This guide is intended as a beginner's tour of the interface and mechanics in Hearts of Iron IV. For more detailed information on the mechanics, including some of the detailed math behind some of the computer's calculations, follow the links to the articles dedicated specifically to those concepts.
- 1 Starting the game
- 2 The interface
- 2.1 Primary map modes
- 2.2 World tension
- 2.3 National information and development
- 2.4 Research
- 2.5 Diplomacy
- 2.6 Trade
- 2.7 Construction
- 2.8 Production
- 2.9 Recruit and deploy
- 2.10 Logistics
- 3 Controlling the army
- 4 Controlling the navy
- 5 Controlling the air force
- 6 Supply
- 7 Special weapons
- 8 Capitulation and winning the war
- 9 Tips to getting started
- 10 Advanced Tips
- 11 FAQ
Starting the game
Single player offers the one-player game of Hearts of Iron IV. All other countries will be controlled by the computer. The Single Player menu allows for playing the Tutorial or to start a new game as well as to load a previous saved game.
Playing the Tutorial gives a quick run-down of the game and is therefore highly recommended. The Tutorial game may be continued as if it was a standard playthrough after finishing it.
Multiplayer enables Hearts of Iron IV play online with other people. Up to 32[verification needed] players may play in one game of Hearts of Iron IV at the same time. The host of the game is able to start a fresh game or load a previous session that was not completed.
Options allows for the customization of sound, appearance and gameplay details of Hearts of Iron IV. This includes adjustment of monitor resolution and user preferences for graphics and sound. The first tab includes very important "game settings."
Once through basic setup, the player may choose a scenario and a nation to play for the duration of that play session.
Choosing a scenario
Hearts of Iron IV offers two starting scenarios - 1936 and 1939. Each presents different challenges, so the scenario chosen largely dictates the kind of gameplay the players face from the opening.
The world in 1936
The 1936 scenario begins on January 1, 1936. The 1936 scenario is the one most likely to lead to alternate versions of World War II, since it starts with fewer alliances or wars to start. 1936 is the place to begin in order to play through the organization and planning of an economy before the war starts. This scenario is about laying the groundwork for the armed forces and war plans, opening with a focus on production, research and diplomacy.
The world in 1939
The 1939 scenario begins on August 14, 1939. Germany has consolidated its power in central Europe and is primed to attack Poland. For a game about World War II that will be more likely (but not certain) to evolve as the real war did, it is advised to start here. This scenario is more about building, supplying and leading land, sea and air forces.
Choosing a nation
Each scenario displays a menu with the seven major powers (France, United States, United Kingdom, German Reich, Italy, Japan, and Soviet Union) to choose from as well as an option to pick other countries. No matter which is selected, a map of the world is then displayed to allow for change in the choice. The player may select whatever country they wish, but one should be aware that countries like Bhutan may not be best suited as first nation to play as. We recommend any nation you believe you know the most about, or what will be the most fun!
In the lower right corner of the map before starting the game are the game settings. Here the player can toggle ironman and historical focus on or off and use the difficulty settings to make the game harder or easier for the player and also boost the relative power of one or more of the larger nations (this makes them stronger, but not smarter). There is also an icon for showing if steam achievements can be earned in the game or not, they require ironman mode and regular or higher difficulty. When finished press the play button in the lower right hand corner to start the game.
General difficulty settings
The general Difficulty settings affect only the player. These do not give the AI any special bonuses or penalties.
Custom difficulty settings
Custom difficulty settings are accessed with the gear icon on the difficulty panel. There is a slider bar for each of the 7 majors and China, each with the option to strengthen that country by 25%, 50%, 75% or 100% of the bonuses provided for that country. As of now, all these countries share one generic bonus profile, but this can be modded by the player to add, remove, or change the specific bonuses.
