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Separating each skill into practical and theoretical research is not just to complicate the game and irritate players, it actually adds quite a bit of depth and realism that was missing from Hearts of Iron 2. The icons are pretty self-explanatory, infantry knowledge is a little person, tanks look like tanks, carriers like carries, planes are sized accordingly, you will begin to learn just by looking at the icon pretty quickly.ġ / 3 How to Increase Practical Skill and Why It Is Separate There are a whole bunch of values listed at the bottom of the technology window, and these are how skilled or practiced your current nation is within each subcategory of research.
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Once you learn how it effects other areas of your nation, it will begin to feel much more natural and you will see how it makes for a more realistic war game.
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The research window may look complicated or confusing at first glance, but it was made this way for a very important reason. Theoretical and Practical Research Ability and Strategic Effect Money in Hearts of Iron 3 is very important, and quite essential for trading. At maximum funding, this will increase your leadership total by 20%, while greatly reducing your available income. The most effective way to raise available leadership is to raise education spending. It seems to be largely based on the overall University, Military Training, and Industrial Technology level of the nation in the mid-1930s. The US starts with low 20's, and the UK has a base around 18 or 19. It does not seem to be affected (at least not largely) by your total industrial power. I have not discovered what all the factors are in a countries BASE leadership value is.
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