Deutsche Beschreibung nach der Englischen.

This work is based on the “AHOI-Treasure Mod family”.
Overall goal of this Mod is to have more a simulation with historical plausible background.

Little Mod description:
- ~580 techs in 22 folder that the ai is also researching (Vanilla has 286 in 12 folder).
- New country development system to have a better catch up chance for small countries(f.e. industrialisation techs).
- Complete new widescreen GUI to see more at a glance and have some more modding possibilities.
- See more of your production, trade, convoys, technologies, theatres etc. without the need of scrolling.(See pictures below.)
- New topbar that arranges the ressources around the IC and the numbers like Manpower, diplo etc. “colour coded” next to the according tab’s.
- The ressources are arranged in the production tab the same way as in the topbar for easier perception.
- The alert icons and trade icons  will pop up on the rigt side of the new topbar.
- New Alert icons. (Early designs!), and also wood/steel border for the trade icons to fit in the new overall design.
- Coloured game speed indicator.
- Statistics tab now shows the units overview with the graphs without overlapping units.
- Also GUI changes in the Unit view, bigger Leader Pictures and and a different branch Symbol next to them(Land/Air/Naval) to the branch they belong to.
- New design of units production screen, it shows now up to 30 techs of each unit(eliminating the problem of techs descriptions running out of the screen for now).
- Some new decisions regarding manpower.
- ~90 buildable units (vanilla has 48, ai is producing them as well!).
- HQ’s have unique Counters for each lvl of Command.
- New division build up system (a normal divison consist now out of 3 to 9 Regiments, complete change to a regimental System, introduction of a suport Regiment for Hvy Sup Weapons or Eng etc.).
- Elite Units with uniqe counters. HQ’s wich unique counters
- Some adjustments to the jap/chi/man borders and events.
- Some adjustments to laws.
- Some adjustments to combat events.
- Quite some adjustments to the basic game mechanics like combat and supply(defines.lua etc.).


Eine Grand Strategy Modifikation für Hearts of Iron 3

Die Arbeit an diesem Mod basiert auf der “AHOI-Treasure Mod Familie”.
Generelles Ziel der Mod ist es das Spiel mehr in die Richtung einer Simulation mit historisch plausiblen Hintergrund zu haben.

Eine kurze Beschreibung:
- ~580 Technologien in 22 Ordnern die auch die KI erforscht! (Std-HOI3 hat 286 in 12 Ordner).
- Komplett neue grafische Oberfläche im Holz/Stahl Design mit einer Mindestauflösung von 1280*768. Nun kann man mehr Informationen auf einem Blick sehen und muss nicht mehr soviel scrollen.
- Eine neue Topbar die inhaltlich neu gegliedert wurde und es neuen Spielern erleichtern soll sich zurechtzufinden. Z. B. der Aufbau der Ressourcen ist identisch wie im Produktionsbildschrim.
- Farbliche Kodierung für Werte die zu einem bestimmten Bereich gehören(Diplomatie, Spionage etc.)
- Alarm-Icons und Handelsanfragen werden jetzt rechts der Topbar angezeigt.
- Alarm Icons haben ein erstes neues Design.
- Farbliche Unterscheidung der Spielgeschwindigkeit.
- Im Statistik Bereich werden die Übersichten bei den Einheiten jetzt korrekt angezeigt.(Keine Überschneidungen mehr wie in Std-HOI3)
- Neue Ansichten im Bereich der Einheiten. So haben die Anführer jetzt Ihrer militärischen Zugehörigkeit nach unterschiedliche Abzeichen neben Ihren nun größeren Bildern.
- Der Einheitenproduktionschirm zeigt nun bis zu 33 Komponenten auf einmal.(Keine Probleme mehr mit so vielen Komponenten für Einheiten und Abstürze deswegen.)
- HQ’s haben nun eigene Counter für jede Befehlshaberstufe. (Design orientiert sich an den HQ-Markierungen der dt. Wehrmacht.)
- Neues Entwicklungssystem für Länder (Kleine Länder haben jetzt eine Chance zu den Großen aufzuschließen).
- Einige neue Entscheidungen hinsichtlich Mannstärke.
- 90 zum Teil neue Einheiten (Std-HOI3 hat 48, KI produziert diese auch, Start-OOB’s z. T. angepasst).
- Neues Division-System (eine normale Div besteht jetzt aus 3 bis 9 Regimentern, keine Einheiten mehr in Batallionsgröße [Mit Ausnahme von Commandos]).
- einige Anpassungen der jap/chi/man Grenzen und Ereignisse (China wird nicht mehr so leicht erobert).
- Eliteeinheiten und HQ’s haben einzigartige Counter
- einige Anpassungen zu den Gesetzen.
- einige Anpassungen zu den Kampf Ereignissen.
- einige Anpassungen zu den Basis Spiel Mechaniken definiert in den defines.lua etc. .