Below are the full generic modifiers:
- Entrenchment speed: +50%
- Planning Speed: +50%
- Supply Consumption: –50%
- Division Recovery Rate: +30%
- Reinforce Rate: +4%
- Division Attack on core territory: +30%
- Division Defense on core territory: +30%
- Production Efficiency Cap:+30%
- Production Efficiency growth: +50%
- Political Power gain: +50%
- Research Time: –20%
- Air Experience Gain: +50%
- Army Experience Gain: +50%
- Naval Experience Gain: +50%
- Division Experience Gain: +20%
- Ship Experience Gain: +20%
- Main article: User interface
The user interface of Hearts of Iron IV will immediately appear familiar to veterans of Paradox strategy games. The left hand of the screen is used to manage large national issues, alert tabs will appear at the top of the screen to warn players of things that need attention, and the right hand side of the screen will be devoted to information about the troops. The very top border of the screen will include important summary information about the state of the game and the world.
Across the top left to center of the main play screen is a row of numbers running from left to right.
- National unity
- A measure of the war-resolve of the country. When fighting a war against a country with low National Unity, less conquered territory is needed to force the country to surrender than would be required if it had high National Unity. National Unity is determined by national spirit traits that can be assigned to certain countries in a scenario (France, for example, starts with very low NU), but it can be modified through national focus choices or recruiting government officials to modify it. National Unity also determines (along with Party popularity) how successful a staged coup d'état is. The lower National Unity the target country has, the more states will rebel.
- Political power
- This is the amount of political capital the national leadership has accumulated. Political power is spent on completing national focus ideas, recruiting military and scientific advisers, changing trade and conscription laws, and executing some diplomatic actions. Each nation gets 2 points of political power per day, modified by certain traits, individuals, player actions or characteristics.
- The number of men currently available to create and reinforce military units. This is affected by a number of factors, primarily conscription levels and number of units under construction along with casualties suffered. Manpower can be modified by altering a country's conscription laws and to some extent by occupying and annexing territory from other countries.
- A number giving the total number of factories in the country, including military factories, naval dockyards and civilian factories. We will deal with their roles in a future section.
- Army, Navy and Air experience
- As units fight (or, in the case of armies, exercise) they gain experience. Army experience can be spent in the unit designer to edit or create land division designs. Naval and air experience are used for modifications to ship and plane designs, giving them bonuses to speed, firepower, reliability and so on (subject to trade-offs).
- The number of convoys or transports available. Each trade for strategic resources will require allocating a convoy unit. Moving land units across oceans and seas also requires an allocation of convoys for transport. The number of available transports can be increased by building new convoys in the unit production menu.
When nuclear weapons are researched, another number will appear here, showing the amount of nuclear weapons a country has access to.
Primary map modes
Land Map Mode - Comprises the following three levels of detail and is the mode that will be seen during the majority of game play.
Nations represent the land borders of countries. Interactions with nations occurs within the scope of diplomacy. Nations have names.
A country is built up out of states. Factories, infrastructure, and most other improvements built using Civilian Factories are done at State level. Each state is limited in how many improvements it can have. States also have names.
Within each state are provinces. Interaction with provinces is largely done via land units and a set of constructions that generally aid those units - i.e., forts and naval bases. Provinces do not have names unless they are worth a special amount of victory points and their details are visible in the bottom section of the state overview screen.
There are three other map modes that players use and whose definitions of Region or Area largely ignore national borders and potentially encompass multiple states.
Naval Map Mode - Sea regions of which up to three adjacent ones can be selected when giving orders to naval fleets. Totally independent of the land map mode. Sea regions all have names.
Air Map Mode - Overlays the land and sea map modes. Air bases are assigned operational concern over a given Strategic Region and air wings are given missions. The air base will then have its planes perform their missions within the strategic region. Strategic regions also have names.
Supply Map Mode - Overlays the land map and is divided into Supply Areas. For purposes of the game, while the programmed stats for the various areas are fixed the extent of a given area is determined by occupation of the provinces that comprise the region. They do not have names.
All three of these regions use blue/green/yellow/red border highlighting to indicate neutral/good/moderate/bad conditions in the region relative to either supremacy (land/sea) or sufficiency (supply).
