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Steam Community::Hearts of Iron III



Como pasar HoI III v4.02 del ingles a español

by Ramen con Merkén

Aquí con la ayuda de esta guia, les enseñare a como cambiarle el idioma predeterminado a Hearts of Iron III….





Black ICE Mod

by Crane Plash

This guide will introduce the black ice mod to new players who are inexperienced with the mod.
I did not create this mod in any way or form, I only hope to promote it to others….





Noob’s guide to HOI3

by Belgian Problem

This is a guide for those of you who have just got hearts of iron 3, so strap yourself in and let’s get this going!

Edit: 3500 Views! Amazing!
Edit: Nearly 12,000 views and THE top rated guide on HOI3! Thanks a load to all of you, didn’t think it would…





Division Builds Guide

by Zach

How to build general-purpose divisions for major powers and most scenarios. If you find anything that could be improved or outright false information, feel free to comment! Applies to the latest version of Their Finest Hour…





The Infantryman, His Rifle, and Victory

by santaofdeath

A lot of people say tanks are the key to winning the war, but this can be misleading. Without proper logistics and attention paid to terrain and weather, your tanks will get bogged down and put out of action. Do you know who doesn’t need gasoline and fun…





Hearts of Iron 3 For the Motherland Basic Tutorial

by surray

A video tutorial series explaining the basics of the game.
Click on the YouTube icon in the bottom right of each video to open it in YouTube where it’s larger….





Cheats for HOI3

by Jov

What you need to know for cheating! :D…





Hearts of Iron 3 For the Motherland Order of Battle Tutorial

by surray

A 2-Part video tutorial explaining the command structure system.





Todo lo que se de Heart of Iron 3

by Skyfly_29

Una guía en español de todo lo que he aprendido y espero que a la gente le pueda servir y gustar, al principio a mi también me choco bastante el juego pero una vez rodado «va como la seda» :), yo por lo menos disfrute bastante una vez aprendí a jugar….





Easy guide on combat: Top 5 Most Important Facts

by Kessler

Five Importact Facts in Five Important Minutes.

This guide was made for an easier start into the game without having to read the complete manual.

Best regards, ck…


Pro Tips For Hearts Of Iron 4

Like most games developed by Paradox Interactive, Hearts of Iron 4 may seem intimidating to a beginner. Leading a country through the 20th century’s greatest conflict is no easy task after all. One bad mistake can lead to certain doom for a nation that isn’t careful. Myriad decisions, both large and small, need to be planned in advance in order to avoid catastrophic failures.

RELATED: Hearts Of Iron 4: Best Total Conversion Mods

Knowing the keys to success before starting the game can help immensely. Hearts of Iron 4 possesses many layers. Coordinating those layers, especially in the midst of war, can often be difficult. However, with the right information in hand, conquering Hearts of Iron 4 can become less of a headache and more of a breeze.

Updated October 24, 2022 by Mark Hospodar: Hearts of Iron 4 recently released its latest expansion, By Blood Alone. This DLC focuses primarily on Italy, which got a much-needed revamp to bring it on par with the other major nations. An Aircraft Designer was also introduced, allowing players the opportunity to experiment with different plane designs.

With every new DLC and update, Hearts of Iron 4 becomes a more complex game. Since the game continues to evolve, players could always use a few new tips to reflect the updated meta. As such, this list has been expanded to include several additional pieces of advice.

17 Guard The Coasts

One aspect of the gameplay that many beginners tend to overlook and pros never ignore is coastal defenses. The attention this task entails obviously depends on which country the player is controlling. Landlocked nations need not worry about this problem.

Any country occupying a coast needs to implement some form of defense sooner rather than later. Unguarded shores easily invite enemy naval invasions. Build plenty of coastal forts and garrison the perimeter with second-line troops. Don’t feel the need to construct a colossal chain of defenses. Even modest preparations can defeat enemy amphibious assaults.

16 Build A Variety Of Ships

When playing as a major nation, it’s vital not to neglect the navy. After all, why throw away a helpful resource? The key to any proper naval buildup is variety. New players learning the ropes may be tempted to just focus on one type of ship. However, that strategy isn’t always very efficient.

A proper task force meant to engage the enemy should contain a healthy variety of ship types. Veteran players all have their preferences, but a good composition to aim for is around 4:1. In other words, there should be 4 screening ships for every 1 capital ship. Here’s the breakdown of what constitutes screen and capital ships:

Screen Ships

  • Light Cruisers

  • Destroyers

Capital Ships

  • Aircraft Carriers

  • Super Heavy Battleships

  • Battleships

  • Battlecruisers

  • Heavy Cruisers

The reason for this variety is that each ship type has its own strengths and weaknesses. A task group only composed of one ship type can be outmaneuvered/outgunned by a superior enemy navy. A variable collection of ships, on the other hand, is ready for anything. In addition, submarines can be grouped separately to form «wolfpacks» to terrorize enemy convoys.

