Detailed instructions for use are in the User's Guide.
[. . . ] HEARTS OF IRON DOOMSDAY
Paradox Interactive President and CEO: Theodore Bergqvist Producer: Johan Andersson Director of Publishing: Fredrik W. Lindgren CFO: Lena Eriksson Programming: Pontus Åberg, Stefan Johansson Artist: Dick Sjöström Art Director: Stefan Thulin AI Scripting: David Martinez Campaign Design: Simon Aistleitner Marketing and PR Director: Susana Meza Product Manager: Jeanette Bauer Quality Assurance: Florian Santer Manual: Chris Stone Editing: Ryan Newman, Nick Stewart Original Music: Andreas Waldetoft Sound Effects: Wave Generation Market coordination
USA: Reena Miranda, Karen Sosa Germany, Austria and Switzerland: Mario Gerhold, Susanna Mittermaier, Ute Palmer UK: Stuart Chiplin, Dean Punter, Holly Groves, Debbie Brettel PR UK: Simon Callaghan Italy: Marco Viciani, Daniele Falcone Scandinavia: Niklas Molin, Lennart Blixt Thanks to our partners Atari (USA), Snowball (Russia), Friendware (Spain), Cenega (Poland) and Koch Media (UK, Germany, Italy). Special thanks to all our forum members, partners and supporters, who are integral for our success.
HEARTS OF IRON DOOMSDAY
Introduction
Hearts of Iron II - Doomsday is a stand-alone expansion to Paradox Entertainment's award-winning Hearts of Iron II, a game where you will guide your nation to glorious victory or ignominious defeat in the World War II era, and as a result of this expansion, through a subsequent hypothetical "Doomsday" conflict between the emerging post-war super-powers. With several Grand Campaigns, numerous Battle Scenarios, multiplayer capability, and your choice of the more than 70 playable countries that spanned the globe at the time, Hearts of Iron II- Doomsday will give you countless hours of challenge and entertainment. [. . . ] They will be your defence against enemy agents, and can only be used for one mission: the counter-espionage attempt (see below). They do not affect any intelligence data that enemy spies are gathering, nor do they reduce the likelihood of an enemy mission's success or detection. You must also wait a week before you will be able to hire another defensive spy, or before your spies will be able to attempt any counter-espionage activities.
Sleep Spies/Wake Spies
Spies that have infiltrated another nation may either be "asleep" or "awake". When awake, they will provide far more accurate information but are much more likely to be caught by defending spies engaged in a counter-espionage attempt. A sleeping spy is far more difficult to catch, but also provides much less reliable intelligence. Only spies that are awake are permitted to carry out any missions, so a sleeping spy's function is strictly limited to gathering intelligence. While sleeping or waking, your spies have no associated cost and are automatically successful, though a full week must pass before they can be given a new mission. This means that if your spies are sleeping, you will first need to wake them, then wait a week, then give them their mission, and then wait for another week until you can order them to sleep again. During this two week period, they will be considerably more vulnerable to counter-espionage missions.
Counter-Espionage (with Home Nation Spies)
Counter-espionage is the only mission that you can give to spies that you have recruited to defend your own nation, and it is the only purpose for hiring them. When you issue this mission, your spies will attempt to flush out any foreign spies that have infiltrated your country. Each of your spies will independently try to discover a random enemy agent, and each spy that succeeds will kill one enemy spy. The number of spies doesn't affect the chance of killing an enemy spy; it only increases the number of attempts. If one or more of your spies fails, you will lose one and only one spy. This means that if you have ten of your own spies at home, giving them a counter-espionage mission could result in the death of up to ten enemy spies, at the risk of losing only one of your own. Success will depend primarily on whether the enemy spy is sleeping or awake, although other factors such as your domestic policy (closed societies find it easier to catch enemy spies), intelligence technology, and your ministers will also have an effect. Since this is an expected and normal part of national defence, there is no effect on your relationship with other nations if your attempt is detected.
Counter-Espionage (in Foreign Nations)
The cloak and dagger game of counter-espionage can also be done by spies that you have sent to other nations, but the mission is slightly different. In this case, your spies will make one collective attempt to kill one of that nation's defending spies, and the chance of success increases with the number of spies that make the attempt. A success will kill one enemy spy, and a failure will result in the death of one of your spies and will hurt your relationship with that nation.
HEARTS OF IRON DOOMSDAY
Sabotage Industry
This is a mission that attempts to delay an enemy's production. If successful, one of the orders in the target's production queue will be set back significantly and any gearing bonus it receives will be reset to zero. A failed attempt will cost one of your spies his life, and detection will harm your relationship with that nation.
Nuclear Sabotage
If your enemy possesses nuclear weapons, you may try to destroy one by ordering your spies to make a nuclear sabotage attempt. If you succeed, a random nuclear weapon will be destroyed, though this won't cause it to detonate in its current location. Note that this does not target nuclear test facilities, and the option will be greyed out if there is no weapon to sabotage. [. . . ] 33 The Minister of Armament . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57 The Minister of Security . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57 The Naval Forces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
The Naval Forces Hot Button . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 The Open Society - Closed Society Slider . . . . . . . . 54 The Political Left - Political Right Slider. . . . . . . . . . . . . . [. . . ]