To the upper right of the screen there is a globe with a percentage below it, indicating the level of world tension. This percentage is the measure of how close the world is to world war. Some diplomatic and military actions, especially for democratic or neutral nations, require world tension to reach a specific level. World tension is increased by historical events, declarations of war, and other hostile diplomatic actions.
National information and development
To the far left of the screen is the national flag. Click on this flag to open a view of national status. This includes a portrait of the national leader, political system and level of support for each of the four ideologies, the National Spirits that currently apply, and three rows of items that can be changed by spending political power. At the bottom is a button for managing occupied territories.
The player will be prompted to choose a national focus for the country if none is active. It normally takes 70 days to complete a national focus, and it costs one political power point per day. National focuses form a tree, like the technology tree, but rather than unlocking technology they are about the country's choice of direction. One may choose to, for the moment, focus on industrial or technological growth, or orient the country's diplomacy towards certain other countries, forming research pacts, starting factions, gaining claims, or threatening war. Some National Focus choices are mutually exclusive; for example, the German Reich cannot be friends with both China and Japan.
This menu also allows political power to be spent in order to change government laws or hire political, military and industrial advisers. Most changes will cost a minimum of 150 political power, and very powerful advisers may cost up to 250, with extremely powerful laws and advisers costing up to 300 political power and sometimes even more than that.
Laws and government
- Conscription law: affects how much manpower a country has available.
- Trade law: affects research speed, factory and construction speed and how many resources are available to be traded.
- Economy law: affects how many factories are dedicated to consumer goods, manpower availability, and military production.
There is space for three political advisers who can be hired to give bonuses.
Research and production
A tank designer, ship designer, aircraft designer and material designer can be added to earn bonuses to either production of the relevant weapon system, or affecting its combat abilities.
An industrial concern and a theorist can also be added to improve certain types of research.
A Chief of Army, Chief of Navy and Chief of Air Force can be added to improve research or combat skills in their respective services. Three other members of the high command may be hired.
- Main article: Research
The gray button at the top of the screen marked with a beaker () opens the research menu. There are three or four slots available to research particular technologies, but by pursuing specific national focus ideas the nation may unlock additional research slots, usually up to five.
There are eleven categories of research. Each nation starts with a historically appropriate level of technology and theory, depending on the scenario.
All the research trees (except for doctrines) are marked along a historical timeline. Researching a technology or unit before their historic year takes longer than it would if researched on or after the historic date. This penalty may be reduced by pursuing certain national focus ideas.Infantry: researching better infantry weapons and different types of infantry divisions. This is where to go to unlock mechanized infantry, paratroopers, marines, mountain troops and so on.
Support: researching support companies that can be attached to divisions. These include engineers, medics, mechanics, and so on.
Armor: research light, medium and heavy tanks, as well as variant tanks based on the chassis unlocked.
Artillery: researching artillery, anti-tank and anti-aircraft weapons.Land doctrine: Most of the great powers will start with an initial land doctrine. This may be changed, but all land doctrine paths are mutually exclusive. Each land doctrine chosen assigns its own major combat bonuses.
Naval: researching more advanced warships, submarines and convoy/landing craft.
Naval doctrine: Some of the great powers will start with an initial naval doctrine. This may be changed, but all naval doctrine paths are mutually exclusive. The chosen naval doctrine will assign major combat bonuses.
Aircraft: researching different types of fighters, attack planes and bombers as well as carrier borne variants.
Air doctrine: Some of the great powers will start with an initial air doctrine. This may be changed, but all air doctrine paths are mutually exclusive. The air doctrine chosen will assign major combat bonuses.
Engineering: researching electrical engineering for radars (for detection) and computers (for research and encryption bonuses), as well as researching nuclear and rocket technology
Industry: researching means to improve the efficiency, productivity and resource extraction capabilities of the player's country.
- Main article: Diplomacy
The gray button with a hand ready to be shaken () opens the diplomacy menu. Here is a list of nations and a number of filter buttons to narrow down the list.
