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Over 200 tips for new players

26.06 UPDATE

Almost 100 new tips on top of dozens of smaller and bigger fixes. Includes current version of 1.1.0 beta patch. New and significantly altered tips are indicated by a “(+)” symbol in front of them. Ctrl-F and search for “(+)“ to cycle through them..

Streamer Multiplayer Event Announcement

Everyone's favorite bridger, youtube.com/c/Bridger the author of famous pre-release video guides is, along with to lesser extent myself, organizing a Multiplayer event for Streamers and Youtubers playing Hearts of Iron 4!
It is a very interesting 7 players, 3 faction format in which less experienced people will be paired with seasoned veterans. Fairly low intensity with 3 hours weekly (specifics tbd based on preferences of the players) should allow almost every streameyoutuber to participate.
Are you a StreameYoutuber? Check details here and sign-up here.
Are you a fan of a StreameYoutuber you want to see play with us? Go ahead and forward this post or BRIDGER'S VIDEO to them and perter them about it!
EDIT2: Guide now also available on Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=700983094
And we are over 300 tips as well!
TL;DR, wonna watch to learn.
My Youtube HoI4 playthroughs:
Hearts of Iron 4 - Italy (Italian Introduction) - Basically an expanded tutorial. I won't be a full series, but I'll revisit Italy on Veteran Difficulty withing several weeks. Remade with better audio!
8 episodes out and 1 more every day.
Hearts of Iron 4 - Germany - True Blitzkrieg (Veteran difficulty) - Historical playthrough as Germany. "True Blitzkrieg" achievement, among others.
7 episodes out and 1 more every day.
Hearts of Iron 4 - Japan (Veteran Difficulty) - World Conquest as Japan - own faction, wars against Allies, Comintern and the Axis.
51 episodes out and 1 more every day.
Hearts of Iron 4 - France - Big Entente (Veteran difficulty) - Creating the Little Entente faction and going to war with Hitler over Czechoslovakia in 1938 without UK to back us. "Big Entente" achievement.
3 episodes out on 28th and then 1 more every day.
Hearts of Iron 4 - Germany Twitch Stream - A per-release Twitch stream recording. Normal difficulty. Poor audio and overall bad quality.
30 hours worth of gameplay. Finished series.
Focus tree:
  • Almost all focus unlocks take 70 days. Use that to plan a "build" for a few years forward.
  • At the beginning try to get ones that give you extra research slots as well as free civilian and military factories.
  • Civilian factories are more important early on, unless you plan on going to war very early (like Japan).
  • Civilian and Military Factory focuses are extremely important for minor nations. Can't stress it enough.
  • Unlocks that allow you to peacefully annex a country are even better - usually provide much more factories of both types.
  • Democracies such as UK or USA have some focuses gated behind the World Tension requirements.
  • Fascist focus for nations using generic focus tree grants up to 7% of recruitable population. That's huge.
  • One-time research bonuses from focus tree won't be consumed by already active research.
  • Dotted line means that you need either of the prerequisite unlocks.
  • Green arrows with a red exclamation mark between them mean that those unlocks are mutually exclusive.
  • If in doubt read the damn tool-tips. They are actually quite good.
  • You can click on a focus to find more information along with some flavor text.
  • (+) Focus costs you 1 Political Power per day.
  • (+) Up to 10 political power will be applied to a new focus unlock equal to the number of days you had no focus active. If you had no active focus for more than 10 days, that number will be 10. You need to have that amount of PP to spare.
  • (+) You can’t switch or turn off the focus once it’s chosen.
  • (+) If your decryption is high enough you can see the focuses other nations are working on.
  • (+) If it is significantly higher than their encryption you can see their full focus trees with all unlocks.
  • (+) You can always see what mutually exclusive choice they made.
Research:
  • Different nations start with different techs unlocked.
  • Try to not research things ahead of time.
  • Especially more than 6 months ahead of time.
  • Some focuses will remove the ahead of time penalty for certain research.
  • 50% research bonus may make ahead of time research worth it, especially for important equipment models such as planes, ships or tanks.
  • (+) You switch the research before it’s finished. You progress will be preserved.
  • You can stock up on up to 30 days of research before it goes to waste.
  • (+) If you switch the research those up to 30 banked days will “move” to a new research.
  • (+) Research bonus will be used if you are restarting previously paused research.
  • (+) Research bonus once used will still affect paused research. 2nd research bonus won’t be applied if that research is resumed.
  • Always try to keep your electronic and industrial bonuses up to date.
  • Concentrated Industry is almost always better.
  • Don't ignore Encryption and Decryption. Side with decryption advantage gains combat bonus in all land battles.
  • Doctrines, especially land ones, grant very powerful bonuses and aren't limited by years. It's good to keep researching them whenever we can.
  • Mobile Warfare doctrine is best suited for fairly open terrain and countries with powerful industrial base since it focuses on both motorized infantry and tanks.
  • Superior Firepower is best suited for more difficult terrain, countries will not-limitless manpower pool and not too powerful industry. It focuses on infantry warfare with heavy artillery support.
  • Grand Battleplan doctrine is most general one with bonuses useful for all types of forces as well as powerful increase in planning bonuses. Safe, but not very focused choice for most nations. Additional points if you want to utilize AI control of your armies a lot.
  • Mass Assault land doctrine can provide massive manpower bonuses on top of great for the wide range of units, but mostly infantry. It is a good choice both for nations who have deep manpower pool but weak industry, but also for minor nations who would otherwise struggle with low manpower.
  • You can only follow one of the doctrines. Attempting to research a different one will remove all the progress from the one you followed before.
  • All of the Land Doctrine side paths are mutually exclusive. You can change them later but will lose all the techs from other branch.
  • Not all paths in Naval and Air doctrines are mutually exclusive. Look for dark grey squares with arrows.
  • For Air and Naval doctrines see their respective sections.
  • Naval Invasion technologies can be found on the very bottom of the Naval tree, below battleships, carriers and submarines.
  • That small icon in the top right corner of an aircraft research allows you to research a carrier version of it.
  • Carrier versions of the planes are more expensive to build and are weaker.
  • Similar icon with the red rocket on the Motorized unlock in the Infantry tab allows you to research Motorized Rocket Artillery.
  • You don't need to have standard Rocket Artillery unlocked to research and use a motorized version.
  • Each unlocked tack chassis allows you to research a Self-propelled (SP) anti-tank, artillery or anti-air vehicle based on that chassis.
  • They are usually more expensive to build, but more powerful that the towed versions.
  • Production cost is, on top of required resources, a good indicator how expensive certain equipment is.
  • Researching a new type of basic land unit (tanks, motorized infantry, marines, paratroopers, mountaineers) will give you a division template utilizing that unit.
  • If you research tanks before mechanized infantry your tank division template will have standard leg infantry.
  • When choosing what and when to research keep in mind that it takes months before new equipment or kind of unit reaches front lines in amounts that can make a difference, while passive bonuses are applied instantly.
  • (+) Synthetic Oil research simply limits the amount of Refineries per state.
Laws and government:
  • On normal difficulty you will gather 1 political power per day (2, but 1 is always paid for your focus).
  • Most of the changes to your laws and government cost 150 PP.
  • Communists and Fascists can switch to War Economy at any time. You should do that using your 1st 150 Political Power.
  • (+) Democracies and Non-Alligned nations need to be at war with enemy of fairly equal power first.
  • (+) Democracies and unaligned can only change Economy law to Early mobilization if World Tension is above 5%. Usually it’s better to wait for Partial Mobilization.
  • (+) Democracies and unaligned can only change Economy law to Partial Mobilization if World Tension is above 15%. Change is asap, unless you know you’ll be at war within few months.
  • (+) Total Mobilization cuts you recruitable population by 3%. If your Conscription Laws and/or other factors provide less than 3% or you are already using the difference you will end up with no manpower. Be careful.
  • Increasing conscription laws will add people to your manpower in an instant. No need to increase those laws before it's absolutely necessary.
  • Trade laws allow you to sacrifice % of your resources for industrial and research bonuses.
  • You will NOT have access to those resources even if no one will buy them.
  • Theorists allow you to research doctrines faster and provide minor experience income. Some of them may be quite expensive.
  • IF you have access to advisors that increase the speed of your civilian and military factory production they are a very good early choices.
  • So is advisor that increases your Political Power gain by 15%, but keep in mind that he needs 500 days to even pay for himself.
  • Design company bonus is applied then research FINISHES. It isn't important if you had a designed factory chosen when research started.
  • If you have enough PP it may be a good idea to keep switching them around for major researches.
  • (+) Atm (including version 1.1.0) Military Staff hires that increase planes’ Attack, Defence and Agility either have no ingame effect or it isn’t shown in tooltips. It’s impossible to tell. Avoid.
Diplomacy:
  • (+) You can open diplomacy screen by r-clicking on a selected nation’s territory with in basic map mode (F1) with no units selected or by picking it from diplomacy screen (E).
  • (+) Once there you can switch the tab from “Diplomacy” to “Details” to see more information about the selected nation.
  • (+) If there are two numbers present they are the borders of the estimation based on your encryption level.
  • (+) World Tension is a mechanic that almost exclusively helps Democracies and Non-Aligned.
  • (+) Wargoal justification time is lowered by World Tension by 1% per every 2% of WT.
  • (+) Democracies can’t justify a wargoal against country that has not increased world tension.
  • (+) Democracies need 100% World Tension to be able to justify a wargoal. (50% for Non-Aligned)
  • (+) Claims only make justification slightly faster.
  • (+) Justifying for a single state is preferable.
  • (+) Democracies need 80% World Tension to create, join a faction or invite to one. (40% for Non-Aligned)
  • (+) Democracies need 70% World Tension to be able to send volunteers (40% for Non-Aligned)
  • (+) The amount of volunteers you can send depends on the number of divisions you control.
  • (+) Volunteers can’t be manually recalled. They will, however, return within 2 weeks if the war ends or you end up in a war.
  • (+) Democracies need 50% World Tension to be able to send Land Lease (40% for Non-Aligned)
  • (+) Democracies need 25% World Tension to be able to Guarantee Independence. (40% for Non-Aligned)
  • vGuaranteeing independence costs political power (more for every active guarantee) and lowers World Tension by 1,7% when used.
  • (+) If guaranteed nation is attacked and they both end up in the same war guaranteed nation can join the defender’s faction regardless of WT.
  • (+) AI will always do that.
  • (+) You can spend political power to boost your party (political option) popularity in the country.
  • (+) When it is high enough you can wait for a government change (can be peaceful or bloody) or stage a coup by spending 200 political power over 400 days and sending weapons.
  • (+) The power of the coup is determined by the party support when you start staging it. For whatever reason.
  • (+) You can send Expeditionary Forces to your allies in the war. It simply transfers control of certain units.
  • (+) Expeditionary Forces can be returned or recalled at moment’s notice.
  • (+) To learn about non-aggression pacts hover over the option and wait for a tooltip to appear.
  • (+) All of the WT requirements can be circumvented by focus tree unlocks. Specifics differ from nation to nation.
  • (+) Nation will surrender if it controls less % of its Victory Points (from core provinces) than its National Integrity. Hover over the surrender bar in the war manu to see more.
