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World Tension and War Goals

A mechanic every country lives with. In game: The Modern World: Mechanic Guide decisions.

The world starts at peace in 2000, with world tension at 0. It rises with every war goal a focus creates (+3, or +5 to annex or puppet a whole country), with Russia's Gathering of the Lands and with the attacks of 11 September (+15).

Gates: a focus that creates a war goal needs world tension above 10% (25% to annex or puppet a whole country), unless you are already at war with its target. A focus that invites a country into NATO or the Defence Union, or asks to join one, needs 15%.

The AI goes to war almost as soon as it holds a war goal, so it only receives one from a focus, an event or a decision once the world is very tense, or it is already at war with the target. A player gets it as soon as the focus allows.

How to play it: an early conquest needs someone else to raise the tension first - or a road that raises it itself.

TNDThe New Dawn

What if Chernobyl had broken the Soviet Union? In 1986 Moscow buried the disaster, Ukraine rose, and by 1988 the Union was gone. A bloodier Gulf War and a split over Yugoslavia ended NATO, and Europe built a Defence Union of its own. TND starts Hearts of Iron IV on 1 January 2000 in that world - real leaders, modern armies, and a unique focus tree for every major nation - and lets you decide what the new century becomes.

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