When the player clicks on a nation to interact with it, this will display a portrait of it's leader and a little bit of information about what the nation is up to. In the upper right corner of the menu, one will see a couple of tiny flags with arrows indicating the relationship between the two nations. There are a number of actions one can take in the diplomatic menu, provided the requirements are met. Democracies are especially limited in their abilities to undertake aggressive diplomatic actions unless the world tension meter has climbed to a high enough level.
Hover the cursor over each option for a description of the diplomatic action and what conditions must be met.
- Main article: Trade
The gray button with box and curved exchange arrows () opens the trade menu. The player will see a number of tabs and columns listing the major resources available, what is required and possible trading partners.
There are six major resources in the game: oil, rubber, aluminum, steel, chromium and tungsten. These are used to help in the construction of tanks, battleships, planes and so forth. Each new production line of a major weapon system will require a certain amount of resources. Though one can build these units without the necessary resources, production will be much slower and less efficient.
Resources are found in certain locations on the map and are not evenly distributed. One will almost always have to trade for what one needs.
To trade for a resource, click on the name of the country and move the slider to determine how much one is trading for. Resources are traded in units of 8. Each trade, unless conducted over land, requires a minimum of 2 convoy vessels plus 1 for every additional 4 units of resource.
Every 8 units of a resource one imports will also cost a civilian factory, with that productive power going to the nation that is traded with. So, exports will make one's industry stronger as one pulls factory power from other nations, but a lot of imports will make one weaker, but a country will need to import resources to keep its war machine going.
- Main article: Construction
The gray button with the crane () opens the construction menu. This is where one will assign tasks to civilian factories - building infrastructure, new factories, defenses, and so on.
Civilian factories make all the improvements to a State. The number of factories available for construction will depend on the size of the nation, how many factories are being dedicated to providing consumer goods for the country's population (Economy Law), and how many factories have been “traded” for strategic resources. The amount of civilian factories can be increased by building more, but be careful since each State can only support a certain number of productive structures. A maximum of fifteen factories will be devoted to a construction project, and any left over will work on the next item in the queue.
There are three categories of structure that can be built with civilian factories.
The constructions improve the state without using up one of the shared building slots. Instead, each type of improvement here has its own level and maximum.
- Infrastructure: Each state has an infrastructure rating that determines how easy it is to supply units in the state and how quickly military units can move through.
- Air base: The larger the air base, the more planes it can effectively field. Air bases house military aircraft.
- Anti-air: Defends a State from enemy aircraft, and especially useful to protect industrial areas.
- Radar station: Help the airforce detect and intercept enemy air fleets.
- Military factory: Used to produce weapons, equipment and vehicles
- Civilian factory: Used to produce and improve a nation's military/industrial capacity
- Synthetic refinery: Produce synthetic oil and rubber, especially useful to nations that lack either
- Naval dockyard: Used to produce ships and convoys. Can only be built in coastal states.
- Rocket site: Locations from which to launch rocket attacks on nearby nations
- Nuclear reactor: Produces nuclear weapons
The number of shared structures that can be built is limited by the number of slots available in that State. The number of slots can be increased by researching Industry technologies. Some National Focuses also add extra slots in specific states.
- Naval base: Assists in overseas supply limits and ship repair speed
- Land fort: Hardens the defense of units
- Coastal fort: Hardens the defense against amphibious attacks
Province buildings are built on the smallest territory size in HoI4, the province.
The more factories one dedicates to building a specific item, the more of it one will produce. Army equipment and planes produced will then be assigned to the appropriate military divisions and air wings, either for new units one is constructing or reinforcement and upgrades for units in the field. Excess equipment is left in the national stockpile. Naval units will be automatically placed in a port, though one can assign a port or fleet if that would be preferable (recommended for the Soviet Union so they don't end up with all new ships stuck in the Black Sea).
Factory output is dependent on the availability of strategic resources for higher end units, and on the efficiency cap of a country's industry. New production lines will take time to be perfectly efficient, and if one adds factories to a production line, some of that efficiency will be lost. The factory productivity and efficiency can be improved in the Industrial research tree.