  • (+) On top of all the Victory Points assigned to specific provinces all the standard provinces are worth a fraction of a VP.
  • (+) If a nation is a part of a faction it will surrender only its core provinces. It will keep the colonies and there will be resistance on its lands.
  • (+) Nation that surrenders without being in a faction doesn’t produce resistance on its lands and all of its territory is annexed by a victor.
  • (+) Faction surrenders when all its Major Members surrender. Hover over surrender bar in the war screen for details.
  • (+) Faction members that have not been invaded cannot be annexed or otherwise affected by the peace deal. They will end up out of faction, at peace and with a peace treaty with the victor.
Trade:
  • You have no control over the amount of your resources set aside by your trade laws. You won't have access to them no matter if anyone actually buys them.
  • You can buy 8 units of any resource per civilian factory used for trade.
  • Trade can be cancelled instantly. You factories will be back constructing your buildings.
  • Countries you are at war with won't trade with you.
  • Some countries can embargo you via their focus tree.
  • Countries will sell their resources to those who have highest trade influence over them.
  • (+) Hover over Export number to see who is buying from that nation and what is their trade influence.
  • (+) Hover over Influence number to see what makes up your trade influence with the nation.
  • Try not to buy less than 8 resources/factory. Especially early on.
  • If other countries actually buy resources that you export you will "get" the civilian factories they spend. Hover over "Exported: x" sections in the top part of that screen to see if anyone is buying.
  • You only get the civilian factory output if a nation actually buys anything from you. Rest of the "exported" goods are being wasted.
  • (+) You need enough convoys to be able to carry the resources home.
  • (+) Those convoys can be attacked. Green lines indicate the routes of your import convoys.
  • (+) Oddly enough supply convoys use the same colour. Hover over them for details.
  • (+) You need 1 point of suppression for every victory point in the state. (before occupation law modifiers).
  • (+) You can change occupation laws after clicking a button on the bottom of your country screen (shortcut: Q).
  • (+) To control the state you need to control the provinces with most of the VPs.
  • (+) You won’t get resources from the state that isn’t under your control.
Construction:
  • Your civilian factories are used to construct all the buildings. That includes your military and civilian factories.
  • Up to 15 civilian factories can be used to produce one building.
  • They are assigned automatically from the top to the bottom of your list.
  • Hover over the progress bar to see details.
  • % of your civilian factories will be used to produce consumer goods. Those are basically lost to you.
  • That number is a % of all your factories (civilian + military ones) based on your economy law rounded up. For example if you have 50 civilian and 52 military factories and your economy law is War Economy 16 of your civilian factories will be used to produce civilian goods (15% out of 102 rounded up). With 50 civilian ones and 52 military ones you're left with 34 civilian factories to do your construction. Now let's assume that you have 20 civilian factories and 82 military ones instead. You still need to use 15% of all those factories for civilian production, so 16 factories, but since you only have 20 that leaves you with just 4 factories to do all of your constructions.
  • Military factories are two times cheaper than civilian ones and they get additional construction time bonuses from economy laws.
  • (+) Dockyard construction speed isn’t affected by worse economy laws the same way military and civilian factories are.
  • Synthetic Factories aren't worth building as long as you can buy oil and rubber since they are more expensive than civilian factories that can be used to buy more of those resources.
  • Resources produced by Synthetic Factories are affected by both your trade laws and being in occupied provinces. For example if you have a Free Trade policy your Synthetic Factory will only give you 1 Oil and 0 Rubber.
  • Airbases are really quick to build. Infrastructure and ports, not so much.
  • Amount of radar and synthetic factories you can build per state is limited by your radar and synthetic industry research. Radar is worth researching if you need it. Synthetics almost never are.
  • Converting factories to the other type is almost never worth it.
Production:
  • Military factories use Production Efficiency system.
  • Naval Dockyards don't.
  • When you switch the production to a different commodity (light tanks to medium tanks, infantry equipment to motorized etc.) your efficiency on that line is reset to 10%.
  • When you switch to a different level of the same equipment (Infantry Weapons I to Infantry Weapons II, Light tank model 1934 to Light tank model 1936 etc.) you efficiency is cut in half.
  • You can use experience to create new variants of armoured, airborne or naval equipment.
  • When you switch to a different exp. variant of the same equipment you only lose 10% of the efficiency.
  • Production Efficiency increases over time.
  • If you are missing some of the resources needed for production the equipment will still be produced, but slower. Hover over the yellow progress bar to see details.
  • Production Efficiency increase is also slower.
  • Support Equipment, Motorized and Convoys never get old. If in doubt produce some of those.
  • it may not be a bad idea to start producing an older model of an important new equipment that you are researching to get a some headstart on Prod. Eff.
  • You can't use exp to modify equipment from Infantry&Artillery tab.
  • You can still modify Self-Propelled artillery, anti-air and anti-tank pieces.
Division design:
  • Division is made of regiments (columns) that are made of battalions.
  • You can rename, duplicate and change equipment options of a division for free.
  • You can also mark those divisions Reserve, Regular or Elite - it affects the order they get their equipment. You can change it at any time for free as well.
  • There is no way of creating a "blank" division template. All new templates must be created by first duplicating and then changing. Give it a few tries to find a cheapest option for your liking.
  • (+) You can, however, recreate basic division of your nation for free by clicking the “Division designer” button up top.
  • Anschluss of Austria gives you their division designs.
  • Adding or removing a battalion costs 5 army exp.
  • Adding a first new type of unit to a division (mobile or tank battalion to an infantry division or an infantry battalion to a tank division) costs 25 army exp. Next ones will cost 5 exp.
  • Adding or removing a support brigade costs 10 army exp.
  • Division has a combat width that is a sum of combat widths of all its lane battalions. All anti air and towed anti tank have width of 1, all artillery have width of 3, rest has a width of 2.
  • Division speed is a speed of the slowest battalion.
  • Support battalions have no width or speed. That makes support artillery a very good addition to your fast divisions.
  • Rocket artillery is a bit more offensively oriented than a standard one but their specific performance will depend on your techs.
  • Anti-air doesn't seem to be worth it at all.
  • Organization of the division is an average of the organization of all its parts.
  • Artillery, tanks and support battalions have very low organization making use of enough infantry battalions necessary.
  • 9999/10000 of the battles are lost because one side ran out of organization.
  • Higher the hardness the better (unless enemy is actively spamming anti-tank guns or something).
  • If armor of a division is higher than piercing of the division it is fighting it will not only receive 50% less damage but it will also deal 50% more.
  • Recon and Engineer supports are worth it for almost every combat division.
  • Logistic company is also great, especially if you are fighting in a difficult, infrastructure-less terrain.
  • Field Hospitals are excellent choice if you are afraid of running out of manpower.
  • (+) Combat Width in every province is equal to 80 + 40 per every additional angle of attack.
  • For that reason you should aim for divisions of with combat width of 20, or even 10.
  • I find divisions with strength around 10 a step too far. The organization hit from support battalions and an equipment cost of them is too high, unless you counteract it with very specific doctrines.
  • There are very few advantages to having really big combat divisions.
  • If they are to be used in Army Group under command of Field Marshal with "Offensive Doctrine" ability (-10% combat width) then you can go for 22 and 11.
  • Optimal division designs depend on your chosen doctrines, enemies you're facing and the terrain you're fighting in.
  • You won't need anti-tank fighting China in 1937, but should probably get some against Germany in 1940.
  • Tanks won't achieve much in Iran or western China, but will shine in European Soviet union. Against comparable enemy that is.
  • Good basic infantry division is made of 7 infantry battalions and 2 artillery battalions. (or 8 infantry if going for 22).
  • Good enough Marine/Mountaineer divisions are the same as Infantry ones, but with those types of infantry instead.
  • (+) Very light infantry divisions (5/6 battalions with support artillery, recon and engineers) have their uses too, especially in difficult terrain and against a less powerful opponent.
  • (+) It may be a good idea to build some cheaper infantry divisions to have them hold easier parts of the frontline.
  • Tanks need infantry in their divisions to counteract their very low organization.
  • Decent early game tank division consists of 4 tank battalions and 2 motorized infantry.
  • Later on you can add another mot. infantry battalion and 2 self-propelled or motorized artillery units to get to the width of 20.
  • Once you unlock mechanized infantry you can replace your motorized units with it where they won't negatively affect the division's speed.
  • Motorized infantry division is a good, cheaper fast alternative to panzer divisions with less severe terrain penalties.
  • Later you can try replacing some of your regular infantry with mechanized units.
  • The more production-intensive, technologically advanced and equipped your army is the lower will be your losses. Mechanized divisions with a lot of heavy artillery or heavy panzer divisions will take a fraction of casualties standard infantry division would take on the offensive.
  • Try to adjust your strategy to the capabilities of both your industry and manpower pool.
  • Early on it should simply consist of desired amount of Mot. Infantry battalions, but later you may want to add a few self-propelled or motorized artillery battalions to mirror Infantry Division setups.
  • Speed is often a better firepower than firepower itself.
  • Cavalry has twice the suppression of infantry. It is the best kind of unit for your policing needs.
  • (+) Most cost effective military police unit is one consisting of a dingle cavalry battalion. Use them to garrison your conquered territory that still generates resistance.
  • (+) Few bigger (4cav to 6cav) units to manually put into more difficult states are also a good idea.
  • Do not ignore the resistance, it will wreck your infrastructure and factories, disrupt your supply flow and so on.
  • Police divisions aren't supposed to fight. Don't wait for them to be fully trained, just deploy them as soon as they are 20% done.
  • Freshly recruited divisions will have an experienced level of "Trained", unless it was deployed earlier.
  • Divisions that don't have enough experience to reach "trained" are considered "Green" and suffer -25% penalty in combat.
  • You can exercise your divisions further till they reach next experience level of "regular" granting them +25% combat bonus.
  • Performing exercise costs equipment (equal to 6% attrition) and lowers your organization to 15% of max value.
  • It also provides you army experience.
  • It is better to go to war with "trained" but equipped army than with "Regular" that is lacking supply. Do not exercise more than your military production allows.
  • Adding new units to the divisions (for example by adding new battalions to existing division designs) will lower the training level of your divisions.
  • It is better for your troops to have 1 less artillery battalion than to go to war as "Green".
  • You can duplicate your division designs to be able to produce slightly upgraded versions of ones you have without dipping those already in the field and fighting into "Green" territory. You upgrade those later.
  • If you have ports or coastlines that are prone to being naval invaded you may want to create dedicated garrison units.
  • Dedicated "garrison units" (not to confuse with garrisoning order) don't have to be limited to 20 width, since they are meant to fight alone. Stick some more infantry and artillery in them and an engineer support and you have a cheap, powerful unit. Unlike the police units you want them to be fully trained.
  • I prefer sticking such dedicated "garrison units" into ports by using s series of small “fallback lines". That makes sure that all of those places are well defended. AI would attempt to do that if you were to use a garrison order, but they sometimes fail. You would also need kore such divisions, since they also garrison major inland cities.
  • Breakthrough is a defense stat used when your divisions are attacking. Defense is a defensive stat used when they are defending.
  • Infantry tends to have much higher defense than breakthrough. Tanks have it the other way around.
