Hearts of Iron IV

Hearts of Iron IV

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Wonder Weapons
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May 3, 2021 @ 5:55am
Nov 28, 2021 @ 5:02am
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Wonder Weapons

In 1 collection by Nefasine
Nefasine's Mods
5 items
Description
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Updated to 1.11, some options have been turned off while I fix to the new system
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Are you a fascist demagogue looking to wow the world with a tank that can mount a battleship cannon? Are you an allied war planner looking to get more range out of your cargo transports? Are you a Man of the Proletariat curious what wonders of medicine can do for your cause?
Then just activate the decision to “Divert resources for ‘Special Projects’” to begin today! (or in two months’ time)

The Wonder Weapons mod allows a country to undertake expensive and time-consuming research into new alternative technologies. Great strides can be made, and new wonderful weapons of war can be designed but at a sizeable cost to your existing war effort; and back tracking on the resources invested can take some effort.
This mod is currently under development but is useable now. Like how Radar, Computers and even Nuclear weapons are technically available to all countries none of the options for this mod are locked to certain nations. This mod includes technologies and advancements that are not represented in the game at this current time, such as Penicillin; as well as items that never left the design stage, such as the P.1000 Ratte (as everyone is always asking for it).
The mod currently adds several technologies and equipment to the game and should be compatible with all mods that leave the tech tree alone. This mod is also compatible with the UMC collection and Road to '56. This all may change as new items are added but I will endeavour to keep it as compatible as possible.

Values are subject to change.

Techs included:
Penicillin - better feild hospitals
Pep Pills - better breakthrough/org movement/air efficiency at costs
Bike Infantry - just vanilla
motobike Infantry - Faster more expensive horses
Merhant Raiders - slower but better armed convoy
Long range transports - self explanitory
Dazzel Cammoflage - less visibility but a higher cost to surface ships
Land Battleships - Gigantic super heavy tanks
& more
122 Comments
Nefasine  [author] Aug 26, 2024 @ 3:49am 
Yeah, sorry I was trying to add a whole tech tab for them, or a bespoke event chain related to each project with ability to cancel (Pep pills had a whole chain of getting great bonus's early in adoption but as withdraw and addiction ramped up, there was increasing drawbacks); but a combination of not being able to figure out how to get it to work properly, and some shittly life events meant i have dropped working on this project (honestly haven't played HOI in about a year).
But to answer your original question. Most of the techs will just be active once you finish 'researching' them
timobecher Aug 25, 2024 @ 10:45am 
I have found them now I can not produce them and it tells me the effects once it is researched however I personally would like to know beforehand cause if I had known those effects I probably wouldn't have researched them
timobecher Aug 25, 2024 @ 10:41am 
How do I use or don't use the pep pills? It told me I now have them it showed them to me like a tech do I have to produce them first? Or are they in effect immediately? if so why? It never told me what consequences I would like to know first to decide whether I actually wanna use them or not
Arty Aeterna Sep 14, 2023 @ 1:47pm 
Road to 56 compatiblity?
忍 Perninha de Supino 忍 Mar 13, 2023 @ 3:12am 
update?
ladiesman217 Feb 18, 2023 @ 8:19pm 
update?
Rusdiabetes Dec 25, 2022 @ 8:09am 
update?
Starfleet74205 Jul 17, 2022 @ 1:01pm 
Well, I'm going try editing this mod file, to hopefully be able to enable land battleships again. (the mod files that I got in the workshop folder.) I dont have No step back DLC, and I miss using these land battleships
Game star Jul 16, 2022 @ 10:51am 
update?
Sorencer Jul 9, 2022 @ 7:46pm 
Quite an awesome mod, i how it does get updated one day, though i know just how tedious it is to update mods for this game....