Recruit and deploy
- Main article: Army planner
The gray button with the tank () opens the army planner menu to recruit and deploy units. This is where you decide what types of divisions you want to train. These divisions will be filled by the equipment and vehicles built in the production menu. You can see what is required to complete a new unit by hovering over the green progress bars.
The game starts with reinforcement and upgrades given equal weight with the creation of new units. If you would rather focus production of new tanks or artillery on fresh units, instead of trickling equipment to the field, it is possible to set reinforcement priorities on this menu as well.
- Main article: Logistics
The gray button with the paper and pen () opens the logistics menu. This menu gives an overall summary of your stockpiled equipment, whatever shortages one might have, as well as a rundown of how many strategic resources are missing for one's production lines.
Controlling the army
- Main article: Warfare
The player can move their units by selecting them with the left mouse button and then clicking their destination with the right mouse button. If one draws a box around a group of units using left click and drag, all units inside the box can be commanded. One can move troops across the ocean to friendly territory, by sending the units to a province with a naval port and then shift-clicking on a destination port. For an overview of all divisions, including indications of their combat status, click on the Army View icon under the date or press hotkey "o". Right-click on a division's info bar to pan over to it or hold down shift and left click on multiple units to select them all.
Troops are more effective when they are grouped into armies under a commander's command and given plans to execute.
Creating command groups/armies
- Main article: Commander
The player can create armies of units by selecting a group of them and then clicking on the silhouetted portrait or green plus sign that one will see at the bottom of the screen. Then, go to the selected unit profile in the upper left and click on the silhouetted portrait. This will open up the list of generals to be assigned to armies. There are two types of military leaders – generals (who can effectively command a maximum of 24 units) and field marshals (who have no limit on the number of units they can effectively command). Commanders may also have attributes that give them bonuses in certain types of combat situations. If one promotes a general to field marshal, they lose their attributes (except "old guard") as field marshals have different attributes.
Experience and giving orders
Countries will gain army experience mostly through combat, but one can start a trickle of early experience by having soldiers "exercise". To do this, select the army group and, in the unit profile in the upper left of the screen, click the exercise button in the upper right of the menu. Be aware that this results in higher equipment attrition, which may not be desirable as a country with limited industrial capacity.
One can spend experience to promote generals and allowing them to lead more troops, or to create and edit new division types in the unit production menu.
An army group can be commanded like any other group of units and simply giving a right-click move order to a destination. However, they will fight better if they are given "battle plans" – a general order that is coordinated along a front, either to advance or defend.
When the player selects an army group, they will see a row of general orders appear at the bottom of their screen. Each of these has rollover text that explains in detail how to use this instruction. This guide will focus on the most important ones.
Naval invasion: Use this for amphibious attacks on enemy territory. (One can move into friendly territory this way, but it is more efficient to simply use port to port movement as described above.)
When one selects naval invasion, one will be asked to left-click on an origin point. This is where the army will gather for the assault. Right click on the enemy province one wants to invade. Note that one will need to have some naval intelligence of every sea lane they will be crossing, so one will have to have warships patrolling or hold naval superiority in those sea areas.
All plans take time, and amphibious invasions take a lot of time to plan. Once the weeks (or months) of preparation are ready, the grey arrow above the army group will turn a faded green. Press that arrow to activate the plan.
Land operations: To make a battle plan for offensive land operations, one must first define ones defensive front – this is the point from which the army group will begin their operations. Select the defensive front button and, on the map, draw a line to indicate where an army group will start. (In many cases, this will be a national border or the current line dividing enemy armies). Then, click the offensive front button (a line with an arrow) and draw the front to where the armies should advance.
The army group units will begin to organize themselves along their defensive front. When they are in place and one is ready to begin, press the green arrow and the units will begin to execute the plan.
One can research doctrines and hire advisors that will reduce the time for a military plan to be prepared or add bonuses to units that are operating with a plan.