Land combat:
  • Hover over combat stats of your and enemy's divisions. They will provide an amazing amount of useful information. Really. Keep doing that. Especially if you're losing.
  • Organization is binary. If you have some you fight at your max effectiveness. If you don't then you don't fight.
  • Divisions strength actually affects your combat stats - it is a representation of the % of available manpower and equipment.
  • Both defensive stats (Defense or Breakthrough, see above) only need to be equal to enemy attack stat after all modifiers are applied. All the enemy attacks in the battle up to the level of the defensive stat have 10% chance of inflicting damage. Once all of the defence is used up the rest of the attacks have 40% chance to harm.
  • For example if attacking infantry unit has 40 Breakthrough and the defenders have 60 soft attack then 10% of the 40 attack will do damage, but 20 that is left unchallenged will harm 40% of the time.
  • You units suffer attrition while moving, being out of supply or exercising. It is affected by terrain and weather condition.
  • Look out for mud. Mud is the most brutal of all terrain/weather modifiers. Do not attack into mud.
  • Russia has a lot of mud, especially in spring and autumn.
  • You can order your forces to assist in combat in a neighbouring province instead of attacking by Ctrl+r-clicking the battle indicator on the map. They won't advance into that province after the battle is won.
  • Make sure supplies are reaching your troops (press F4 to see the map). Lack of them will devastate your troops' performance.
  • (+) For supply to freely move from one supply area to another you need to control border provinces between those two regions.
  • (+) If your supplies are delivered by sea all of the ports in the supply area where they arrive are are counted towards throughput.
  • (+) Infrastructure level matters even in provinces made of a single island with a port.
  • (+) Game will chose the route for your supplies. You cannot manually adjust it.
  • (+) Atm supply-carrying convoys seem to be completely invulnerable and aren’t affected by any aerial or naval threats.
  • Units that are out of supplies for too long will start passively losing organization and will suffer from -33% combat penalty.
  • Encirclement penalty of -30% is brutal, especially coupled with supply issues.
  • Having Air Superiority in the Air region (F3) will decrease defences of enemy forces by up to 50% (!). It also lowers their movement speed by the same amount (!!!).
  • To achieve full Air Superiority you not only have to have more plains than the enemy, you also need to have enough planes in the region to cover it completely. Hover over that bar under the picture in Air Region screen (F3).
  • All the planes operation in the region count towards the air superiority.
  • Bombers providing air support not only deal damage to enemies in who are fighting battles, but also provide combat bonuses to our troops. They aren't however as big as Air Superiority ones.
  • Ships anchored in the adjacent sea zone will provide Naval Bombardment penalties of -25% to enemies in shore provinces.
  • Rivers are no joke. Attacking through a river into mountains or urban areas into entrenched enemy positions is one of the best way of disposing of excessive manpower.
  • Using division designer learn how your troops are doing in various terrain. For example you shouldn't attempt to perform naval invasions or attack into urban areas with tanks.
Battleplans:
  • To gain planning bonus your divisions need to stand still at the frontline, while being assigned to attack order.
  • Planning bonus will slowly fade away while you aren't doing so. Be it if you are fighting, advancing or even standing in the same spot after the plan was deleted.
  • If you want to fully manually control your troops you should simply delete all the frontlines when you are starting the offensive. Planning bonus won't simply disappear (see above).
  • You can assign manual orders to units under Ai control. They will override AI ones, but unit will go back doing its thing the second your que-ed up orders are finished. That may mean your panzer divisions 1 provinces deep into enemy territory strategically redeploying to the far end of their frontline 30 provinces away.
  • If you want to keep one of your armies focused at the certain part of the front for example while advancing you can keep shortening their frontline, while holding Alt.
  • If you will have a line of frontlines one ending where other starts they will stay clipped like that. It doesn't prevent lines from expanding due to newly acquired territory.
  • Ctrl+r-click on a frontline or an order selects all the units assigned to it.
  • Ctrl+clicking on a frontline or an order assigns all selected units to it.
  • Assigning a unit to an order automatically assigns it to the proper frontline as well. Not the other way around if you have more than one order attached to the frontline.
  • Division can only be assigned to a single ordefrontline.
  • Ctrl+H unassigns selected units from any orders/frontlines.
  • "S" is a shortcut for unselecting half of currently selected units. Useful along with those Crtl+key commands for assigning different amounts of divisions to various orders.
  • By pressing the right facing arrow button on top of your army icon you can activate all the orders for that army.
  • You can also Shift-click on that button and then on a specific order arrow on the map to activate only that order.
  • Red square button to the left simply stops all the orders in motion for that army. Tooltip is incorrect.
  • Red exclamation mark means that the unit is not assigned to any orders or frontlines.
  • Yellow exclamation mark means that the unit can't for some reason reach the position required of it by an order it is assigned to.
  • Units will often bug out and stay in ports with the yellow exclamation mark. You need to manually select them and r-click on a port you want them to move on their way to their objective. They'll figure it out from there.
  • You can move units overseas by either assigning them to an order there or by moving them to the port and then manually r-clicking the port you want them to sail to. See the bug described above.
  • Units assigned to an order overseas will go to the nearest port and sail to the port that is nearest their desired position. They will not take the length of sea travel into account. For example Italian unit in Belgium ordered to move to Egypt with Gibraltar blocked will instead of going to the Marseille and catching a boat there embark in Belgium and sail all the way around Africa. Watch out for it.
  • Garrision order will do an ok-ish job of dealing with resistance, but won't help at all against enemy attack.
  • Use fallback line orders to establish defensive positions on your borders, shores etc.
  • You can use a fallback line behind your lines as a rally point for the troops that you're recruiting. Simply draw it and after clicking on that circle left from the location selection bar click on that fallback line. Your troops will go there after spawning. Useful if you are using AI to fight your battles since adding units straight to your fighting forces will confuse the battleplane AI and make your offensives stall.
  • Full shield indicator means maxed out entrenchment bonus.
  • Battleplan AI is, in general, way too conservative when on the offensive.
  • (+) In version 1.1.0 you can switch between Careful, Standard and Aggressive stances for your armies.
  • (+) As of today (26.06) in 1.1.0 divisions in armies with any active battleplans will never strategically redeploy on their own.
  • (+) They will only use standard movement.
  • (+) Units may decide to march to the opposite adge of a frontline – a feat that can take weeks in some cases.
  • (+) Once a unit starts such movement it will not change is or stop it till it arrives at its destination. No matter if it still makes any sense. It is less problematic if divisions are strategically redeploying since it doesn’t take weeks.
---OVER THE THREAD LIMIT - REST IN THE COMMENTS---
Airforce:
---LINK---
Navy:
---LINK---
Naval Invasions:
---LINK---
General tips:
  • (+) You can opt into a beta patch (1.1.0 atm) by r-clicking on Hearts of Iron 4 in your Steam library, going to Preferences -> Betas and then selecting a proper beta from the drop down menu.
  • Italy is the best nation to learn the game with in my opinion. If you are totally new to it simply play tutorial, or, if you feel so inclined, check out my instructional Italian playthrough or other Youtube videos of that kind.
submitted by Emnel to hoi4 [link] [comments]

Over 200 tips for new players

People really enjoyed those tips I've posted few days back (, ) to the point where I'm skill getting few dozen questions everyday. I haven't had time to respond to all of them and for tham I'm sorry, but tonight sat for a few hours and expanded upon that 1st post. I think I also included the answers to all the PMs I haven't had the time to respond to.
Not sure what mods think about it, but this gains traction can we possibly make this one a sticky for a time being? I'll keep just adding answers to the questions that pop up.
EDIT3: Guide now also available on Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=700983094
And we are over 300 tips as well!
EDIT2: Update as of 16 hours after initial posting. I included answers to most of the asked questions, clarified some things and added few dozen new tips including more suggested division and fleets comps, summaries of all the doctrine trees and much more.
EDIT: Almost forgot...


If you are interested in some high level gameplay with in depth explanations go ahead and check out my YT channel. Atm I have a full game as Germany with US beaten by 1943, (it is a stream rip so quality is kinda meh and audio is poor for firsts 5 episodes) and ongoing Japanese playthrough on veteran difficulty (better production quality). More veteran difficulty campaigns coming soon.

Focus tree:
  • Almost all focus unlocks take 70 days. Use that to plan a "build" for a few years forward.
  • At the beginning try to get ones that give you extra research slots as well as free civilian and military factories.
  • Civilian factories are more important, unless you plan on going to war very early (like Japan).
  • Civilian and Military Factory focuses are extremely important for minor nations. Can't stress it enough.
  • Unlocks that allow you to peacefully annex a country are even better - usually provide more factories of both types.
  • Democracies such as UK or USA have some focuses gated behind the World Tension requirements.
  • Fascist focus for nations using generic focus tree grants up to 7% of recruitable population. That's huge.
  • One-time research bonuses from focus tree won't be consumed by already active research.
  • Dotted line means that you need either of the prerequisite unlocks.
  • Green arrows with a red exclamation mark between them mean that those unlocks are mutually exclusive.
  • If in doubt read the damn tool-tips. They are actually quite good.
  • You can click on a focus to find more information along with some flavor text.
Research:
  • Different nations start with different techs unlocked.
  • Try to not research things ahead of time.
  • Especially more than 6 months ahead of time.
  • Some focuses will remove the ahead of time penalty.
  • 50% research bonus may make ahead of time research worth it, especially for important equipment models such as planes, ships or tanks.
  • You can stock up on up to 30 days of research before it goes to waste.
  • Always try to keep your electronic and industrial bonuses up to date.
  • Concentrated Industry is almost always better.
  • Don't ignore Encryption and Decryption. Side with decryption advantage gains combat bonus in all land battles.
  • Doctrines, especially land ones, grant very powerful bonuses and aren't limited by years. It's good to keep researching them whenever we can.
  • Mobile Warfare doctrine is best suited for farly open terrain and countries with powerful industrial base since it focuses on both motorized infantry and tanks.
  • Superior Firepower is best suited for more difficult terrain, countries will not-limitless manpower pool and not too powerful industry. It focuses on infantry warfare with heavy artillery support.
  • Grand Battleplan doctrine is most general one with bonuses useful for all types of forces as well as powerful increase in planning bonuses. Safe, but not very focused choice for most nations. Additional points if you want to utilized AI control of your armies a lot.
  • Mass Assault land doctrine can provide massive manpower bonuses on top of great for the wide range of units, but mostly infantry. It is a good choice both for nations who have deep manpower pool but weak industry, but also for minor nations who would otherwise struggle with low manpower.
  • You can only follow one of the doctrines. Attempting to research a different one will remove all the progress from the one you followed before.
  • All of the Land Doctrine side paths are mutually exclusive. You can change them later but will lose all the techs from other branch.
  • Not all paths in Naval and Air doctrines are mutually exclusive. Look for dark gray squares with arrows.
  • For Air and Naval doctrines see their respective sections.
  • Naval Invasion technologies can be found on the very bottom of the Naval tree, below battleships, carriers and submarines.
  • That small icon in the top right corner of an aircraft research allows you to research a carrier version of it.
  • Carrier versions of the planes are more expensive to build and are weaker.
  • Similar icon with the red rocket on the Motorized unlock in the Infantry tab allows you to research Motorized Rocket Artillery.
