[PDF] ADVANCED GUIDE Hearts of Iron IV is





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ADVANCED GUIDE

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ADVANCED GUIDE

FOR BEGINNERS

TABLE OF CONTENT

2

TABLE OF CONTENT

WHAT IS YOUR PLAN? WHAT DO YOU WANT TO

ACCOMPLISH IN THIS GAME?

7

SETTING EARLY RESEARCH PRIORITIES

9

EARLY PRODUCTION PRIORITIES

12

FIRE POWER OR STAYING POWER?

18

SPENDING POLITICAL POWER

24

ORGANIZING AN ARMY

27

USING AIR POWER

34

USING NAVAL POWER

37

MID-GAME RESEARCH

39

MID-GAME PRODUCTION

41

NAVAL INVASIONS

44

SPECIALIZED UNITS

47

UPGRADES AND REINFORCEMENTS

50

NUKES AND ROCKETS

52

RESISTANCE

54

IS THERE A STRATEGY TO THE PEACE TREATY?

56
3

INTRODUCTION

3

Hearts of Iron IV

Hearts of Iron

Hearts of Iron

Hearts of Iron

Hearts of Iron"s

4

INTRODUCTION

4 1. 2. 3. 4. There is an assumption that you will have played through the ocial T utorial, which takes you through the early game as Italy - winning the Ethiopian war, learning the basics of combat, production, and assigning units and comma n- ders. The tutorial is not especially clear on some things like supply, infrastructure, or how to adjust early game strategies to t mid and late game situation s. Hop- efully this short guide will help guide you into, at least, asking the right ques tions about your game situation and help ease you on a path to stopping the pernicious ideologies that threaten your homeland. the early game 6

THE EARLY GAME

6We" re going to assume, for the purposes of this guide, that you are playing one o f the seven major powers in - the United States, the United

Kingdom, France, Ger

man, Italy, the Soviet Union or Japan. These are the na- t ions with the most to do in the game (at this point), and the ones with the grea- t est potential to rise to dominance.

We are also going to

assume that you are using the 1936 scenario, since the 1

939 scenario pretty much locks you in to the historical war and you are thrown

into the thick of mil itary planning. If you prefer to play the 1939 scenario, skip ah

When you start the g

ame, you will be inundated with a bunch of alerts at the top o f your screen demanding your attention. If you have many hours in the game, it w ill take you little time to dispose of these and get to work. But if you sometimes s truggle with these choices, then there are some things to consider before you jump forward. 7

THE EARLY GAME

7

Hearts of Iron IV

GERMANY starts the game with very few dockyards compared to France, the United Kingdom and the United States. Since odds are that the Roy al Navy will be a great obstacle to any successful conquest of Great Bri tain or dominance in the Mediterranean, the German player will have to make early de cisions about how to use those dockyards until more can be built or conq uered. Germany also has to import rubber and oil, so some of these precious doc kyard slots will have to produce convoys to keep the resources owing in case of a blockade. Challenging the Royal Navy with battleships or cruisers will take a lot of time, carrier research starts far behind other powers, and submarines are on ly moderately eective against large surface eets. But you cannot invade the United Kingdom across the English Channel with out clearing some sort of a path for your armies. Of course, if you follow the historical path of Germany and plan to strike out for Romania"s oil elds, or are able to invest in synthetics factories then maybe you won"t need as many convoys and can use those dockyards for something els e. 8

THE EARLY GAME

8 Every decision connects to another decision, and many choices won"t bear fruit for months or years down the line. Therefore, you need to spend the early game thinking about what you want your situation to be when the world war sta rts.

Who are my likely enemies and who are my likely friends? If you expect to go to war with the Soviet Union, and plan to bring along Italy, then you have to consider the timing.

Where will I attack and where will I defend? If you expect a two front war, then you may need to prioritize where your focus will be. Will you need forts or anti-air guns in one location more than another?

What are my military priorities? You can"t perfect research in every technolo-gy, so you will have to decide whether superior air power will be more use

ful in your war plan than better marines.

How quickly will I need to turn my industrial power into a war machine? At some point, building more civilian factories is a waste of time. But when is that time?

