GamersInfo.net: Can you tell us a little about the game Hearts of Iron 2?
Joakim Bergqwist: Hearts of Iron is a well-known and popular franchise. With worldwide sales and a loyal fan base Hearts of Iron II is a much-awaited sequel. The game allows you to be the supreme ruler of a country of your choosing during World War II. Each player guides his/her nation through warfare and diplomacy and takes part in the battles that changed history.
GamersInfo.net: How is it that the political/diplomatic system in the game affects game play?
Joakim Bergqwist: The political and diplomatic system is a core function in the game and as such it affects any relations you have with other countries. This means your relations do not only have a bilateral but also a multilateral effect. Thus you need to analyse situations and always think your actions through, as they will all have consequences for your future success in the game.
GamersInfo.net: Does the TO&E (Table of Organization and Equipment) in the game represent actual historical information?
Joakim Bergqwist: Yes, as far as possible. There might be some modifications for the sake of game balance here and there, but mostly yes.
GamersInfo.net: Does the game take into account differences in training and experience between units? For example the differences in training between British infantry and British commando's, or the comparison of American to German to Russian infantry?
Joakim Bergqwist: It all depends on what doctrines the particular countries have issued. The system is designed around the notion that there were a number of routes to take; some exclude the others and so on.
GamersInfo.net: Do seasonal or weather effects have an effect on the battles?
Joakim Bergqwist: Yes, they do. Mud slows down land unit movement. Mountain troops fight better in winter/snow than other troops; aircraft have considerable problems in overcast and snow. Both ships and aircraft have detection problems in rain.
GamersInfo.net: Does the game take into account natural barriers like the Alps in Europe?
Joakim Bergqwist: Yes, there are impassable provincial borders.
GamersInfo.net: Can you tell us a little about the research and development aspect of the game?
Joakim Bergqwist: Each country has a number of tech teams (max 5) depending upon its industrial base. Each tech team is specialized in one or more areas of research. You allocate a tech team to research a specific technology. When one particular technology researched is finished, the team will be available to research something new. The tech teams are kind of greedy though. :)
Each technology has a direct effect on the game values. They also have a historical year that decides if you will be given a research penalty or not. In HoI1 the system was designed from a more theoretical viewpoint. In HoI2 you research more along historical paths or in a modular fashion, picking up the building blocks you want, like a smorgasbord.
GamersInfo.net: Does the use of historical figures in the game have an effect on game play? Or is it primarily for aesthetics?
Joakim Bergqwist: Leaders, tech teams, and ministers all have important effects in combat, on research, and on the overall performance of the country so yes, they have real effects, even more so than in HoI1.
GamersInfo.net: What resources were used to help with the historical accuracy of the game?
Joakim Bergqwist: We have a professional and qualified historian on the team. We also have a lot of dedicated beta testers. Most of them have very solid academic backgrounds.
GamersInfo.net: Are there different kinds of victory conditions for the game? Or is it about who controls the most land at the end of the game?
Joakim Bergqwist: Different scenarios have different victory conditions. The battle scenarios have very specific victory conditions, including controlling specific provinces. The grand campaigns are more straightforward, where the alliance with the most victory points by the end of the game claims victory.
GamersInfo.net: Does the Multiplayer game allow for players to become allies and have their units work together?
Joakim Bergqwist: Yes, and several players can join up and play the same country, too.
GamersInfo.net: Does the Multiplayer game allow for the exchange of resources, equipment and/or man power between players?
Joakim Bergqwist: Resources and units yes, manpower, no.
GamersInfo.net: As time passes in the game, will new technologies become available automatically? Or is it all dependant on an individual players research?
Joakim Bergqwist: All research is player guided. The player chooses what to research.
GamersInfo.net: Will the technology that is available or the possibility of research be restricted based on historical considerations? For instance, will Mexico be able to develop nuclear weapons before the United States?
Joakim Bergqwist: No, it is not historically hard jacket, instead it is structurally restricted. Very few countries will have the number of tech teams to be able to both partake in the War and research the A-bomb.
GamersInfo.net: What are the motivating factors behind Paradox Interactive deciding to move forward and create Hearts of Iron 2?
Joakim Bergqwist: There were quite a few people here at Paradox who really like the World War 2 theme and when a lot of other companies failed to produce any Grand Strategic WW2 games that we liked it became a natural path for us as a game developer and publisher. Hearts of Iron did so well but it still left much to desire and we believe Hearts of Iron II will meet our current and new gamers expectations to an even greater extent.
GamersInfo.net: What is it that makes Hearts of Iron 2 different from Hearts of Iron Platinum?
Joakim Bergqwist: HoI Platinum is a refinement of HoI1, while HoI2 is a completely different game set in the same time period and with the same overall player goals.
GamersInfo.net: Do you like your Mexican food mild or spicy?
Joakim Bergqwist: Very hot and very spicy. Food without habaneros is no food at all.