  • You don't need to have standard Rocket Artillery unlocked to research and use a motorized version.
  • Each unlocked tack chassis allows you to research a Self-propelled (SP) anti tank, artillery or anti-air vehicle based on that chassis.
  • They are usually more expensive to build, but more powerful that the towed versions.
  • Production cost is, on top of required resources, a good indicator how expensive certain equipment is.
  • Researching a new type of basic land unit (tanks, motorized infantry, marines, paratroopers, mountaineers) will give you a division template utilizing that unit.
  • If you research tanks before mechanized infantry your tank division template will have standard leg infantry.
  • When choosing what and when to research keep in mind that it takes months before new equipment or kind of unit reaches front lines in amounts that can make a difference, while passive bonuses are applied instantly.
Laws and government:
  • On normal difficulty you will gather 1 political power per day (2, but 1 is always paid for your focus).
  • Most of the changes to your laws and government cost 150 PP.
  • Communists and Fascists can switch to War Economy at any time. You should do that using your 1st 150 Political Power.
  • Most of the other nations can switch to Partial Mobilization as soon as world tension reaches 15%. It is also a very good idea to do it asap.
  • Total Mobilization cuts you recruitable population by 3%. That's a lot. Be careful.
  • Increasing conscription laws will add people to your manpower in an instant. No need to increase those laws before it's absolutely necessary.
  • Trade laws allow you to sacrifice % of your resources for industrial an research bonuses.
  • You will NOT have access to those resources even if no one will buy them.
  • Theorists allow you to research doctrines faster and provide minor experience income. Some of them may be quite expensive.
  • IF you have access to advisors that increase the speed of your civilian and military factory production they are a very good early choices.
  • So is advisor that increases your Political Power gain by 15%, but keep in mind that he needs 500 days to even pay for himself.
  • Design company bonus is applied then research FINISHES. It isn't important if you had a designed factory chosen when research started.
  • If you have enough PP it may be a good idea to keep switching them around for major researches.
Diplomacy:
  • Coming SoonTM.
Trade:
  • You have no control over the amount of your resources set aside by your trade laws. You won't have access to them no matter if anyone actually buys them.
  • You can buy 8 units of any resource per civilian factory used for trade.
  • Trade can be canceled instantly. You factories will be back constructing your buildings.
  • Countries you are at war with won't trade with you.
  • Countries will sell their resources to those who have highest trade influence over them.
  • Try not to buy less than 8 resources/factory. Especially early on.
  • If other countries actually buy resources that you export you will "get" the civilian factories they spend. Hover over "Exported: x"sections to see if anyone is buying.
  • You only get the civilian factory output if a nation actually buys anything from you. Rest of the "exported" goods are being wasted.
Construction:
  • Your civilian factories are used to construct all the buildings. That includes your military and civilian factories.
  • Up to 15 civilian factories can be used to produce one building.
  • They are assigned automatically from the top to the bottom of your list.
  • Hover over the progress bar to see details.
  • % of your civilian factories will be used to produce consumer goods. Those are basically lost to you.
  • That number is a % of all your factories (civilian + military ones) based on your economy law rounded up. For example if you have 50 civilian and 52 military factories and your economy law is War Economy then 16 of your civilian factories will be used to produce civilian goods (15% out of 102 rounded up). With 50 civilian ones and 52 military ones you're left with 34 civilian factories to do your construction. Now let's assume that you have 20 civilian factories and 82 military ones instead. You still need to use 15% of all those factories for civilian production, so 16 factories, but since you only have 20 that leaves you with just 4 factories to do do all of your constructions.
  • Military factories are two times cheaper than civilian ones and they get additional bonuses from economy laws.
  • Synthetic Factories aren't worth building as long as you can buy oil and rubber since they are more expensive than civilian factories that can be used to buy more of those resources.
  • Resources produced by Synthetic Factories are affected by both your trade laws and being in occupied provinces. For example if you have a Free Trade policy your Synthetic Factory will only give you 1 Oil and 0 Rubber.
  • Airbases are really quick to build. Infrastructure and ports, not so much.
  • Amount of radar and synthetic factories you can build per state is limited by your radar and synthetic industry research. Radar is worth researching if you need it. Synthetics almost never are.
  • Converting factories to the other type is almost never worth it.
Production:
  • Military factories use Production Efficiency system.
  • Naval Dockyards don't.
  • When you switch the production to a different commodity (light tanks to medium tanks, infantry equipment to motorized etc.) your efficiency on that line is reset to 10%.
  • When you switch to a different level of the same equipment (Infantry Weapons I to Infantry Weapons II, Light tank model 1934 to Light tank model 1936 etc.) you efficiency is cut in half.
  • You can use experience to create new variants of armored, airborne or naval equipment.
  • When you switch to a different exp. variant of the same equipment you only lose 10% of the efficiency.
  • Production Efficiency increases over time.
  • If you are missing some of the resources needed for production the equipment will still be produced, but slower. Hover over the yellow progress bar to see details.
  • Production Efficiency increase is also slower.
  • Support Equipment, Motorized and Convoys never get old. If in doubt produce some of those.
  • it may not be a bad idea to start producing an older model of an important new equipment that you ar researching to get a some headstart on Prod. Eff.
  • You can't use exp to modify equipment from Infantry&Artillery tab.
  • You can still modify Self-Propelled artillery, anti-air and anti-tank pieces.
Division design:
  • Division is made of regiments (columns) that are made of battalions.
  • You can rename, duplicate and change equipment options of a division for free.
  • You can also mark those divisions Reserve, Regular or Elite - it affects the order they get their equipment. You can change it at any time for free as well.
  • There is no way of creating a "blank" division template. All new templates must be created by first duplicating and then changing. Give it a few tries to find a cheapest option for your liking.
  • Anschluss of Austria gives you their division designs.
  • Adding or removing a battalion costs 5 army exp.
  • Adding a first new type of unit to a division (mobile or tank battalion to an infantry division or an infantry battalion to a tank division) costs 25 army exp. Next ones will cost 5 exp.
  • Adding or removing a support brigade costs 10 army exp.
  • Division has a combat width that is a sum of combat widths of all its lane battalions. All anti air and towed anti tank have width of 1, all artillery have width of 3, rest has a width of 2.
  • Division speed is a speed of the slowest battalion.
  • Support battalions have no width or speed. That makes support artillery a very good addition to your fast divisions.
  • Rocket artillery is a bit more offensively oriented than a standard one but their specific performance will depend on your techs.
  • Anti-air doesn't seem to be worth it at all.
  • Organization of the division is an average of the organization of all its parts.
  • Artillery, tanks and support battalions have very low organization making use of enough infantry battalions necessary.
  • 9999/10000 of the battles are lost because one side ran out of organization.
  • Higher the hardness the better (unless enemy is actively spamming anti-tank guns or something).
  • If armor of a division is higher than piercing of the division it is fighting it will not only receive 50% less damage but it will also deal 50% more.
  • Recon and Engineer supports are worth it for almost every combat division.
  • Logistic company is also great, especially if you are fighting in a difficult, infrastructure-less terrain.
  • Field Hospitals are excellent choice if you are afraid of running out of manpower.
  • Combat Width in every province is equal to 80 + 20 per number of angles of attack if there is more than 1.
  • For that reason you should aim for divisions of with combat width of 20, or even 10.
  • I find divisions with strength around 10 a step too far. The organization hit from and a cost of support battalions is too high, unless you counteract it with very specific doctrines.
  • There are very few advantages to having really big divisions.
  • If they are to be used in Army Group under command od Field Marshal with "Offensive Doctrine" ability (-10% combat width) then you can go for 22 and 11.
  • Optimal division designs depend on your chosen doctrines,c enemies you're facing and the terrain you're fighting in.
  • You won't need anti-tank fighting China in 1937, but should probably get some against Germany in 1940.
  • Tanks won't achieve much in Iran or western China, but will shine in European Soviet union. Against comparable enemy that is.
  • Good basic infantry division is made of 7 infantry battalions and 2 artillery battalions. (or 8 infantry if going for 22).
  • Good enough Marine/Mountaineer divisions are the same as Infantry ones, but with those types of infantry instead.
  • Very light infantry divisions (5/6 battalions with support artiller, recon and engineers) have their uses too, especially in difficult terrain.
  • Tanks need infantry in their divisions to counteract their very low organization.
  • Decent early game tank division consists of 4 tank battalions and 2 motorized infantry.
  • Later on you can add another mot. infantry battalion and 2 self-propelled or motorized artillery units to get to the width of 20.
  • Once you unlock mechanized infantry you can replace your motorized units with it where they won't negatively affect the division's speed.
  • Motorized infantry division is a good, cheaper fast alternative to panzer divisions with less severe terrain penalties.
  • Later you can try replacing some of your regular infantry with mechanized units.
  • The more production-intensive, technologically advanced and equiped your army is the lower will be your losses. Mechanized divisions with a lot of heavy aritllery or heavy panzer divisions will take a fraction of casulties standard infantry division would take on the offensive.
  • Try to adjust your strategy to the capabilities of both your industry and manpower pool.
  • Early on it should simply consist of desired amount of Mot. Infantry battalions, but later you may want to add a few self-propelled or motorized artillery battalions to mirror Infantry Division setups.
  • Speed is often a better firepower than firepower itself.
  • Cavalry has twice the suppression of infantry. It is the best kind of unit for your policing needs.
  • Good military police divisions should consist of 6 cavalry battalions. Later add a Military Police support battalion, but don't sweat it. Unless you have half of Europe under occupation basic cav will do just fine.
  • Do not ignore the resistance, it will wreck your infrastructure and factories, disrupt your supply flow and so on.
  • Police divisions aren't supposed to fight. Don't wait for them to be fully trained, just deploy them as soon as they are 20% done.
  • Freshly recruited divisions will have an experienced level of "Trained", unless it was deployed earlier.
  • Divisions that don't have enough experience to reach "trained" are considered "Green" and suffer -25% penalty in combat.
  • You can exercise your divisions further till they reach next experience level of "regular" granting them +25% combat bonus.
  • Performing exercise costs equipment (equal to 6% attrition) and lowers your organization to 15% of max value.
  • It also provides you army experience.
  • It is better to go to war with "trained" but equipped army than with "Regular" that is lacking supply. Do not exercise more than your military production allows.
  • Adding new units to the divisions (for example by adding new battalions to existing division designs) will lower the training level of your divisions.
  • It is better for your troops to have 1 less artillery battalion than to go to war as "Green".
  • You can duplicate your division designs to be able to produce slightly upgraded versions of ones you have without dipping those already in the filed and fighting into "Green" territory. You upgrade those later.
  • If you have ports or coastlines that are prone to being naval invaded you may want to create dedicated garrison units.
  • Dedicated "garrison units" (not to confuse with garrisoning order) don't have to be limited to 20 width, since they are meant to fight alone. Stick some more infantry and artillery in them and an engineer support and you have a cheap, powerful unit. Unlike the police units you want them to be fully trained.
  • I prefer sticking such dedicated "garrison units" into ports by using s series of mall fallback lines". That makes sure that all of those places are well defended. AI would attempt to do that if you were to use a garrison order, but they sometimes fail. You would also need kore such divisions, since they also garrison major inland cities.