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Horten: H IX special air Convoy / Amphibious Landing
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0 comments by Chromos on Mar 26th, 2014

After the cancellation of East vs West, I focus now again on my own Mods.
To see where I can improve it next and finally play the Mod myself again, I thought it might be nice to write about it in an AAR to show how this Mod could be played and explain some of its features.
I'll play with Germany and focus on an overall build up of all forces(Army/Navy/Air Force) and of course try to defeat the allies and aid my possible axis partners wich will be hopefully the historical ones. Maybe we can do some fun invasions in South America too..

So if you like, join me in my struggle to survive the years.
Also if you have suggestions, ideas, now it is again a good time to point out those, as I'm back on modding.
For the AAR click -> :Achtung Achtung! We will get a first look at the game now! Achtung, Achung!

About the AHOI-Mod:
It is one of the main mods for Hearts of Iron III, and maybe the one with most innovations in many areas.
First mod that added railroads, new Divsional System, has an unique widescreen GUI, "Elite" and Guard units, double the techs as vanilla and completely rewritten Lua code in some areas(Over 10k lines of new code), and much more.
Have a look: Click -> AHOI-Mod "Teasure-Chest" at ModDB

Downloads RSS Feed Latest Downloads


Nov 18, 2013 Patch 5 comments

ENG: Second patch for the TFH testversion is rdy! The patch is cumulative, no need for the old 4.02b.. Read patchlog/installation in the download. DEU...



Sep 2, 2013 Patch 4 comments

ENG: First patch for the TFH testversion is rdy! Read Patchlog below. DEU: Erster Patch für die TFH-Testversion ist fertig! Patchlog weiter unten.



Dec 4, 2012 Full Version 21 comments

ENG: First download of the TFH testversion is rdy! DEU: Erster download der TFH-Testversion ist fertig!

Post comment Comments  (10 - 20 of 39)
Guest Nov 2 2013, 4:25am says:

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Chromos Oct 29 2013, 8:17am replied:

I gathered already some more minor stuff.
Just need time to test the updated things and then it could "go green". :)

+1 vote     reply to comment
dtolb1797 Sep 24 2013, 8:15pm replied:

I think that is likely the problem, I will re-install and do it step-by-step again. Thanks!

+1 vote     reply to comment
dtolb1797 Sep 25 2013, 4:08am replied:

I think I have figured out the problem, Chromos. When I am trying to build the trenches(Schützengräben), the day the trenches are supposed to be done building, the game crashes. I have built other buildings without game crashes, so I think that's the issue. Just wanted you to know, working fine otherwise!

+1 vote     reply to comment
Chromos Sep 26 2013, 5:32am replied:

Thank you!
Thats nice helpfull feedback. :)
There was a gfx missing.
I fixed it and will put it in the next patch.
The buildings will have pics and names in the production then too..

For the production of tanks. They're limited to 35% of your Infantry by now. I'll up that percentage.
How much tanks do you think should be buildable in relation to INF by the player?

+2 votes     reply to comment
dtolb1797 Oct 2 2013, 3:32am replied:

If you do increase it, personally 40% would be fine, but others might have a different opinion.

+1 vote     reply to comment
Chromos Oct 2 2013, 1:05pm replied:

It is a bug in the engine. It counts the values different for infantry and tanks..
So for tanks the entry must be 7.0 to have ~39%, while for Inf the old entires like 0.04 means 4% and also works in that way...
Just look into your units folder of the mod and change in the tank units files:
max_percentage_of_type = 0.35
max_percentage_of_type = 7.0

+2 votes     reply to comment
dtolb1797 Oct 5 2013, 3:28pm replied:

Worked well! The armor units are producing as they should, that issue has been fixed.

I wonder why the AI likes to produce so many Airborne units(or any at all)?

Another issue I have noticed is that I am not sure what happened, but my armor units are not upgrading as they should(They are showing as (I) and not uprading to (II), (III), (IV), etc). It might be just this one time, something to check out though.

Glad to be able to help,

+1 vote     reply to comment
Chromos Oct 29 2013, 8:15am replied:

Thats just that way because the tech description/models is not implemented yet. Look at the preview pics, I wanted to implement the 1001 techtree first.
But the units gets better stats with each tech researched already. :)

+1 vote     reply to comment
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