15 Close Air Support Is Essential

When it comes to deciding where to allocate military factories, players should never neglect close air support (CAS). Close air support directly aids the player’s ground troops in combat by inflicting damage on enemy forces and also provides a bonus to Breakthrough and Defense.

Players will still need to produce enough fighters to defend their CAS, but focusing on the latter should ultimately be the priority. Building radar stations will also increase the effectiveness of all aircraft in range. With the new Aircraft Designer introduced in the By Blood Alone expansion, fans can make their CAS even more effective by experimenting with the different aircraft modules.

14 Train Special Forces According To Your Needs

In the race to churn out as much infantry and guns as possible, it’s easy to forget about Special Forces units. Special Forces come in three varieties: paratroopers, marines, and mountain troops. To maximize the efficiency of these troops, it’s best to look at the map and plan ahead. Play to each unit’s strength and watch them go to work.

Let’s use a naval invasion of Great Britain as an example. A German player will want both air and naval superiority over the English Channel (use that variable navy!). Marine battalions may want to secure the ports in preparation for the arrival of the main army. Paratroopers can also be dropped behind enemy lines to cut supply routes and hold major cities.

In this example, mountain infantry will not be very useful overall due to England’s terrain. It’s important to remember that players are limited to the amount of Special Forces units they can train. A cap limit is instituted, whereby Special Forces can’t exceed more than 5% of the player’s total battalion strength. As such, don’t waste resources on training units you won’t need!

13 Occupation & Collaboration

Occupation is now a more complicated endeavor in Hearts of Iron 4 than it was at the time of release. Players hoping to directly occupy every single territory they conquer are going to have to invest extra time and resources to make sure it’s secure.

RELATED: The Witcher 3: Historical Easter Eggs You Missed During Your Playthrough

A territory that’s successfully occupied will yield more resources and factories for the player. However, clamping down on resistance effectively is essential. Otherwise, habitual sabotage by the angry populace won’t do the player much good. A worthwhile alternative involves setting up collaborationist governments. Although players won’t directly administer the territory, the headaches of collaboration will be passed on to a semi-independent puppet government.

12 Invest In The Intelligence Agency

Utilizing one’s Intelligence Agency effectively is yet another handy tool in a nation’s repertoire. There are quite a few different avenues players can invest in, however, it’s useful to decide ahead of time what kind of spy agency a player wants.

For example, if the player knows that they’ll be occupying a lot of territories, it’s beneficial to focus on the Defense branch. This specialization grants bonuses to anti-partisan activities and makes one’s operatives more effective at rooting out resistance. As with all aspects of managing a country at war, the key is to play to one’s strengths and stick with them.

Research is vitally important in keeping pace with other nations in Hearts of Iron 4. Among other things, research makes industry more efficient and combat units more deadly. The faster a country can conduct its research the more of an edge it will have over its enemies.

RELATED: Crusader Kings 3: Trait ID List

Large, more developed countries tend to start with three or four slots already unlocked. Small and less developed nations only start with two, thus suffering from a disadvantage. Regardless of the initial count, smart players should always prioritize National Focuses that grant an additional slot. Outproducing and outgunning one’s opponents ultimately result in victory and research serves as the linchpin.

10 Always Prioritize Production Technology

Now, what to do with all those research slots? Technology that benefits the military should never be neglected, but neither should production. Efficient production is imperative for keeping those tanks and planes rolling off the assembly line in short order. Research plays a key role in maintaining that efficiency.

At least one research slot should always be kept open for an industry technology. Playing as an Axis country, it’s typically a good idea to choose the Dispersed Industry tree considering the threat of being bombed is quite high. Allied countries, like the United States, can get away with Concentrated Industry. In addition, always prioritize Production, Construction, and Fuel/Rubber technologies whenever possible to stay ahead of the curve.

9 Save That Fuel

20th-century warfare cannot be conducted without fuel. Nearly every unit in the game requires some degree of fuel, whether it be tanks, half-tracks, artillery, ships, or planes. If a nation’s entire fuel reserves are depleted, units will still move but will start to suffer massive combat and speed penalties.

RELATED: The Most Historically Accurate Video Games Ever Made, Ranked

As such, players always need to keep an eye on their fuel levels. Building synthetic refineries help, but fuel silos also need attention. Larger fuel silos mean larger amounts of oil that can be stockpiled for future use. Invading and occupying countries with large amounts of oil is also a helpful strategy. Don’t let those tanks run dry!

8 Keep Training The Troops

Although there are diplomacy mechanics in Hearts of Iron 4, World War II will eventually break out at some point. A nation’s military is going to play a pivotal role when it comes to either victory or defeat. Whether or not a player’s military is already large or small at the start of the game, more is going to be needed regardless.