Assign commanders to one's fleets by clicking on the silhouetted portrait and choosing from available naval commanders. Political Power points may be spent to recruit new admirals for the fleets. Like generals, admirals may have skills that are assets in particular battle situations or while commanding certain types of vessels. Admirals do not have a maximum amount of ships to lead.
If a fleet is selected, a row of different orders will appear above it. These range from simple patrol missions to convoy escort duty. Choose a mission for the fleet (submarines, for example, are best used to interrupt convoys), and then right-click on up to three contiguous sea zones, i.e., sea zones that touch each other. This fleet will then carry out that mission over these areas. One can remove these orders by returning the fleet to port and assigning a new mission.
So long as a fleet is operating in a sea zone, enough intelligence should be gathered about that zone to both route supply overseas through that region or to order an amphibious assault across that space, but if the enemy is active in the region, naval superiority is also required.
Controlling the air force
- Main article: Air Warfare
Unlike other units, airplanes that are constructed are sent to a reserves hangar. One can mobilize them by clicking on an airfield, then creating a air wing using the button to the upper right of the resultant menu (it has a plus sign). The larger the airfield, the more planes it can efficiently use.
Like naval units, air units operate over regions and are given specific missions relevant to the type of aircraft. Fighters can do air superiority or interception, strategic bombers can target industry or infrastructure, tactical bombers can do close support of land attacks, and so on. To assign an air wing to a region and a mission, click on an air field. This will open the air information map mode.
Left click on an air wing and then right click on the region where it should operate. One can decide what mission it will perform. Planes have limited range depending on their type (strategic bombers have a much greater range than interceptors) and design (dependent on technology researched or experience spent to edit their abilities).
Armies in the field will require supplies to remain in fighting shape. An army out of supply can take no offensive actions at all, including simple movement, even if unopposed. Supply is determined on a territorial basis (i.e., potentially larger than a single State) where each territory is able to support a specific number of troops. However, the final value of this supply to an actual unit is modified by the infrastructure of the State the unit is stationed within. If a territory can support 10 units easily, but if the army is in a province with very low or damaged infrastructure, a supply bottleneck will develop, so not every unit in that army will get what it needs.
Supplies coming over land are also provided by adjacent territories - which forms a supply line back to the capital or an alternate territory if the capital territory is not in one's control. This is why it is particularly important to maintain and defend contiguous States between home and the front lines.
When land paths are unavailable supplies will be transported via sea. Overseas supply is done through convoys and sea ports. Larger ports can funnel more supply across the ocean, though this will also require more convoy ships. For overseas convoys to be most effective, one will need to assign some of one's naval vessels to Escort duty in the regions that they will cross.
The player can check the supply lines and capacities by clicking on the Supply map mode in the menu to the lower right of the main screen.
If nuclear reactors are researched and built, one will slowly acquire atomic weapons. To deploy an atomic bomb, the player must have complete air superiority over the target State. Select the State one wants to attack and press the nuclear strike icon in the lower left of the province information menu. An atomic bomb will destroy most of the infrastructure and industry of the target, and damage any units in that area.
If one builds rocket sites, attack rockets may be launched at distant States to damage their infrastructure. At present it is not possible to launch atomic bombs using rockets.
Capitulation and winning the war
Once a country has reached its breaking point (based on its national unity level), it will capitulate. All divisions they own in their core or occupied territory will be disbanded and their core territory will be instantly occupied by the aggressor, but they carry on as a government-in-exile and keep control of their colonies (non-core provinces) - for example, the Netherlands keeps control of the Dutch East Indies. Partisans in occupied territory will continue to be a problem as long as the country's fellow faction members carry on the war - after all, they can still hope for liberation.
If more than one country is fighting on the losing side of the war, the entire faction will surrender when the last major country in it surrenders (you can see which countries are considered majors on the world diplomacy screen). When this happens, the game will pause and a peace conference will begin. The peace conference proceeds in stages based on the war effort expended by the victorious powers. So, for example, if the Allies defeat Germany and the United States achieved the most in the war followed by the United Kingdom, the United States will have the first chance to make demands on the Germans, followed by the United Kingdom. Then, the next most significant victor(s) will make their demands.