How many ships will I need? Since amphibious invasions require visibility along the sea lanes, as well as a secure supply line, the decision on how to defend your shores or when to project power overseas is important.

Do I want advanced weapons? Atomic weapons, jet aircraft and advanced rockets take a lot of time to research, but can change the course of the war. Can you aord to push for these technologies?

The rest of this section will go through some major concepts and guide y ou to making the right decisions for you. There is no “one-size ts a ll" strategy in Hearts of Iron IV, but there are general rules that will make you better immediately. 9

THE EARLY GAME

9

Hearts of Iron IV

10

THE EARLY GAME

10 Industrial production is a capability multiplier since building factorie s more quickly will allow you to use those new factories to build more factorie s more quickly. It"s a self-reinforcing loop, especially for the vital construction of civilian factories in the early game. And, the more eciently and produc tively your factories can make weapons and vehicles the more quickly you can keep your divisions at an appropriate strength level. 2. Research things that speed your research. Right beside the industrial res

ear-ch tab you will nd the electronics tab. This is where you can research compu-ting, radar, atomic weapons and rockets. Computing is crucial for speeding up the rate of your research. And the more research you can complete, the more quickly you can unlock better weapons and better tactics for your armies

. Ra-dar and decryption are also very important, but the computing branch is most important capability multiplier on this screen. 3.

Choose political/military advi-sors that will speed production and production research. We will talk more about this when we get to the Political Power section of this guide, but focusing your early political choices on people that compli-ment research or production instead of military abilities is a good use of early Political Power if there are no pressing political or industrial goals on the Political Focus tree.

4.

Do not forget to research support companies and doctrines. When the time comes to edit and expand your division template

s, attaching support companies will help your troops last longer in the

eld. Military doctrines take a long time to research, so do not neglect making progress in this area.

11

THE EARLY GAME

11

Other early research questions:

ONLY AFTER you have your standard division templates in place. 12

THE EARLY GAME

12

CIVILIAN FACTORIES:

13

THE EARLY GAME

13

MILITARY FACTORIES:

INFRASTRUCTURE VS DOCKYARDS:

REMEMBER.

This will not necessarily hamper your military productivity when the war comes because you can - and should - convert a bulk of civilian factories to mil itary ones soon after the war starts. ALSO. You only have limited factory construction slots in your states and provi nces. So don't go crazy filling up those places with just civilian factories if you w ant to also add more military factories or synthetic factories. Keep in mind that some industrial technologies and National Focus ideas will increase available factory slots. 14

THE EARLY GAME

14

Since these two nations will also

have the least interest in buil ding major naval forces, docky ards are a minor issue. The

United Kingdom and the United

States should probably build

as many dockyards as they are able, and Italy and Japan should also focus on dockyards more than infrastructure in the home land but their narrow shape means that some space must be reserved for traditional factories.

Forts, Radar and Anti-Air: Pla

cement of these structures will be highly dependent on the war you ght and with whom you are ghting. Radar and AA will make it easier to intercept enemy planes, but it"s not like you need to build them in Nebraska. Similarly, forts are for protecting only those regions where you can expect an attack. (Note that for Germany and the USSR, there are National Focuses that will automatically give you forts in strategic areas, further decreasing the need to build them on your own.) The one thing you can be sure of is that you will need to make the manufactu re of infantry equipment your priority throughout the war and you can"t start too soon on this. Likewise, support equipment will prove to be essential as you expand your divisions. Work towards having the maximum 15 factories dedicated to infantry equipment by 1938. By the time the war is in full swing, you should have a second group of factories working on this, as well. What you choose to build in your military factories will be highly depen dent on the types of divisions you choose to recruit as you ll your army. 15

THE EARLY GAME

15

INFANTRY DIVISIONS:

REMEMBER:

You can only edit or design divisions (or modify planes and ships) by s pending Expe rience, and, unless you are in an early war, you will not gain Experience by just sitting around. You will need to exercise your troops (click on an army and choose the exercise option at the upper right of the army detail menu) or recruit a militar y advisor with Poli tical Points who will add experience to your forces. Fascist nations (Germany and Italy) can send volunteers to the Spanish Civil War for easy experience, and Italy, of course, starts at war. Armies that are exercising will incur attrition, so it will cost you equipment. 16