  • Breakthrough is a defense stat used when your divisions are attacking. Defense is a defensive stat used when they are defending.
  • Infantry tends to have much higher defense than breakthrough. Tanks have it the other way around.
Land combat:
  • Hover over combat stats of your and enemy's divisions. They will provide an amazing amount of useful information. Really. Keep doing that. Especially if you're losing.
  • Organization is binary. If you have some you fight at your max effectiveness. If you don't then you don't fight.
  • Divisions strength actually affects your combat stats - it is a representation of the % of available manpower and equipment.
  • Both defensive stats (Defense or Breakthrough, see above) only need to be equal to enemy attack stat after all modifiers are applied. All the enemy attacks in the battle up to the level of the defensive stat have 10% chance of inflicting damage. Once all of the defense is used up the rest of the attacks have 40% chance to harm.
  • For example if attacking infantry unit unit has 40 Breakthrough and the defenders have 60 soft attack then 10% of the 40 attack will do damage, but 20 that is left unchallenged will harm 40% of the time.
  • You units suffer attrition while moving, being out of supply or exercising. It is affected by terrain and weather condition.
  • Look our for mud. Mud is the most brutal of all terrain/weather modifiers. Do not attack into mud.
  • Russia has a lot of mud, especially in spring and autumn.
  • You can order your forces to assist in combat in a neighboring province instead of attacking by Ctrl+r-clicking the battle indicator on the map. They won't advance into that province after the battle is won.
  • Make sure supplies are reaching your troops (press F4 to see the map). Lack of them will devastate your troops' performance.
  • Units that are out of supplies for too long will start passively losing organization and will suffer from -33% combat penalty.
  • Encirclement penalty of -30% is brutal, especially coupled with supply issues.
  • Having Air Superiority in the Air region (F3) will decrease defenses of enemy forces by up to 50% (!). It also lowers their movement speed by the same amount (!!!).
  • To achieve full Air Superiority you not only have to have more plains than the enemy, you also need to have enough planes in the region to cover it completely. Hover over that bar under the picture in Air Region screen (F3).
  • All the planes operation in the region count towards the air superiority.
  • Bombers providing air support not only deal damage to enemies in who are fighting battles, but also provide combat bonuses to our troops. They aren't however as big as Air Superiority ones.
  • Ships anchored in the adjacent sea zone will provide Naval Bombardment penalties of -25% to enemies in shore provinces.
  • Rivers are no joke. Attacking through a river into mountains or urban areas into entrenched enemy positions is one of the best way of disposing of excessive manpower.
  • Using division designer learn how your troops are doing in various terrain. For example you shouldn't attempt to perform naval invasions or attack into urban areas with tanks.
Battleplans:
  • To gain planning bonus your divisions need to stand still at the frontline, while being assigned to attack order.
  • Planning bonus will slowly fade away while you aren't doing so. Be it if you are fighting, advancing or even standing in the same spot after the plan was deleted.
  • If you want to fully manually control your troops you should simply delete all the frontlines when you are starting the offensive. Planning bonus won't simply disappear (see above).
  • You can assign manual orders to units under Ai control. They will override AI ones, but unit will go back doing its thing the second your que-ed up orders are finished. That may mean your panzer divisions 1 provinces deep into enemy territory strategically redeploying to the far end of their frontline 30 provinces away.
  • If you want to keep one of your armies focused at the certain part of the front for example while advancing you can keep shortening their frontline, while holding Alt.
  • If you will have a line of frontlines one ending where other starts they will stay clipped like that. It doesn't prevent lines from expanding due to newly acquired territory.
  • Ctrl+r-click on a frontline or an order selects all the units assigned to it.
  • Ctrl+clicking on a frontline or an order assigns all selected units to it.
  • Assigning a unit to an order automatically assigns it to the proper frontline as well. Not the other way around if you have more than one order attached to the frontline.
  • Division can only be assigned to a single ordefrontline.
  • Ctrl+H unassigns selected units from any orders/frontlines.
  • "S" is a shortcut for unselecting half of currently selected units. Useful along with those Crtl+key commands for assigning different amounts of divisions to various orders.
  • By pressing the right facing arrow button on top of your army icon you can activate all the orders for that army.
  • You can also Shift-click on that button and then on a specific order arrow on the map to activate only that order.
  • Red square button to the left simply stops all the orders in motion for that army. Tooltip is incorrect.
  • Red exclamation mark means that the unit is not assigned to any orders or frontlines.
  • Yellow exclamation mark means that the unit can't for some reason reach the position required of it by an order it is assigned to.
  • Units will often bug out and stay in ports with the yellow exclamation mark. You need to manually select them and r-click on a port you want them to move on their way to their objective. They'll figure it out from there.
  • You can move units overseas by either assigning them to an order there or by moving them to the port and then manually r-clicking the port you want them to sail to. See the bug described above.
  • Units assigned to an order overseas will go to the nearest port and sail to the port that is nearest their desired position. They will not take the length of sea travel into account. For example Italian unit in Belgium ordered to move to Egypt with Gibraltar blocked will instead of going to the Marseille and catching a boat there embark in Belgium and sail all the way around Africa. Watch out for it.
  • Garrision order will do an ok-ish job of dealing with resistance, but won't help at all against enemy attack.
  • Use fallback line orders to establish defensive positions on your borders, shores etc.
  • You can use a fallback line behind your lines as a rally point for the troops that you're recruiting. Simply draw it and after clicking on that circle left from the location selection bar click on that fallback line. Your troops will go there after spawning. Useful if you are using AI to fight your battles since adding units straight to your fighting forces will confuse the battleplane AI and make your offensives stall.
  • Full shield indicator means maxed out entrenchment bonus.
  • Battleplan AI is, in general, way too conservative when on the offensive.
Airforce:
  • Your bombers can actually defend themselves fairly well, but will operate very rarely and not achieve their actual objective without a fighter coverage.
  • Air superiority is crucial for both air and land combat.
  • Enemy bombers need to be detected before they can be intercepted. Detection is provided by radar and planes on air superiority missions.
  • Unless you really need to kill the members before enemy fighters for some reason you shouldn't really use "Intercept" order and just stick to air superiority on your fighters.
  • Static air defenses may destroy a few bombers but fighters can kill hundreds of them. If you are in a position to invest in those do it.
  • Airforces used in Europe in early stages of the war are in a ballpark of 2k fighters and 2-3k bombers for each of major participants.
  • Agility and Speed are two most important statistics of a fighter.
  • Only real selling point of Heavy Fighters and Tactical Bombers is their operational range. And even that is not true for all the models. Unless you need that you are better of with Fighters and CAS.
  • You could strategically bomb, but I'd limit it to such places as Malta or Corsica to get rid of airfields without having to invade.
  • I don't bother with strategic bombing in single player. Why bomb when you can conquer?
  • Strategic bombing, however, adds a lot of "war participation" so if you are a minor member of a faction you can try to boost your future gains that way.
  • Transport planes can't drop supply. Their only point is to drop paratroopers.
  • Air Superiority gives major penalties to the enemy, but CAS can inflict serious damage and is especially important in difficult battles where your land troops have trouble due to defensive terrain.
  • Both Radar and Air Superiority in a region provide Naval Intel.
  • Naval Strikes are borderline broken, especially since AI seems to almost never place any planes in fully sea Air Zones.
  • Port Strikes are very powerful too, if you can handle enemy fighters.
  • Ports are a part of land zones.
  • If you are unable to win air superiority over the region your ports are in (static AA won't cut it, don't even try. You need fighters.) and you can't face enemy navy in open seas (like, let's say Italy or germany early on) try to evacuate your ships to some distant provinces (be it yours of ally's) where enemy bombers can't reach them.
  • CAS are actually very effective against enemy ships.
  • In every Naval Battle non-carrier planes can attack only once upon entering combat. It doesn't matter if battle last an hour or a month. If enemy has only subs your planes won't do a thing.
  • Carrier planes can be rebased to land airfields if need be.
  • When starting a campaign you should disband all your airwings and create a new ones. Disbanded planes go back to your reserves.
  • It is best to keep planes in Airwings of 100. Ace bonuses are tailored for that size and it makes it easy to move them around.
  • As of today air statistics (Shortcut: L) and Air Doctrine research tab are still a total mess with conflicting tooltips and statistic names as well as contradictory descriptions and so on.
  • Strategic Destruction air doctrine is best suited for nations with powerful industrial base. It doesn't help you win air superiority but can provide very serious bonuses for already poweful Air Superiority effect. Or it can allow you to flatten enemy industry and infrastructure with a long range strategic bombardment, even without the fighter support.
  • Battlefield Support doctrine provides a bit more help for your fighters, but focuses on doing damage via combat bombing and Air Support bonuses for your troops. Perfect choice if you simply want to support your land advances and you have the industry to fight for air superiority with sheer numbers.
  • Operational Integrity is the most well rounded onewith little bit of everything and one that provides best bonuses for your fighters and does it quick-ish. It is by far the best choice for industrial underdogs who want to focus on trying keeping their skies free of enemy bombers and fighters alike.
Navy:
  • Oddly enough all the ships seem to have their place.
  • Escort/Screens: Destroyers (DD) and Light Cruisers (CL)
  • Capital ships: Heavy Cruisers (CA), Battlecruisers (BC), Battleships (BB) and Carriers (CV).
  • It is a good idea to have 3 screen ships for every capital ship in your battle fleet.
  • On top of regular battle fleets you should use submarine flottillas; patrol fleets with a3-3 CAs/BCs few CLs and a bunch od DDs, as well as anti-submarine forces made of just couple DDs.
  • Destroyers are the backbone of your fleet. They are cheap, best at dealing with the subs and if enemy fleet runs out of screens of their own they will simply sink their capital ships with torpedoes with minimal loses. Always keep a good screen force.
  • Light Cruisers are 3 times as expensive as destroyers, but provide better surface detection allowing you to find enemy navies/convoys faster, have more powerful torpedoes and guns while being almost as fast and slippery. Destroyers are more cost effective but you still want a few CL in your fleet.
  • Heavy Cruisers and Battlecruisers are fast enough to support your screens in early skirmishes against enemy screens preventing the situations when few dozen destroyers keep killing off your screens few at the time and then disengaging until they have such a screen advantage that they kill the rest and then all of your capitals in the last engagement. Battlecrusiers are significantly more expensive, but have much higher range. Having 2-3 battlecrusiers and a handful of Heavy Cruisers isn't a bad idea even if you re sleeping on Battleships and Carriers.
  • Battleships provide have the highest damage and HP in the fleet. They aren't fast enough to deal with enemy screen fleets but in actual fleet engagements will provide the highest dps of all the ships. They aren't nearly as affected by weather as carriers. Same goes for Superbattleships.
  • Carriers can't match the firepower of battleships if all-out naval battle, especially if affected by bad weather or, much worse, enemy brought few land-based airwings to the party, but have nice sustained damage that can chew through enemy ships if they battle isn't too decisive. They can also strike with their aircraft inland, but you've have to have at least a dozen of them to be able to even annoy any of major powers that will have thousands of fighters to fight you with. If forced into firing range of enemy anything they sink like steel planks they are.
