Hearts of Iron IV

Hearts of Iron IV

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Weapons of Mass Destruction
   
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4.316 MB
Mar 4 @ 10:35am
Mar 30 @ 4:10pm
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Weapons of Mass Destruction

Description
What does this mod do? Inspired by TNO and Cold War scenarios, I decided to make my own Nuclear War mod.

Features:
1) Game rules: Choose who acquires these weapons and to allow, disallow, or only partially allow them.
2) Destroy your enemies through decisions! Acquire Nuclear Power house status and enable these weapons.
3) A peace-keep decision if you and any of your enemies have acquired any of these weapons.
4) Nukes, thermonukes, and some rockets can now be researched through a research tree!
5) Made it so the AI actually tries to acquire them really fast

Should work without the gotterdammerung dlc, though not guaranteed. If it doesn't work without the dlc, let me know in the comments.

This is a beta version, so expect bugs and crashes. Known bugs:

- Countries joining factions when capitulated. This isn't much of a problem since they join as capitulated nations.
- Airports don't open at the start of the game. There is a bug in game where if you have rockets, it will show you that you can add planes, but you won't be able to actually add any unless you have surplus amount in your stockpile.

If you find out any other bugs, let me know in the comments! I haven't done any big testing myself.

Fixed:
1) ICBMs turning into smaller nuclear missiles. It was adding incorrect equipment. It has been fixed.
2) Fixed a bug where you couldn't use Nuclear Raids at the start of the game due to Nuclear Fission not being researched.

TODO in the future:

- A GUI version. (Maybe, perhaps idk)
- Development of Mutually Assured Destruction doctrine, Nuclear Taboo, Nuclear Detterence, and Nuclear Disarmament.
- A Game Rule for World End Scenario
- Different Restrictions based on ideologies
etc.

You're free to take this mod and implement any of these parts yourself, or include it in your own mods. Just share them on Steam Workshop if that's okay.

Version: 1.15x, should work with the latest dlc as well.

Special thanks and some things used from:

Strategic Nuclear Missile 1.12: https://steamcommunity.com/sharedfiles/filedetails/?id=2873616027

TNO GUI but with actual nuclear war: https://steamcommunity.com/sharedfiles/filedetails/?id=3092507173
21 Comments
ℒΌℕᎶ⓷⓷⓿⓿⓿ May 27 @ 6:06am 
when will it be updated?
The Pikmin Captain May 20 @ 7:16pm 
make this work with overhaul mods
HITTHEGRIDDY May 17 @ 1:50am 
when i just START the game germany constructs millions of puppets and a GIANT nuclear war start when i comfirm myself as a nulear power my game crashed
The Pikmin Captain Apr 29 @ 5:10pm 
Make it compatible with mods that change the research tree
DerF  [author] Apr 26 @ 8:29am 
@Rynjobulous Rex yeah it is not fully compatible with mods that modify special projects
Rynjobulous Rex Apr 22 @ 6:06pm 
An interesting bug I've seem to have found is that no matter where in the load order this mod is, it always seems to add special projects back even if they've been removed by other mods.
For example Naval Rework removes air-independent propulsion as a special project and adds it to the tech tree, this mod adds it back as a special project.
So far it seems benign, but I figured I would share!
DerF  [author] Mar 30 @ 4:03pm 
@nsheon if both you and your enemy has the nuclear powerhouse idea, you can press a decision that will give you peace to avoid destroying each other. Also, you can change game rule to "Partially Enable", so that nations can only use WMD when they have more than 30% capitulation
DerF  [author] Mar 30 @ 3:53pm 
@nsheon 1) There are no special prerequisites, except the decision prerequisites. As long as both you and your enemy has those prerequisites covered (you can check them by hovering over the decision after acquiring nuclear powerhouse status), you both can engage in nuclear war. 2) No consequences as of now, only that nations capitulate, and pretty fast tbh. 3) AI should spam it as long as they meet requirements. If you want to check if they spam it, set the Nuclear war game rule to "Global game rule", and watch as Ethopia and Italy destroys each other, or one destroys another. If it still doesn't work, pls tell me. I basically set it so that the AI keeps it as a priority and spams it as soon as they can do it.
nsheon Mar 28 @ 1:53pm 
This is neat, I've been wanting something like this - a dynamic nuclear war mechanic - for ages. But I have some questions about how the nuclear wars actually work:

- What are the prerequisites for engaging in them?
- What are the consequences?
- Does the AI use them? It's key that there's a risk for the player, but also that the AI doesn't spam it.
pfdaviddelaconfiance Mar 21 @ 6:07pm 
Thank you