This continues until all the victors are satisfied with the peace, all available demands have been made or no nation can afford to make additional demands on the defeated powers.
Tips to getting started
As the player is learning Hearts of Iron IV, remember these important steps as one formulates their plans for world domination.
- One will start the game with a few production lines of weapons already active. The most important of these will be one's infantry equipment, so, until more military factories have been built, put most of one's energy here.
- When a country is training new units, have multiple lines of infantry going at once. If one doesn't, one will fall behind in army size.
- Plan out National focuses early in the game. For instance Germany will want to move quickly along the paths that give it claims on Austria and Czechoslovakia. The USA will need to get itself out of the Great Depression. France has to watch its political stability. Have a long term goal in mind. Keep in mind you don't have to research all the National Focuses one after another. Sometimes it is best to wait a bit for the opportune moment, especially with research boosting focuses.
- Each nation has access to extra research slots if they activate specific national focuses. These are easily identified by the beaker icons on the names (though some focuses with that icon give research bonuses instead - read the tooltips for details). The sooner these are unlocked, the better the army will fight.
- When researching, try not to rush too far ahead since there are significant penalties to pursuing technology too early in the timeline. However, if one researches computing in the electrical engineering track, one can reduce their total research time by a significant margin.
- If a powerful navy is not central to one's war plans, one can usually ignore this aspect of the war and research tree. However, convoys are always useful for trade and supply, so have whatever dockyards owned should focus on that.
- If one is at peace, armies should exercise so they can train until they reach regular status and earn experience. Adding an extra regiment, line battalion, or support company to an existing division design is an easy way to beef up one's forces – unless one doesn't have the equipment on hand to reinforce what one has.
- In wartime, it is often better to let the new equipment fall into the hands of new units instead of reinforcing and upgrading old ones. Adjust the reinforcement and upgrading of troops with an eye to what one needs now – more active units in the field now or a stronger punch in a few months time.
- Democracies should change their economic ideas as soon as they can in order to free up civilian factories that are otherwise dedicated to producing civilian goods.
- Don't forget to rest armies after they have reached their objectives. A few days of inaction will help with organization, reinforcement and supply.
- Remember infrastructure and fortifications. Should one be attacked, a line of land forts and a battle plan for a defensive hold along a strategic line (like mountains or a river) could give the player time to hold off an invasion as he waits for help from allies and/or their own reinforcements.
- If you lack a resource, but produce it locally (i.e. steel is produced, but not enough of it), try to avoid trading for it unless absolutely necessary. You can research excavation under the industry tab, which will increase the amount of your produced resources by 10% for each tier, up to 50% bonus if all tiers of excavation are researched. This will free up your civilian factories from trade and allow you to construct more buildings.
- When there is a lack of materiel, remember to check what is being produced. It won't do to have too many different recruits going at once (i.e both motorized and infantry) if what the factories are producing is going toward upgrades. An example would be to trim away motorized infantry for a while and focus on just regular infantry. If one lowers the production of motorized and focus that on upgrading an existing unit, the free factories can be moved to infantry equipment and by extension allow for the production of more units.
- When Manpower is low, remember to change your conscription law and try attaching Field Hospitals as support companies or disbanding units you don't need, including air wings and ships. If you must maintain a large front and can't afford to reduce the number of divisions you have, you can consider making them smaller. Quite often you can afford to remove one infantry battalion from your default divisions and they will perform almost the same. Keep in mind that the Total Mobilization (Economy Law) gives you -3% recruitable population and generally isn't worth having, unless you can spare the manpower. The Mobile Warfare and Mass Assault Land Doctrines, as well as the Nationalist branch of the general National Focus tech tree give bonuses to your manpower pool. If you have concerns about your manpower in the long run, consider creating high-tech divisions with advanced equipment. Higher production cost is generally linked with manpower preservation - an infantry division will lose a lot more manpower than a mechanized division. Mountaineers and Marines will save you a little bit of manpower, compared to regular infantry, if deployed properly in their respective fields, due to their combat bonuses in mountains/hills and river crossings/naval invasions, as well as their slightly higher breakthrough stat, and they only cost more Infantry Weapons and training time to produce.
