
Victory is at your fingertips! Your ability to lead your nation is your supreme weapon, the strategy game Hearts of Iron IV lets you take command of any nation in World War II; the most engaging conflict in world history.
Most likely between $203.4M and $576.4M. How we estimate →
Checked against 8 developer-reported games
Cheapest copy: ≈ $30.00 on Steam · Ukraine (−40%). Compare 14 prices in 14 markets →
Reviews
Themes across 3637 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
что такое люксимбург
Sold my Liver, Children and House just to become a transsexual national socialist japanese Imperialist, who is insanely racist towards slavic, chinese and black people. 10/10 would do it again.
Лишился семьи, не моюсь, не ем, не работаю, но за то научился строить танковые дивизии.
어떻게 하다보니 1000시간을 넘겼는데 이거 하고 나서 기말에서 세계사 만점 받음요
Fun alternit history came.
nearly 300 hours, and I have no idea what I'm doing or how to make a good navy, 10/10 would take 300 hours of my life again :3 (♥♥♥♥ you for locking achievements behind DLC tho)
cant sex germany
好玩mod很多可玩性很高只需要购买本体dlc可以通过凝聚力获得
For years I've wanted to like this game it seemed like it was going to be better than the grittier HOI3. I went in on a handful of hand picked DLCs ready for action. But HOI4 somehow seemed dry and lifeless and I thought I wasn't getting it, that I needed to play more. But then I found out that HOI4 is essentially a fancy deck builder tuning stats on the back end. Despite the game’s branding as a sophisticated tactical theater, the meta-strategy almost always devolves into an industrial Zerg rush, where raw mass and optimized stats completely render local tactical planning nearly useless. Because the game engine resolves combat by aggregating numbers in a localized province bucket, it fundamentally favors brute-force statistical overwhelming over clever military maneuvers. The "Mass Attack" Illusion: In a true object-oriented game, a smaller force can use a chokepoint, a defile, or a reverse-slope defense to hold off a force ten times its size. In HOI4, because stats like Soft Attack stack infinitely across multiple divisions, a massive stack of optimized divisions will simply "stat-check" the defender. The engine's math means a Zerg of units will eventually grind through any tactical positioning through sheer attrition. Flanking is Just a Modifier: In actual warfare, getting behind an enemy or striking their flank panics the command structure, cuts off local communication, and creates a physical panic. In HOI4, a flank attack does not actually happen in physical space. It simply applies a flat passive penalty to the defender's spreadsheet stats. If the defender's base stats are high enough from their tech tree, they can mathematically ignore being surrounded. The Death of the Operational Plan: Because the map executes autonomously via drawn arrows, your actual planning is done before the war starts in the division designer. Once the war begins, the "tactics" are automated. The best way to win a war in HOI4 isn't to look for tactical openings; it is to build a massive industrial Zerg of uniform, hyper-optimized divisions and push them forward in a relentless line. It is a strategy based on macro-economics and assembly lines, entirely undermining the concept of the "brilliant general." You aren't winning because you out-maneuvered the enemy on the battlefield; you are winning because your industrial engine allowed you to throw a larger, mathematically superior wave of meat and iron at the map. The tragedy of HOI4 is that the narrative team built a beautiful, atmospheric, living world, but the systems design team attached it to a sterile, gamified calculator. You get sucked into the romance of the geopolitical drama, only to be instantly slapped in the face by the cold reality that your beautifully orchestrated historical army just vaporized because you didn't min-max an arbitrary statistic. In a true object-oriented RTS game it completely crushes the Zerg-rush meta by forcing players to respect physical mechanics, individual unit tracking, and spatial limitations. I'll be looking for my next WWII grand strategy game with more of this and the ability to use a multi-processor to adequately advance the game play. The ultimate truth: HOI4 is a math puzzle masquerading as a world map and Paradox I'd like my money back (and my time) for believing in this game. And it looks like it's a good time to be walking away with all this endless DLC and subscription insanity. p.s. don't get me wrong. I'm a fan of min/maxing and stats when it is directly tied to a specific, cherished asset or object that you have personally customized, invested in, or upgraded. But when a game forces you to min-max at a grand strategic level (like HOI4), it strips away the identity of the assets and breaks the reality of human behavior--it just feels dishonest to me, very dry, lifeless, and mechanical.
Acheté le 01/09 , nous sommes le 05/09 en pleine expansion de l'union soviétique fasciste, j'ai 42hrs de jeu en moins 4 jours, que dois-je dire de plus ?