit to make big armee meter again (and make mobilization usefull)
3) Penalty for miscommand. I mean if you have division from different generals in a single battle it should have some penalty, like 15% stats or division lose any generals buffs (those who are from a diffirent commander)
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