  • Subs are great at raiding convoys (duh!) but can also tear a semi decent fleet apart if it has too few destroyers, or if they get a lucky engagement. In 9/10 engagements destroyers will murder a fleet of subs their size, but that 1/10 times things can go wrong, few DDs sink and subs get to massacre the rest of the fleet with impunity. They are also a major annoyance with when engaged by a bigger fleet will mostly just posture for a few hours and disengage.
  • If you want to kill of a sub fleet just send a comparable or a bit smaller fleet made of only destroyers. They will engage them and usually die.
  • Any fleet can operate in 3 regions.
  • To provide naval bombardment fleet must me anchored (stationary with no order in the zone adjacent to the province you want to support. You need ships with actual shore bombardment stats in it. A few will do.
  • Each naval doctrine has separate sub-branches providing bonuses for subs and screens respectively.
  • Fleet in Being doctrine is best suited for powerful traditional navies who want to get decisive battles early on. The escort and sub sub-branches are fairly underwheling tho. You can b-line to the last tech pretty fast and ignore the rest.
  • Trade Interdiction is one that has most potential. The sum of the buffs it grants make other 2 doctrines pale in comparison. It provides very significant bonuses for all types of ships and should be picked by nations who want to power their way into the naval game and challange established powers with superbuffed screens, carriers and subs, and are willing to pay with a lot of research for it. Or by those who just want to harass the more powerful enemies and do it well.
  • Base Strike doctrine focuses on carrier use. Its right sub-branch provides the very best bonuses for carriers and their aircraft hand down. Other two branches are nothing to write home about to put it mildly.
  • Sortie efficiency (carrier aircraft use in battle) is negatively affected if you operate their fleet in more than 1 region.
  • When building a carrier you can preselect her planes from the production menu by clicking on a blue plane icon on the carrier order card.
  • Deck size seems to be the way to go when modifying a carrier.
Naval Invasions:
  • Naval capacity is simply an amount of divisions you can use in naval invasions at the same time.
  • Weight of the divisions only affects how many convoys will be used to perform the invasions. That's it. You can invade with naval invasion capacity worth of weight 1 or weight 200 divisions, no problem.
  • Naval invasion order sometimes refuse to have your divisions assigned. Select the divisions and after manually selecting Divisions Assignment Mode from the bad click on the order's arrow to assign. Do it one division at the time if need be.
  • You can only perform 1 invasion at the time from each of your ports.
  • You can select one or more provinces you want you forces to land in. All have to be adjacent to the same naval province. Units will land randomly in those provinces.
  • You can click on a Naval Invasion order while holding Alt to modify it. Changing the landings does not affect the preparation time. Changing the starting port resets it to 0.
  • The bigger the invasion the longer it will take to prepare.
  • You can keep adding divisions to the invasion that is already preparing but it will increase the time needed.
  • When invading focus on capturing a port asap. Your troops will ran out of supply really fast and without a port those that already landed are doomed. Those that are repelled while performing an attack from the sea will be turned back to the port of origin.
  • If you established a beachhead you can keep adding divisions to that order (as long as less than your capacity are at sea) and they will instantly embark from the origin port and sail to reinforce said beachhead.
  • If you have a port, however, you can just transfer your troops there by normal means.
  • To execute the invasion order you need to have bot an intel or at least neutral naval supremacy in all the regions en route. Intel can be provided by either radar, planes (a lot of them) or ships on one of the orders in the zone. Ships that are fighting don't provide either.
  • Once the order is put in motion you don't need intel or supremacy anymore, the landing crafts will attempt to reach their goal, they can be, however, still intercepted sunk even while already coming ashore.
General tips:
  • Italy is the best nation to learn the game with in my opinion. If you are totally new to it simply play tutorial, or, if you feel so inclined, check out my instructional Italian playthrough or other Youtube videos of that kind.
  • After pressing the flag in the top left corner or shortcut "Q" will take you to your Focus Tree as well as Laws & Government screen. *Upon selecting a country in Diplomacy screen (shortcut "E") you can switch between "Diplomacy" and "Detail" tabs. The latter will show you the extent of your knowledge of the nations. The extent of it depends on the Encryption and Decryption levels of both of you.
  • Once there you can switch between nations by clicking on their territory on the map. Including your own.
submitted by Emnel to paradoxplaza [link] [comments]

(X-posting - /r/hoi4 top thread of all times) Over 350 tips for new and older players - 1.1.0 Beta update.

26.06 UPDATE

Almost 100 new tips on top of dozens of smaller and bigger fixes. Includes current version of 1.1.0 beta patch. New and significantly altered tips are indicated by a “(+)” symbol in front of them. Ctrl-F and search for “(+)“ to cycle through them..

Streamer Multiplayer Event Announcement

Everyone's favorite bridger, youtube.com/c/Bridger the author of famous pre-release video guides is, along with to lesser extent myself, organizing a Multiplayer event for Streamers and Youtubers playing Hearts of Iron 4!
It is a very interesting 7 players, 3 faction format in which less experienced people will be paired with seasoned veterans. Fairly low intensity with 3 hours weekly (specifics tbd based on preferences of the players) should allow almost every streameyoutuber to participate.
Are you a StreameYoutuber? Check details here and sign-up here.
Are you a fan of a StreameYoutuber you want to see play with us? Go ahead and forward this post or BRIDGER'S VIDEO to them and perter them about it!
EDIT2: Guide now also available on Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=700983094
And we are over 300 tips as well!
TL;DR, wonna watch to learn.
My Youtube HoI4 playthroughs:
Hearts of Iron 4 - Italy (Italian Introduction) - Basically an expanded tutorial. I won't be a full series, but I'll revisit Italy on Veteran Difficulty withing several weeks. Remade with better audio!
8 episodes out and 1 more every day.
Hearts of Iron 4 - Germany - True Blitzkrieg (Veteran difficulty) - Historical playthrough as Germany. "True Blitzkrieg" achievement, among others.
7 episodes out and 1 more every day.
Hearts of Iron 4 - Japan (Veteran Difficulty) - World Conquest as Japan - own faction, wars against Allies, Comintern and the Axis.
51 episodes out and 1 more every day.
Hearts of Iron 4 - France - Big Entente (Veteran difficulty) - Creating the Little Entente faction and going to war with Hitler over Czechoslovakia in 1938 without UK to back us. "Big Entente" achievement.
3 episodes out on 28th and then 1 more every day.
Hearts of Iron 4 - Germany Twitch Stream - A per-release Twitch stream recording. Normal difficulty. Poor audio and overall bad quality.
30 hours worth of gameplay. Finished series.
Focus tree:
  • Almost all focus unlocks take 70 days. Use that to plan a "build" for a few years forward.
  • At the beginning try to get ones that give you extra research slots as well as free civilian and military factories.
  • Civilian factories are more important early on, unless you plan on going to war very early (like Japan).
  • Civilian and Military Factory focuses are extremely important for minor nations. Can't stress it enough.
  • Unlocks that allow you to peacefully annex a country are even better - usually provide much more factories of both types.
  • Democracies such as UK or USA have some focuses gated behind the World Tension requirements.
  • Fascist focus for nations using generic focus tree grants up to 7% of recruitable population. That's huge.
  • One-time research bonuses from focus tree won't be consumed by already active research.
  • Dotted line means that you need either of the prerequisite unlocks.
  • Green arrows with a red exclamation mark between them mean that those unlocks are mutually exclusive.
  • If in doubt read the damn tool-tips. They are actually quite good.
  • You can click on a focus to find more information along with some flavor text.
  • (+) Focus costs you 1 Political Power per day.
  • (+) Up to 10 political power will be applied to a new focus unlock equal to the number of days you had no focus active. If you had no active focus for more than 10 days, that number will be 10. You need to have that amount of PP to spare.
  • (+) You can’t switch or turn off the focus once it’s chosen.
  • (+) If your decryption is high enough you can see the focuses other nations are working on.
  • (+) If it is significantly higher than their encryption you can see their full focus trees with all unlocks.
  • (+) You can always see what mutually exclusive choice they made.
Research:
  • Different nations start with different techs unlocked.
  • Try to not research things ahead of time.
  • Especially more than 6 months ahead of time.
  • Some focuses will remove the ahead of time penalty for certain research.
  • 50% research bonus may make ahead of time research worth it, especially for important equipment models such as planes, ships or tanks.
  • (+) You switch the research before it’s finished. You progress will be preserved.
  • You can stock up on up to 30 days of research before it goes to waste.
  • (+) If you switch the research those up to 30 banked days will “move” to a new research.
  • (+) Research bonus will be used if you are restarting previously paused research.
  • (+) Research bonus once used will still affect paused research. 2nd research bonus won’t be applied if that research is resumed.
  • Always try to keep your electronic and industrial bonuses up to date.
  • Concentrated Industry is almost always better.
  • Don't ignore Encryption and Decryption. Side with decryption advantage gains combat bonus in all land battles.
  • Doctrines, especially land ones, grant very powerful bonuses and aren't limited by years. It's good to keep researching them whenever we can.
  • Mobile Warfare doctrine is best suited for fairly open terrain and countries with powerful industrial base since it focuses on both motorized infantry and tanks.
  • Superior Firepower is best suited for more difficult terrain, countries will not-limitless manpower pool and not too powerful industry. It focuses on infantry warfare with heavy artillery support.
  • Grand Battleplan doctrine is most general one with bonuses useful for all types of forces as well as powerful increase in planning bonuses. Safe, but not very focused choice for most nations. Additional points if you want to utilize AI control of your armies a lot.
  • Mass Assault land doctrine can provide massive manpower bonuses on top of great for the wide range of units, but mostly infantry. It is a good choice both for nations who have deep manpower pool but weak industry, but also for minor nations who would otherwise struggle with low manpower.
  • You can only follow one of the doctrines. Attempting to research a different one will remove all the progress from the one you followed before.
  • All of the Land Doctrine side paths are mutually exclusive. You can change them later but will lose all the techs from other branch.
  • Not all paths in Naval and Air doctrines are mutually exclusive. Look for dark grey squares with arrows.
  • For Air and Naval doctrines see their respective sections.
  • Naval Invasion technologies can be found on the very bottom of the Naval tree, below battleships, carriers and submarines.
  • That small icon in the top right corner of an aircraft research allows you to research a carrier version of it.
  • Carrier versions of the planes are more expensive to build and are weaker.
  • Similar icon with the red rocket on the Motorized unlock in the Infantry tab allows you to research Motorized Rocket Artillery.
  • You don't need to have standard Rocket Artillery unlocked to research and use a motorized version.
  • Each unlocked tack chassis allows you to research a Self-propelled (SP) anti-tank, artillery or anti-air vehicle based on that chassis.
  • They are usually more expensive to build, but more powerful that the towed versions.
  • Production cost is, on top of required resources, a good indicator how expensive certain equipment is.
  • Researching a new type of basic land unit (tanks, motorized infantry, marines, paratroopers, mountaineers) will give you a division template utilizing that unit.
  • If you research tanks before mechanized infantry your tank division template will have standard leg infantry.
  • When choosing what and when to research keep in mind that it takes months before new equipment or kind of unit reaches front lines in amounts that can make a difference, while passive bonuses are applied instantly.
  • (+) Synthetic Oil research simply limits the amount of Refineries per state.