THE EARLY GAME

16 Busting through enemy lines is a huge priority, so consider attaching a couple of artillery battalions - not just support companies - to add that ex tra repower. If you have nine battalions in an infantry division, at least one should be an artillery battalion - two if you can support that production. Add on additional infantry or motorized battalions when you can, especia lly if you have a large surplus of small arms. There is no need for most nations to be building cavalry divi- sions, so once you are able to build tanks, you should. Armor divisions can be tricky since you usually begin with only light tanks, and may want to up grade these divisions as you unlock heavier armor. Also, armor divisions will denitely require mechanic support companies and, since they rely heavily on suppl y, a logistics support company to reduce supply based attrition. Even once you have a lot of medium and heavy tanks, it might be worthwhi le to keep a division template for light armor for those skirmishes against inf antry focused minor nations. Producing light armor is also a much smaller drai n on your resources than heavy armor. By the start of the war, however, your core armor di vision template should be mostly medium armor with appropriate support c ompa nies, a few heavy armor and maybe a tank destroyer if you have researche d this. Artillery research is one of the things that is most easy to forget or neglect, but you should be attaching artillery to your moto rized and infantry divisions. It is usually not worth making entire divisions for artille ry, though you may want to create artillery battalions (not as support) for those types of divisions - especially since you are limited in the number o f support companies you can attach to a division template. You can see a full breakdown of the Hearts of Iron IV division statistics at the ocial wiki here: http://www.hoi4wiki.com/Land_warfare. The following values are probably the ones you should know about when yo u are building a division. 17

THE EARLY GAME

17

ORGANIZATION:

HP:

Reconnaissance:

Supply Use:

Soft attack:

Hard attack:

Combat Width:

18

THE EARLY GAME

18 19

THE EARLY GAME

19 Units that have good speed and repower are especially useful for enc ircling the enemy; surrounding enemy divisions and cutting them o from supply an d rein forcements. Being able to burst through enemy lines and outank the e nemies you pass is a huge advantage, especially on the plains of Poland and Ukraine. Divisions for encirclement purposes should probably eschew artillery (w hich slow it down) in favor of tank and motorized units. You could, theoretically, ne tune your division designs so that you have speciali zed defensive infantry, oensive infantry, blitzing armor units and more standard armor divisions. How many divisions should I be building? Never have only a single line of infan try going at once. At minimum, a great power should have three or four infantry divisions training. The Allies will nd this harder than the Cominter n or Axis since they start with serious manpower shortages. Still, work toward this goal. In the early game, a tank division and a mobile/mechanized division should be priorities, more than one of each for the Germans and Soviet Union. The Ameri cans and Japanese will likely want to quickly research and produce marine units. Planes and ships aren"t in divisions, but cannot be ignored in the production pro cess. Close Air Support and Fighters will be the best use of aircraft pr oduction for the Germans and Soviets. The Americans and Japanese must research an d produce naval attack and carrier deck planes to prepare for their almost inevita ble battle. One of the most important recurring tasks throughout a game of

Hearts of Iron

IV is choosing the National Focus of your country. Each National Focus (chosen by clicking on the wide bronze banner beside your leader portrait) will take 70 days to unlock, and consume one of your default two daily Political Points. If you are not familiar with a country"s National Focus options, take time to study what is in front of you before choosing anything. 20

THE EARLY GAME

20 Generally, a nation"s National Focus trees are divided into four or ve categories. (Be sure to scroll right to be sure you see everything - some of the se trees are very large.). Early in the game, your National Focus decisions will be based on two things: 1.

National Focuses that will increase my industrial output, my research speed or other important statistics.

2.

National Focuses that reform or redirect your domestic politics or foreign policy down particular paths. Many of these

choi-ces will be mutually exclusive with other National Focuses.

CAPABILITY MULTIPLIERS

As stated earlier, in the early game, your top priority should be increasing your capability by researching or choosing options that assist you at low cos t. Natio nal Focuses are a great way to increase your various capabilities becaus e they are faster than researching new scientic or industrial technology, or construc ting new factories. As you scan your National Focus tree, look for a few easy capability multipliers.

