
Consisting of the lands of the former Soviet Union, Continental Europe, Scandinavia, and Anatolia.In the hands of the enemy, these resources would eventually allow them to out-build Oceania in the air and the sea. The vital resources of the Disputed Zone can only be taken and secured by ground forces. On the other hand, failing to field an adequate land army can be equally disastrous.Control of the seas facilitates both offense and defense, and the loss of this would be disastrous. The threat of naval invasion to nearly every location in the world will keep countless enemy divisions tied down as port garrisons. Maintaining naval superiority is vital for this faction in order to protect the trade of resources, lend lease equipment, and troop movements.Consisting of Great Britain, North & South America, South Africa, and Australia/New Zealand.It is unavoidable and cannot be started earlier than this.The main war begins on or around January 1st, 1984.If you’re hitting a brick wall, search for the glass doors.The Disputed Zone nations are not pushovers but you will need this equipment later. Also, try not to lose too much equipment against stubborn defenders. Consider the fact that your efforts may be wasted if you chase after an indefensible position.There is no peace conference at the end of this conflict the territory & resources you seize now are the ones you will end up with when the 1984 war begins. When you attack the Disputed Zone countries, try to seize the resources you need before the other factions do.

It could be okay to let them strike first and divert the AI’s attention, but if they ramp up world tension too quickly then it could create a problem for you.

Watch what other countries are doing and adjust your Intel & Security Focus if you can’t see what they’re up to.Support for technology sharing in the ‘5 countries per faction’ bookmark if the game host owns the DLC ‘Together for Victory’. The abilities to release occupied nations and to leave factions have been removed to prevent exploitative behavior. Helicopters replace Heavy Fighters, CAS are now Multirole, Tac Bombers improved, most air ranges were extended, and some air zones were tweaked. A savvy player will manage these closely and pay attention to what the enemy is focusing on. These are now no longer “click and forget”. Conscription & Economy Laws overhauled.For Totalitarian nations and Resistance nations. All countries start equally, but some are more equal than others to account for geographical realities. 5 countries per faction or 1 mega-country per faction. Main Menu theme: Makeup and Vanity Set - The Cross Looking for people to play with and discuss the mod? Join the public Discord server. The stories you will create will not come from alternative history "what-ifs", but purely from your own strategic choices and actions on the battlefield.
Hearts of iron iv factions mod#
This mod is very light on events and may not be for everybody.

For this reason, it is not recommended for players to select Resistance nations in multiplayer games. The fourth faction, the Resistance, exists to serve as a focal point of the war, as most of the world’s resources lie within the borders of the Disputed Zone, creating a high priority target for the other three factions.

This mod utilizes the setting from the George Orwell novel Nineteen Eighty-Four to create a more competitive multiplayer scenario designed for a massive three-way war between teams of players, with the likelihood of developing shifting temporary truces between the factions to achieve short-term goals. An armistice has been declared, but on January 1st, 1984, the truce shall expire and the second apocalyptic war will begin. The three remaining super-states vie for global domination: Oceania, Eurasia, and Eastasia, and between them lies the Disputed Zone. Nuclear warfare has ravaged much of the world, and from the ashes came the new world order.