Laws and government:
  • On normal difficulty you will gather 1 political power per day (2, but 1 is always paid for your focus).
  • Most of the changes to your laws and government cost 150 PP.
  • Communists and Fascists can switch to War Economy at any time. You should do that using your 1st 150 Political Power.
  • (+) Democracies and Non-Alligned nations need to be at war with enemy of fairly equal power first.
  • (+) Democracies and unaligned can only change Economy law to Early mobilization if World Tension is above 5%. Usually it’s better to wait for Partial Mobilization.
  • (+) Democracies and unaligned can only change Economy law to Partial Mobilization if World Tension is above 15%. Change is asap, unless you know you’ll be at war within few months.
  • (+) Total Mobilization cuts you recruitable population by 3%. If your Conscription Laws and/or other factors provide less than 3% or you are already using the difference you will end up with no manpower. Be careful.
  • Increasing conscription laws will add people to your manpower in an instant. No need to increase those laws before it's absolutely necessary.
  • Trade laws allow you to sacrifice % of your resources for industrial and research bonuses.
  • You will NOT have access to those resources even if no one will buy them.
  • Theorists allow you to research doctrines faster and provide minor experience income. Some of them may be quite expensive.
  • IF you have access to advisors that increase the speed of your civilian and military factory production they are a very good early choices.
  • So is advisor that increases your Political Power gain by 15%, but keep in mind that he needs 500 days to even pay for himself.
  • Design company bonus is applied then research FINISHES. It isn't important if you had a designed factory chosen when research started.
  • If you have enough PP it may be a good idea to keep switching them around for major researches.
  • (+) Atm (including version 1.1.0) Military Staff hires that increase planes’ Attack, Defence and Agility either have no ingame effect or it isn’t shown in tooltips. It’s impossible to tell. Avoid.
Diplomacy:
  • (+) You can open diplomacy screen by r-clicking on a selected nation’s territory with in basic map mode (F1) with no units selected or by picking it from diplomacy screen (E).
  • (+) Once there you can switch the tab from “Diplomacy” to “Details” to see more information about the selected nation.
  • (+) If there are two numbers present they are the borders of the estimation based on your encryption level.
  • (+) World Tension is a mechanic that almost exclusively helps Democracies and Non-Aligned.
  • (+) Wargoal justification time is lowered by World Tension by 1% per every 2% of WT.
  • (+) Democracies can’t justify a wargoal against country that has not increased world tension.
  • (+) Democracies need 100% World Tension to be able to justify a wargoal. (50% for Non-Aligned)
  • (+) Claims only make justification slightly faster.
  • (+) Justifying for a single state is preferable.
  • (+) Democracies need 80% World Tension to create, join a faction or invite to one. (40% for Non-Aligned)
  • (+) Democracies need 70% World Tension to be able to send volunteers (40% for Non-Aligned)
  • (+) The amount of volunteers you can send depends on the number of divisions you control.
  • (+) Volunteers can’t be manually recalled. They will, however, return within 2 weeks if the war ends or you end up in a war.
  • (+) Democracies need 50% World Tension to be able to send Land Lease (40% for Non-Aligned)
  • (+) Democracies need 25% World Tension to be able to Guarantee Independence. (40% for Non-Aligned)
  • vGuaranteeing independence costs political power (more for every active guarantee) and lowers World Tension by 1,7% when used.
  • (+) If guaranteed nation is attacked and they both end up in the same war guaranteed nation can join the defender’s faction regardless of WT.
  • (+) AI will always do that.
  • (+) You can spend political power to boost your party (political option) popularity in the country.
  • (+) When it is high enough you can wait for a government change (can be peaceful or bloody) or stage a coup by spending 200 political power over 400 days and sending weapons.
  • (+) The power of the coup is determined by the party support when you start staging it. For whatever reason.
  • (+) You can send Expeditionary Forces to your allies in the war. It simply transfers control of certain units.
  • (+) Expeditionary Forces can be returned or recalled at moment’s notice.
  • (+) To learn about non-aggression pacts hover over the option and wait for a tooltip to appear.
  • (+) All of the WT requirements can be circumvented by focus tree unlocks. Specifics differ from nation to nation.
  • (+) Nation will surrender if it controls less % of its Victory Points (from core provinces) than its National Integrity. Hover over the surrender bar in the war manu to see more.
  • (+) On top of all the Victory Points assigned to specific provinces all the standard provinces are worth a fraction of a VP.
  • (+) If a nation is a part of a faction it will surrender only its core provinces. It will keep the colonies and there will be resistance on its lands.
  • (+) Nation that surrenders without being in a faction doesn’t produce resistance on its lands and all of its territory is annexed by a victor.
  • (+) Faction surrenders when all its Major Members surrender. Hover over surrender bar in the war screen for details.
  • (+) Faction members that have not been invaded cannot be annexed or otherwise affected by the peace deal. They will end up out of faction, at peace and with a peace treaty with the victor.
Trade:
  • You have no control over the amount of your resources set aside by your trade laws. You won't have access to them no matter if anyone actually buys them.
  • You can buy 8 units of any resource per civilian factory used for trade.
  • Trade can be cancelled instantly. You factories will be back constructing your buildings.
  • Countries you are at war with won't trade with you.
  • Some countries can embargo you via their focus tree.
  • Countries will sell their resources to those who have highest trade influence over them.
  • (+) Hover over Export number to see who is buying from that nation and what is their trade influence.
  • (+) Hover over Influence number to see what makes up your trade influence with the nation.
  • Try not to buy less than 8 resources/factory. Especially early on.
  • If other countries actually buy resources that you export you will "get" the civilian factories they spend. Hover over "Exported: x" sections in the top part of that screen to see if anyone is buying.
  • You only get the civilian factory output if a nation actually buys anything from you. Rest of the "exported" goods are being wasted.
  • (+) You need enough convoys to be able to carry the resources home.
  • (+) Those convoys can be attacked. Green lines indicate the routes of your import convoys.
  • (+) Oddly enough supply convoys use the same colour. Hover over them for details.
  • (+) You need 1 point of suppression for every victory point in the state. (before occupation law modifiers).
  • (+) You can change occupation laws after clicking a button on the bottom of your country screen (shortcut: Q).
  • (+) To control the state you need to control the provinces with most of the VPs.
  • (+) You won’t get resources from the state that isn’t under your control.
Construction:
  • Your civilian factories are used to construct all the buildings. That includes your military and civilian factories.
  • Up to 15 civilian factories can be used to produce one building.
  • They are assigned automatically from the top to the bottom of your list.
  • Hover over the progress bar to see details.
  • % of your civilian factories will be used to produce consumer goods. Those are basically lost to you.
  • That number is a % of all your factories (civilian + military ones) based on your economy law rounded up. For example if you have 50 civilian and 52 military factories and your economy law is War Economy 16 of your civilian factories will be used to produce civilian goods (15% out of 102 rounded up). With 50 civilian ones and 52 military ones you're left with 34 civilian factories to do your construction. Now let's assume that you have 20 civilian factories and 82 military ones instead. You still need to use 15% of all those factories for civilian production, so 16 factories, but since you only have 20 that leaves you with just 4 factories to do all of your constructions.
  • Military factories are two times cheaper than civilian ones and they get additional construction time bonuses from economy laws.
  • (+) Dockyard construction speed isn’t affected by worse economy laws the same way military and civilian factories are.
  • Synthetic Factories aren't worth building as long as you can buy oil and rubber since they are more expensive than civilian factories that can be used to buy more of those resources.
  • Resources produced by Synthetic Factories are affected by both your trade laws and being in occupied provinces. For example if you have a Free Trade policy your Synthetic Factory will only give you 1 Oil and 0 Rubber.
  • Airbases are really quick to build. Infrastructure and ports, not so much.
  • Amount of radar and synthetic factories you can build per state is limited by your radar and synthetic industry research. Radar is worth researching if you need it. Synthetics almost never are.
  • Converting factories to the other type is almost never worth it.
Production:
  • Military factories use Production Efficiency system.
  • Naval Dockyards don't.
  • When you switch the production to a different commodity (light tanks to medium tanks, infantry equipment to motorized etc.) your efficiency on that line is reset to 10%.
  • When you switch to a different level of the same equipment (Infantry Weapons I to Infantry Weapons II, Light tank model 1934 to Light tank model 1936 etc.) you efficiency is cut in half.
  • You can use experience to create new variants of armoured, airborne or naval equipment.
  • When you switch to a different exp. variant of the same equipment you only lose 10% of the efficiency.
  • Production Efficiency increases over time.
  • If you are missing some of the resources needed for production the equipment will still be produced, but slower. Hover over the yellow progress bar to see details.
  • Production Efficiency increase is also slower.
  • Support Equipment, Motorized and Convoys never get old. If in doubt produce some of those.
  • it may not be a bad idea to start producing an older model of an important new equipment that you are researching to get a some headstart on Prod. Eff.
  • You can't use exp to modify equipment from Infantry&Artillery tab.
  • You can still modify Self-Propelled artillery, anti-air and anti-tank pieces.
Division design:
  • Division is made of regiments (columns) that are made of battalions.
  • You can rename, duplicate and change equipment options of a division for free.
  • You can also mark those divisions Reserve, Regular or Elite - it affects the order they get their equipment. You can change it at any time for free as well.
  • There is no way of creating a "blank" division template. All new templates must be created by first duplicating and then changing. Give it a few tries to find a cheapest option for your liking.
  • (+) You can, however, recreate basic division of your nation for free by clicking the “Division designer” button up top.
  • Anschluss of Austria gives you their division designs.
  • Adding or removing a battalion costs 5 army exp.
  • Adding a first new type of unit to a division (mobile or tank battalion to an infantry division or an infantry battalion to a tank division) costs 25 army exp. Next ones will cost 5 exp.
  • Adding or removing a support brigade costs 10 army exp.
  • Division has a combat width that is a sum of combat widths of all its lane battalions. All anti air and towed anti tank have width of 1, all artillery have width of 3, rest has a width of 2.
  • Division speed is a speed of the slowest battalion.
  • Support battalions have no width or speed. That makes support artillery a very good addition to your fast divisions.
  • Rocket artillery is a bit more offensively oriented than a standard one but their specific performance will depend on your techs.
  • Anti-air doesn't seem to be worth it at all.
  • Organization of the division is an average of the organization of all its parts.
  • Artillery, tanks and support battalions have very low organization making use of enough infantry battalions necessary.
  • 9999/10000 of the battles are lost because one side ran out of organization.
  • Higher the hardness the better (unless enemy is actively spamming anti-tank guns or something).
  • If armor of a division is higher than piercing of the division it is fighting it will not only receive 50% less damage but it will also deal 50% more.
  • Recon and Engineer supports are worth it for almost every combat division.
  • Logistic company is also great, especially if you are fighting in a difficult, infrastructure-less terrain.
  • Field Hospitals are excellent choice if you are afraid of running out of manpower.
  • (+) Combat Width in every province is equal to 80 + 40 per every additional angle of attack.
  • For that reason you should aim for divisions of with combat width of 20, or even 10.
  • I find divisions with strength around 10 a step too far. The organization hit from support battalions and an equipment cost of them is too high, unless you counteract it with very specific doctrines.
  • There are very few advantages to having really big combat divisions.