EXTRA RESEARCH SLOT: National

Focuses that unlock an extra re

search slot can be identied by their ask icon. In some cases, getting to this decision is not easy - it will require unlocking dangerous or advanced focuses that are best suited for the mid and late game. However, you should be aware of where these research slots are so you can beeline for them when the time is right. 21

THE EARLY GAME

21

FREE FACTORIES:

RESEARCH ACCELERATION:

BONUS:

Some nations will have the ability

to choose a focus that dramatically increases the production of strategic resources, usually steel or oil. Get to this upgrade as quickly as possible.

These bonus resources will free up ci

vilian factories that have been traded for access to resources, or will give you more resources to either ratchet up military production or trade for extra industrial capacity. 22

THE EARLY GAME

22

INDUSTRIAL ACCELERATION:

POLITICAL AND DIPLOMATIC DECISIONS

DOMESTIC POLITICS:

IMPORTANT:

Though you might eventually want to unlock every one of the research boo st focuses, it is not recommended that you go for all of them in the early game, eve n though this is when their effect is the most useful. You will have a lot of other National Focus priorities, so choose a line or two that are consistent with your larger grand strat egy (submarine research boosts for Germany, or tank research for the USSR). Land Doctrine and Indu strial Research bonuses should always be a priority. 23

THE EARLY GAME

23
INTERNATIONAL POLITICS:Many countries have major National Focus branches that trigger historical events. Germany has National Focuses that activate we ll-known landmarks like the Anschluss of Austria or territorial demands on its neighbors. When considering your diplomatic National Focuses, it is very important to read ahead. Take some time to examine your National Focus tree, deciding which general path you will want to follow. You will often nd that diplomatic paths are mutually exclusive - you cannot suck up to the Fascists and the Communists at the same time. You will also notice that many aggressive National Focus choices will hav e military requirements that must be met before they can be chosen. Your country will have to have enough divisions in the eld in order for the threa t to be viable. (You can check your division strength by clicking on the Army information icon in the upper right, and then the Equipment Details button on the upper r ight of that menu.) Use your knowledge of the prerequisites for certain focuses to guide your production schedule.

REMEMBER:

The key value that the Western Allies will need to boost is available manpower. The experience of the Great War limits both the French and the British, and waiting for the World Tension meter to increase enough to change your conscription laws may mea n you lag behind your aggressive neighbors.

LOOKING EAST:

For the USSR, the timing of the Great Purge is the biggest domestic Nati onal Focus challenge. It is a vital chain of events to go through, since it reduces the risk of fighting a civil war or facing a surprise revolution against Stalinist Russia. It will also - eventual ly - rebuild your national unity. But, the Purge itself will force yo u to choose between potential advisors, and cripple your military in important ways. It is a dvisable that you get this National Focus chain out of the way relatively quickly. Try not to be mid-Purge when the war starts in earnest. 24

THE EARLY GAME

24

Law & Government

LAWS

ADVISORS

25

THE EARLY GAME

25
If you are playing a game where you want to change the political attitud e of your nation (make France a Communist country, for example), it is very important to choose a political advisor that can push your population to support t he new ideology.

DESIGNERS AND INDUSTRIAL COMPANIES

Most of the major powers can choose between multiple equipment designers or industrial companies. When choosing a tank, ship, aircraft or equipment desig ner, your decision will boil down to playing up an existing or planned Nati onal

Focus, or balancing that Focus.

For example, if you"ve chosen to emphasize the production or research of ghter planes as a National Focus, you can accentuate that by hiring an Aircraft Designer that also helps with ghter planes or you can balance your r esearch/ production by recruiting a rm that helps with bombers or naval aircr aft. Which way should you go? This depends on your long term strategy. In the short term, military research bonuses are more important than division product ion bonuses, but, in general, choosing your equipment companies is a lower p riority than getting your laws and government sorted. NOTE: As your priorities change during the game, you can change which advisorquotesdbs_dbs1.pdfusesText_1
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