

You need experience points to use the unit designer. This is bad for air especially as weather is plotted province by province but air missions are automatically spread through a multi-province sector.ĥ. Second, there's no simple way to see overall weather in a sector. First, it's hard to see the weather at certain map zoom levels. Trying to account for weather at the speed the game moves at is an exercise in frustration. I do t get that sense of horrible meat grinder attrition that I'd get in III. Battles in rough terrain don't seem to last long enough. I find d that the game moves too quickly even on slow settings. Other information is available but you usually have to drill down a few pages to find it.Ĥ. There aren't enough pop ups (they don't tell you when you've been attacked and lost a province for example). For all its streamlining, IV does a poor job of conveying critical information to the player. I find it goes off the rails a little too much for my liking.ģ. Some people like the sandbox "what if" nature. The actions of the nation-states in IV feel far less bound by reality than in III so you tend to see a lot more large deviations from history. In IV, there are fewer steps and the tech leaps seem far more jarring (and paying for them far more painful). Going from level 3 to 4 in medium tank armament felt like a natural progression and you'd see something incremental like a switch from 57mm guns to 75mm. The simplified trees in IV just don't measure up. I thought the tech trees in III were amazingly detailed and allowed for great latitude in shaping your forces. There's far less depth to research now so you don't have the depth of choice when trying to steer your research focus. Their are some but the tech/development tree has far fewer steps to it in IV so there are big gaps in the development system. Little things like proper equipment names are missing. Much of the historical detail found in III is missing in IV. The end result is that I feel like I'm spectating rather than playing.Ģ. You get a planning bonus to your attacks if you utilize their battle planning tool and let the computer run the operation for you.

Micro managing your ground forces is possible but the game discourages it.

That's missing from the air/sea aspects in IV. I liked being able to set up interception vectors, max ranges, operations lengths, etc.

I personally enjoyed direct control of my air and sea units. It's taken too much control away from the player. Much of that is due to the fact that it's new and hasn't benefitted from all the DLC. Mods that only work with the original HoI3 and are no longer developed.I really like III but I'm not really a fan of the changes they made in IV. Scenarios that are entirely different to the historical WWII Here is a list of mods from the Paradox forums WW2 Mods Follow the HoI3Wiki:Mod style guide to create a page for a mod. This page lists all mods for HoI3 that can be downloaded with workable versions.