  • If they are to be used in Army Group under command of Field Marshal with "Offensive Doctrine" ability (-10% combat width) then you can go for 22 and 11.
  • Optimal division designs depend on your chosen doctrines, enemies you're facing and the terrain you're fighting in.
  • You won't need anti-tank fighting China in 1937, but should probably get some against Germany in 1940.
  • Tanks won't achieve much in Iran or western China, but will shine in European Soviet union. Against comparable enemy that is.
  • Good basic infantry division is made of 7 infantry battalions and 2 artillery battalions. (or 8 infantry if going for 22).
  • Good enough Marine/Mountaineer divisions are the same as Infantry ones, but with those types of infantry instead.
  • (+) Very light infantry divisions (5/6 battalions with support artillery, recon and engineers) have their uses too, especially in difficult terrain and against a less powerful opponent.
  • (+) It may be a good idea to build some cheaper infantry divisions to have them hold easier parts of the frontline.
  • Tanks need infantry in their divisions to counteract their very low organization.
  • Decent early game tank division consists of 4 tank battalions and 2 motorized infantry.
  • Later on you can add another mot. infantry battalion and 2 self-propelled or motorized artillery units to get to the width of 20.
  • Once you unlock mechanized infantry you can replace your motorized units with it where they won't negatively affect the division's speed.
  • Motorized infantry division is a good, cheaper fast alternative to panzer divisions with less severe terrain penalties.
  • Later you can try replacing some of your regular infantry with mechanized units.
  • The more production-intensive, technologically advanced and equipped your army is the lower will be your losses. Mechanized divisions with a lot of heavy artillery or heavy panzer divisions will take a fraction of casualties standard infantry division would take on the offensive.
  • Try to adjust your strategy to the capabilities of both your industry and manpower pool.
  • Early on it should simply consist of desired amount of Mot. Infantry battalions, but later you may want to add a few self-propelled or motorized artillery battalions to mirror Infantry Division setups.
  • Speed is often a better firepower than firepower itself.
  • Cavalry has twice the suppression of infantry. It is the best kind of unit for your policing needs.
  • (+) Most cost effective military police unit is one consisting of a dingle cavalry battalion. Use them to garrison your conquered territory that still generates resistance.
  • (+) Few bigger (4cav to 6cav) units to manually put into more difficult states are also a good idea.
  • Do not ignore the resistance, it will wreck your infrastructure and factories, disrupt your supply flow and so on.
  • Police divisions aren't supposed to fight. Don't wait for them to be fully trained, just deploy them as soon as they are 20% done.
  • Freshly recruited divisions will have an experienced level of "Trained", unless it was deployed earlier.
  • Divisions that don't have enough experience to reach "trained" are considered "Green" and suffer -25% penalty in combat.
  • You can exercise your divisions further till they reach next experience level of "regular" granting them +25% combat bonus.
  • Performing exercise costs equipment (equal to 6% attrition) and lowers your organization to 15% of max value.
  • It also provides you army experience.
  • It is better to go to war with "trained" but equipped army than with "Regular" that is lacking supply. Do not exercise more than your military production allows.
  • Adding new units to the divisions (for example by adding new battalions to existing division designs) will lower the training level of your divisions.
  • It is better for your troops to have 1 less artillery battalion than to go to war as "Green".
  • You can duplicate your division designs to be able to produce slightly upgraded versions of ones you have without dipping those already in the field and fighting into "Green" territory. You upgrade those later.
  • If you have ports or coastlines that are prone to being naval invaded you may want to create dedicated garrison units.
  • Dedicated "garrison units" (not to confuse with garrisoning order) don't have to be limited to 20 width, since they are meant to fight alone. Stick some more infantry and artillery in them and an engineer support and you have a cheap, powerful unit. Unlike the police units you want them to be fully trained.
  • I prefer sticking such dedicated "garrison units" into ports by using s series of small “fallback lines". That makes sure that all of those places are well defended. AI would attempt to do that if you were to use a garrison order, but they sometimes fail. You would also need kore such divisions, since they also garrison major inland cities.
  • Breakthrough is a defense stat used when your divisions are attacking. Defense is a defensive stat used when they are defending.
  • Infantry tends to have much higher defense than breakthrough. Tanks have it the other way around.
Land combat:
  • Hover over combat stats of your and enemy's divisions. They will provide an amazing amount of useful information. Really. Keep doing that. Especially if you're losing.
  • Organization is binary. If you have some you fight at your max effectiveness. If you don't then you don't fight.
  • Divisions strength actually affects your combat stats - it is a representation of the % of available manpower and equipment.
  • Both defensive stats (Defense or Breakthrough, see above) only need to be equal to enemy attack stat after all modifiers are applied. All the enemy attacks in the battle up to the level of the defensive stat have 10% chance of inflicting damage. Once all of the defence is used up the rest of the attacks have 40% chance to harm.
  • For example if attacking infantry unit has 40 Breakthrough and the defenders have 60 soft attack then 10% of the 40 attack will do damage, but 20 that is left unchallenged will harm 40% of the time.
  • You units suffer attrition while moving, being out of supply or exercising. It is affected by terrain and weather condition.
  • Look out for mud. Mud is the most brutal of all terrain/weather modifiers. Do not attack into mud.
  • Russia has a lot of mud, especially in spring and autumn.
  • You can order your forces to assist in combat in a neighbouring province instead of attacking by Ctrl+r-clicking the battle indicator on the map. They won't advance into that province after the battle is won.
  • Make sure supplies are reaching your troops (press F4 to see the map). Lack of them will devastate your troops' performance.
  • (+) For supply to freely move from one supply area to another you need to control border provinces between those two regions.
  • (+) If your supplies are delivered by sea all of the ports in the supply area where they arrive are are counted towards throughput.
  • (+) Infrastructure level matters even in provinces made of a single island with a port.
  • (+) Game will chose the route for your supplies. You cannot manually adjust it.
  • (+) Atm supply-carrying convoys seem to be completely invulnerable and aren’t affected by any aerial or naval threats.
  • Units that are out of supplies for too long will start passively losing organization and will suffer from -33% combat penalty.
  • Encirclement penalty of -30% is brutal, especially coupled with supply issues.
  • Having Air Superiority in the Air region (F3) will decrease defences of enemy forces by up to 50% (!). It also lowers their movement speed by the same amount (!!!).
  • To achieve full Air Superiority you not only have to have more plains than the enemy, you also need to have enough planes in the region to cover it completely. Hover over that bar under the picture in Air Region screen (F3).
  • All the planes operation in the region count towards the air superiority.
  • Bombers providing air support not only deal damage to enemies in who are fighting battles, but also provide combat bonuses to our troops. They aren't however as big as Air Superiority ones.
  • Ships anchored in the adjacent sea zone will provide Naval Bombardment penalties of -25% to enemies in shore provinces.
  • Rivers are no joke. Attacking through a river into mountains or urban areas into entrenched enemy positions is one of the best way of disposing of excessive manpower.
  • Using division designer learn how your troops are doing in various terrain. For example you shouldn't attempt to perform naval invasions or attack into urban areas with tanks.
Battleplans:
  • To gain planning bonus your divisions need to stand still at the frontline, while being assigned to attack order.
  • Planning bonus will slowly fade away while you aren't doing so. Be it if you are fighting, advancing or even standing in the same spot after the plan was deleted.
  • If you want to fully manually control your troops you should simply delete all the frontlines when you are starting the offensive. Planning bonus won't simply disappear (see above).
  • You can assign manual orders to units under Ai control. They will override AI ones, but unit will go back doing its thing the second your que-ed up orders are finished. That may mean your panzer divisions 1 provinces deep into enemy territory strategically redeploying to the far end of their frontline 30 provinces away.
  • If you want to keep one of your armies focused at the certain part of the front for example while advancing you can keep shortening their frontline, while holding Alt.
  • If you will have a line of frontlines one ending where other starts they will stay clipped like that. It doesn't prevent lines from expanding due to newly acquired territory.
  • Ctrl+r-click on a frontline or an order selects all the units assigned to it.
  • Ctrl+clicking on a frontline or an order assigns all selected units to it.
  • Assigning a unit to an order automatically assigns it to the proper frontline as well. Not the other way around if you have more than one order attached to the frontline.
  • Division can only be assigned to a single ordefrontline.
  • Ctrl+H unassigns selected units from any orders/frontlines.
  • "S" is a shortcut for unselecting half of currently selected units. Useful along with those Crtl+key commands for assigning different amounts of divisions to various orders.
  • By pressing the right facing arrow button on top of your army icon you can activate all the orders for that army.
  • You can also Shift-click on that button and then on a specific order arrow on the map to activate only that order.
  • Red square button to the left simply stops all the orders in motion for that army. Tooltip is incorrect.
  • Red exclamation mark means that the unit is not assigned to any orders or frontlines.
  • Yellow exclamation mark means that the unit can't for some reason reach the position required of it by an order it is assigned to.
  • Units will often bug out and stay in ports with the yellow exclamation mark. You need to manually select them and r-click on a port you want them to move on their way to their objective. They'll figure it out from there.
  • You can move units overseas by either assigning them to an order there or by moving them to the port and then manually r-clicking the port you want them to sail to. See the bug described above.
  • Units assigned to an order overseas will go to the nearest port and sail to the port that is nearest their desired position. They will not take the length of sea travel into account. For example Italian unit in Belgium ordered to move to Egypt with Gibraltar blocked will instead of going to the Marseille and catching a boat there embark in Belgium and sail all the way around Africa. Watch out for it.
  • Garrision order will do an ok-ish job of dealing with resistance, but won't help at all against enemy attack.
  • Use fallback line orders to establish defensive positions on your borders, shores etc.
  • You can use a fallback line behind your lines as a rally point for the troops that you're recruiting. Simply draw it and after clicking on that circle left from the location selection bar click on that fallback line. Your troops will go there after spawning. Useful if you are using AI to fight your battles since adding units straight to your fighting forces will confuse the battleplane AI and make your offensives stall.
  • Full shield indicator means maxed out entrenchment bonus.
  • Battleplan AI is, in general, way too conservative when on the offensive.
  • (+) In version 1.1.0 you can switch between Careful, Standard and Aggressive stances for your armies.
  • (+) As of today (26.06) in 1.1.0 divisions in armies with any active battleplans will never strategically redeploy on their own.
  • (+) They will only use standard movement.
  • (+) Units may decide to march to the opposite adge of a frontline – a feat that can take weeks in some cases.
  • (+) Once a unit starts such movement it will not change is or stop it till it arrives at its destination. No matter if it still makes any sense. It is less problematic if divisions are strategically redeploying since it doesn’t take weeks.
---OVER THE THREAD LIMIT - REST IN THE COMMENTS---
Airforce:
---LINK---
Navy:
---LINK---
Naval Invasions:
---LINK---
General tips:
  • (+) You can opt into a beta patch (1.1.0 atm) by r-clicking on Hearts of Iron 4 in your Steam library, going to Preferences -> Betas and then selecting a proper beta from the drop down menu.
  • Italy is the best nation to learn the game with in my opinion. If you are totally new to it simply play tutorial, or, if you feel so inclined, check out my instructional Italian playthrough or other Youtube videos of that kind.
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