Resources

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Resources are the various materials needed to power national industry and supply the military. They can be divided into two main types; those derived from production and industry, and those derived from leadership.

Production and industry[edit]

These resources are either produced in provinces at all times, the amount gained varying based on a number of factors including technology and occupation, or created from other resources.

Raw materials[edit]

Energy - Represents the energy resources (aside from oil) needed to power an economy. 2 units per day are needed for each point of effective industrial capacity.

Metal - The basic metals (iron, steel, aluminum, and so on) needed to build tanks or planes or ships. 1 unit needed per day for each effective industrial capacity.

Rare materials - Rare resources such as rubber, magnesium, chromium, and other strategic materials needed to make things like aircraft engines or tires. 1/2 unit needed per day for each effective industrial capacity.

Crude Oil - Black gold, Texas Tea, ugly black bird-killing goop...whatever you want to call it, it's vital for mechanized forces. But not unrefined. If your country doesn't produce enough of this resource, it is possible to convert energy to crude oil with technology.

Manpower - The number of men available for service in your country. Vital resource, as every unit requires some.

Annexed Territory[edit]

In an annexed nation resources are produced in either core or non core territories:

  • Core territory: Resources are produced with no penalty to production.
  • Non core territory: Resources that are created in a non core territory are produced at a 50% penalty to production. The revolt risk in a non core territory further decreases the amount of resources produced by giving an additional penalty to production (around 10%). For example, if a Nationalist Chinese core territory produces 1 unit of rare materials per day it will still produce 1 unit of rare materials per day if it is conquered by the Communist Chinese Army. If on the other hand this Nationalist Chinese core territory is conquered by the Japanese Army it will produce around 0.4 rare materials per day since they suffer from both non core and revolt risk penalties to production.

Technology improvements in resource related production in addition to providing production bonuses in core territory also help offset the penalties that are applied to non core territory production.

Occupied Territory[edit]

When you occupy territory by a nation still at war with you resources are produced with a production penalty that is determined by your occupation policy.

  • Collaborationist government 75% penalty to resource production in occupied territory.
  • Military government 50% penalty to resource production in occupied territory.
  • Full occupation 35% penalty to resource production in occupied territory.
  • Total exploitation 25% penalty to resource production in occupied territory.

Technology improvements in resource related production help offset the penalties that are applied to territory that is subject to occupation policy production penalties.

Derived resources[edit]

Industrial capacity - Fundamental building block of the economy. Effective industrial capacity, which is affected by laws, technologies, and ministers, controls how much a country can build in terms of military units and buildings at any given time, determines a country's ability to repair and upgrade its forces, affects how many supplies and units of money it can produce per day, and decides the rate at which energy can be converted to crude oil and crude oil to fuel. Each effective IC must consume 2 units of energy, 1 unit of metal, and 1/2 unit of rare materials every day to continue operating. Not having enough will reduce effective IC until it consumes just what is produced.

Supplies - All the necessities of combat, from boots to bullets. All units constantly demand additional supplies from the rear, and if they can't get them their combat efficiency suffers. Providing supplies to the front is one of the most important aspects of leadership due to this. Supplies are produced by industrial capacity, so having too large an army too distant from home can prevent reinforcement or upgrades. Technology and ministers can reduce the amount of IC needed to provide a given amount of supplies, and also decrease the demand of supplies by the troops in the first place.

Money - Money is acquired through consumer goods production and trade, and is needed for many diplomatic actions and to pay for imported resources.

Fuel - Refined fuels and lubricants. It is a vital resource, as it powers tanks, aircraft, and ships. The conversion rate from crude is determined by industrial capacity and technology.

Leadership[edit]

Leadership points reflect the combined "talent pool" of your nation. Provinces controlled by a nation may generate a certain amount of leadership (visible when viewing the province information).

  • Research: Research is the most important section of leadership, and as a general rule every country will want at least 50% of its leadership points dedicated to research. Each leadership point dedicated to research allows one technology to be developed.
  • Espionage: This allows nations to create spies for their intelligence network. Generally essential for the major powers, and useful to regional powers, espionage is a low priority for minor nations. Every point dedicated generates 0.15 spies per day. Most espionage actions will cause spy casualties, so a constant generation of spies is generally necessary for a successful intelligence program. Spies can be stored in surplus. You start with zero priority for all countries. Set a priority for the countries that you do want spies in. Once all of the prioritized countries have 10 spies (for yellow and green priority), 7 (for red priority), or 0 (for no priority), newly trained spies will be listed on the espionage screen as "free spies". They will automatically deploy to your prioritized countries if spies there start getting eliminated by counterintelligence.
  • Diplomacy: This allows nations to create diplomatic points, used for diplomatic actions. Every point dedicated generates 0.50 diplomatic points per day. Diplomacy points can be stored, so it can be useful to have a surplus of points to use when needed. Diplomacy is generally only important in the early game, before the outbreak of war in 1939.
  • Officers: Officers prevents divisions from shattering. Unit organization and morale is multiplied by your officer percentage (to a maximum of 140%). This means that countries planning years of peace can more or less ignore officers for the first years of the '36 campaign, while countries mobilizing a large army and/or planning an early war should prioritize officers. Note that a very large army will drain your officer corps significantly, so building up a surplus can be useful. Officer generation rate varies based on conscription laws, however the base rate is 4 officers per Leadership-day. This rate is then modified based on conscription laws.

Most countries have provincial production of 0.1 Leadership per yearly manpower. This translates to 36.5 Leadership-days per manpower, or 219 Officers. Estimating that a typical brigade takes 2.5 manpower, this comes out to 550 officers per brigade. Techs and laws can add 20% or more to this. Thus, most nations will be able to maintain an officer ratio of 140% using less than a third of their Leadership. Majors tend to have more Leadership per manpower, so they can get by with an even smaller proportion.


Leadership Generation[edit]

Leadership points are gained using the following factors:

  • Base value: All countries get 2 points of leadership no matter their size.
  • Province generated: Certain provinces generate leadership which is added to the base value, these province tend to also generate manpower and have significant IC and/or resource concentrations.
  • Modifiers: There are numerous modifiers which can increase the amount of available leadership. All modifiers are added together and then applied to the total. They are:
  • Minister: The man of the people security minister gives a +5% bonus.
  • Education Tech: Education tech gives a 5% bonus to leadership per tech level.
  • Education Investment laws: The education investment law gives a variety of effects, from lowest to highest benefit they are: -15%, none, +10%, +20%. All in exchange for altering the cash value for consumer goods.
  • Overseas Modifier: Provinces without a land connection to the capital get a -90% modifier to leadership points from that province

The total leadership calculation is as follows: (2 + province total) * (1 + modifier total) - (overseas leadership points * 0.90)

Example: Your provinces produce 2.5 leadership and you have big education investment and level 1 education. So your leadership total would be (2 + 2.5) * (1 + (.05 + .2)) = 4.5 * 1.25 = 5.625

Cost Comparison[edit]

  • One tech: Varies; typically 100-200 Leadership-days
  • One diplomatic point: 2 Leadership-days
  • One spy: 20 Leadership-days
  • 200% officers for most brigades with Service By Requirement: 22.22 Leadership-days

So, for 200 Leadership-days, you can get:

  • About 1-2 techs
  • 100 diplomatic points
  • 10 spies
  • Enough officers for 200% officers for 9 of most brigade types