HEARTS OF IRON DARKEST HOUR“fuel consumption” value.Land units consume only halfthis amount if they arestationary and aren’t involvedin combat. Aircraft and shipsthat are “resting” at theirassigned base will consumeonly a tiny fraction of the oilthey require when they areengaged in military operations.MetalThis resource represents avariety of common metals,with iron ore being thepredominant one. Metal isused by your factories on adaily basis and is thus amandatory component forgenerating industrial capacity.One unit of allocated ICconsumes one unit of metalevery day, and failure to havesufficient supply in yournational reserve will limit youravailable IC.EnergyThe energy resourcerepresents a number ofdifferent materials that areused to generate the powerthat your factories require tooperate. Historically, thispredominantly came from coalfire generation as well ashydro-electric facilities, woodburningplants, and severalother sources. Energy mayalso be converted into oil ifyour stockpile of the latter islow, although the rate of thisconversion will be poor unlessyour scientists havediscovered improved methodsof synthesis. Your factories willdemand a healthy supply ofpower, each one consumingtwo units of energy for everyunit of IC that it produces daily.As with metal, a lack of energywill reduce your available IC.Rare MaterialsThis might be thought of asDH’s “catch-all” for materialsthat were consumed on a dailybasis but don’t belong to themetal or power categories.These are natural resourcesor materials derived orsynthesised from naturalreserves that are relativelyrare or were consumed only inlimited quantities. Examplesmight include rubber,tungsten, sulphates, gold,potash, and other suchresources. Rare materialswere used for variouscomponents in a large numberof manufacturing processesduring this era and a reasonablesupply will be vital tokeep your factories running.Each factory will consume oneunit of rare materials for everytwo units of IC it produces.SuppliesSupplies aren’t a naturalresource that you will find lyingaround in a province. Instead,these are manufactured byallocating IC to the productionof basic allotments of food andammunition that your militaryforces will need to survive.Each unit has differentrequirements, which can beseen by referring to the unitdetails’ supply consumptionrate, and failure to meet theseneeds will result in very poororganisation values and a highrate of attrition. Also, the lackof supplies will make themEach day,1 IC requires2 energy + 1 metal+ 1/2 rare materials.Unused (not allocated)IC does not consumethese resources.suffer combat penalties if theyare engaged by the enemy.Although the details arepresented later in the manual,I’ll remind you here that simplyhaving supplies does notensure that they will reachyour troops. You will need toestablish supply chains forthat purpose and havesufficient transport capacityand infrastructure to shipgoods along them. Unlike fuel,supplies are always consumedat their full daily rate.MoneyThis is cold hard cash…and itdoesn’t grow on trees.Fortunately, there are severalways of increasing your cashreserves. Any IC allocated tothe manufacture of consumergoods will generate someamount of money, and excessallocations are treated as asurplus and converted directlyinto cash. You may alsoreceive money as part of adiplomatic transaction whenyou negotiate either a onetimeexchange or a tradeagreement.Money’s four most crucialfunctions in your nation are tofinance projects for yourresearch teams, to sustainyour espionage network andfinance its missions, for themultitude of diplomatic actionsthat have a cash costassociated with them and forsome generic decisionsavailable to every country.Money may also be usedduring negotiations with othernations to purchase otherresources. If you have nonational cash reserve, yourtechnological progress willgrind to a halt and there will bemany common intelligenceoperations and diplomaticoptions that you won’t be ableto initiate.ManpowerManpower is a resource that istreated somewhat differentlythan the others. Yourprovinces with a large enoughpopulation contribute56
HEARTS OF IRON DARKEST HOURmanpower to your nationalpool on a daily basis. Youdraw from the manpower pooleither for the production ofnew armed forces units or forreinforcements to replenishcasualties due to combat orattrition.During peace the manpowergrowth is low (and roughlyproportional to the popu-lationgrowth), while slightly higher intimes of war. If you are in needof manpower, you can chooseyour conscription law to movethem to an higher level oreven mobilize your country,forcing a large percentage ofmen to serve in your army.This will be better analyzed inyour the Combat section.Partisan and OccupationEffects on Resources andIndustrial CapacityCaptive populations arereluctant workers at best, soeven if you are able to preventoutright rebellion, you shouldnot expect the workers inowned or occupied provincesto be as productive as thosewho are full-fledged citizens ofyour nation. Owned andoccupied provinces are bothsubject to heavy penalties tothe extraction of oil, metal,energy and rare materialsfrom their soil (occupiedprovince more so than ownedprovinces), and these samepenalties are applied to theirindustrial capacity. This maybe modified by your domesticpolicies and cabinet, and willalso be affected by the effortsof partisans who will furtherreduce provincial IC by thedegree of their activities,unless your forces are able tosuppress them. Thepopulations of non-nationalprovinces also contribute verylittle manpower to yourmanpower pool, unless underexceptional circumstance (theright minister can modify this,see Diplomacy section later).An occupied province alsoreduces your transportcapacity, which we’ll discussshortly.StockpilesDarkest Hour features aninnovative Stockpilesystem. Each resource (withthe exception of money) isstored in the nationalstockpile. Each stockpile hasthree different levels that theAI uses to determine the needfor each resources and thebehaviour of the AI of theautomatic trader (which will beexamined later in theInternational Trade Summarysection).● if a resource is below thecritical stockpile level, thetrade AI will try to acquire thisresource instead of giving itaway;● the AI will try to bring eachresource above the desiredstockpile level;● if a resource is over themaximum stockpile level, theAI will not try to import thatresource anymore and someofit will be lost because of the“over stockpile limit loss”;The “over stockpile limit loss”is proportional to the quantityof resource over the maximumstockpile level: if you're justabove the threshold the losswill be minimal, but it will soongrow.How are the stockpile levelscalculated?First of all, they are dynamicand are set by the engine twodays after the start of eachgame. The levels for energy,metal and rare materials arebased on the IC whereas thelevels for supplies and oil arebased on the size of yourArmy. This means that thestockpile levels grow with thegrowth of the IndustrialCapacity and the size of theArmy of your country. Thestockpile levels are alsoinfluenced by other factors likeministers and political sliders,so you'll have to consider theeffects on the stockpiles whenyou appoint a new minister orchange your internal policy(see Diplomacy section).57