- Doctrines should be picked carefully and with consideration. It is possible to switch from one doctrine to another, should the need arise, but it takes a long time to research them and you will lose the old doctrine. The good part about doctrines is, that they don't require production and the bonuses come into play as soon as you research them. There are about 10 separate researches in Land Doctrines, 12 in Air, and 15 in Naval. The base cost is 300 days for Land Doctrines and 200 days for Naval and Air Doctrines, so it will take considerable time to replace a fully researched doctrine. Use caution should you decide to make drastic changes.
- Remember to update and research and produce the next tier of equipment for units you find lacking in quality. Sometimes an upgraded version of a unit has a lot more hidden bonuses than one might expect.
- Different Factions have different disadvantages and advantages when it comes to securing resources. The Allies begin with the majority of Rubber production, and anyone going to war with them will have serious troubles with securing rubber without a plan to attack Allied South-east Asia, or without a lot of Refineries. Rubber is needed for all aircraft, as well as motorized/motorized artillery and mechanized. The most of the world's Chromium can be found in the Soviet Union, Turkey, South Africa, France, Cuba and Yugoslavia. Chromium is needed for ships and heavy tanks, as well as modern tanks. The only ships that don't require Chromium are Destroyers I-III, Light Cruisers I-III, Heavy Cruisers I-III, Submarines I-III. If you want to maintain a fleet of capital or modern ships, you will need to secure those places for yourself, or as allies. Aluminium can be found in France, the United States, Hungary, the Soviet Union, Yugoslavia. Aluminium is needed for all aircraft, as well as support equipment. When planning your strategy you have to plan to either skip mass production of units requiring resources you don't have, or to plan to steal those resources from the enemy to secure your production or deny the enemy production of a particular equipment type. If you are playing as a minor nation, you might want to consider which side to join, if any, depending on the resources you will need to power your economy.
- Naval and Air combat seem confusing at first, but with a bit of research and understanding, turn out to be simpler than Land combat. Look up an in-depth guide if you have problems with Air or Naval battles and/or strategy.
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How to produce equipment?
First start by clicking the Production icon in the top of the screen. All Equipment is produced by Production Lines. To add a new Production Line, click one of the buttons in the Production screen and select the desired Equipment to produce. When the Production Line has appeared in the list, assign more military factories or naval dockyards to the Production Line. A Production Line can have up to 15 factories assigned to it.
How to build units?
Land units are queued through the Army planner. A new Division will require Equipment in order to complete its training. When a unit has all the equipment and training it needs, it will be deployed to the chosen location.
Air units are deployed as Air Wings. An Air Wings contains equipment of the same type, a Fighter Air Wing, for example. Air Wings are located in Air Bases and a new Air Wing can be created in that interface.
Naval units are deployed directly as equipment after being produced in the Production interface.
How to research new technologies?
In the Research screen to see the Research Slots available. Several technologies can be researched simultaneously because each slot can research a Technology. It is possible to unlock a new Research Slot through the country's National Focuses.
What do National Focuses do?
National Focuses are a way of making the game progress by allowing a country to set goals for itself and advance its political and strategic agenda.
They can be found by clicking on the flag at the left hand side of the screen. The National Focus tree is vital for a country's development, so study them by hovering the pointer over each focus.
There is no one single correct way to take them on. It all depends on the strategy of a country. Is war as soon as possible a goal? Is a build up of the civilian industry and military capacity a country focus? Is a naval focus the priority? The answer to all of these questions will determine the best path through the National Focus tree. There are some things Germany need: The focus “Danzig or War” is a prerequisite for war. Take notice of the prerequisite for some of the National Focuses. Several of them require a minimum number of divisions.
How to build buildings?
To construct buildings use the Construction screen. Some buildings are built in a province (Bunkers), while most buildings are constructed on a State level (factories, Anti-Air instalments etc.). Buildings are constructed by civilian factories.