Starting in the 1936 bookmark is favorable considering it gives the player about four years to build up their forces. Infantry and artillery are vital, but tanks also need to be given some early consideration if practical. When upgrades are made make sure they go to the principal front-line troops that conduct most of the fighting. Garrison units don’t need all of that fancy new equipment.

7 Exercise Those Troops

Countries that start the game with significant military forces (like Germany) should never be kept idle. Likewise, newly trained divisions should never just sit on their hands waiting on the front line. Assuming there is no imminent danger, land units should conduct military exercises. The same holds true for air and naval units as well.

Exercising consumes equipment, which can potentially slow down the training of new units and rolling out upgrades. Nevertheless, units that exercise will eventually reach the «Regular» experience level, making them more deadly on the battlefield. Exercising also accrues a small amount of Land, Air, or Navy Combat Experience, allowing for additions to be made to the divisional templates.

6 Consider Terrain When Deciding Combat Width

The old debate regarding the pros and cons of 20 vs. 40 combat width is no longer applicable. The optimal combat width of a division isn’t a cut-and-dry affair. Deciding on the best combat width for divisions now hinges predominantly on the terrain as well as the Reliability and Organization stats.

Some terrain types are better suited for smaller divisions, while others cater to larger formations. A player’s chosen nation will play a role in this decision. For example, Japan and the United States will do a lot of fighting in the Pacific, where jungle terrain is common. Conversely, a country like Germany won’t have to do much fighting in the jungle. This guide is extremely helpful for giving players a better idea of where to focus their efforts regarding optimal division templates.

Political Power acts as a sort of currency in Hearts of Iron 4. Spending Political Power is necessary when a player wants to perform an action such as changing a law or appointing a new advisor. A nation accrues political power gradually, but there exist other factors that can help speed up the process.

Generating large amounts of Political Power early can be extremely beneficial. Appointing an advisor that grants a bonus to Political Power accrual is a great first step. With more Political Power, more advisors can be appointed, which will benefit other sectors of the economy as well as war production. Draft and economy laws can be changed faster to a more war-centered footing, giving the player an edge over his opponents. There’s no such thing as too much Political Power in the early game.

4 Get On A War Footing As Quickly As Possible

World War II is going to erupt whether the player likes it or not. Being unprepared usually results in getting steamrolled by a tougher neighbor. Luckily, players have the benefit of hindsight when it comes to World War II. They have until about the start of 1940 to get their houses in order.

RELATED: Hearts Of Iron 4: Hardest Countries To Pick For A Playthrough

Having extra reserves of Political Power can really come in handy here. Moving towards a war economy should be done at the player’s earliest convenience to scale back consumer good consumption. Tougher conscription laws also need to be passed so that manpower doesn’t become an issue. Appointing a political advisor that increases a nation’s war support can be beneficial when trying to enact these changes.

3 Go For The Encirclement

When it comes to defeating enemy forces, encirclement is the ideal scenario. Enemy divisions cut off from supply and fuel can’t last. To achieve impressive encirclements, players may want to consider producing a few armor divisions with enough Breakthrough to overcome an enemy’s Soft Attack.

Players may also want to consider that their tanks have enough Piercing to neutralize enemy tanks. By the same token, players should ensure the Armor value of their tanks exceeds their enemy’s Piercing capabilities, although these considerations tend to be more applicable to multiplayer. With enough tanks to make a breakthrough and enough CAS in support, fans will be able to make substantial gains on the battlefield against the AI.

2 Prioritize Military Factories

Players have two basic choices when it comes to factories: civilian or military. Civilian factories increase the speed of construction and can also be used for trading with other nations. Military factories, on the other hand, produce all the necessary war material needed for the army.

In the end, military factories are going to have to take priority. Pumping out the vital equipment needed to win a war makes or breaks a campaign. This holds especially true whenever playing as a country where time is of the essence. Build enough civilian factories to fulfill the basic needs of trading and construction, then move forward with the military buildup.

1 Don’t Forget To Trade (To Some Extent)

Trading in Hearts of Iron 4 is a pretty straightforward process. Players can give up some of their civilian factories in exchange for the resources they may need. Resources, like oil and rubber, play an important role in production. Not having enough resources imposes a penalty on production in certain cases.

Thus, it’s a good idea to have some extra civilian factories so some trading can be accomplished. However, some deficiency in resources is still okay, even with the mild penalty. It’s more important to use the civilian factories to construct other things one’s country may need. Just keep things above water and don’t feel the need to go overboard when it comes to trading.

Hearts of Iron 4 is currently available on PC.

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Hearts of Iron III Walkthrough — Gambling

We
knew this would happen long before the game was announced. When Europa Universalis III came out, it became clear that the victorious
the procession of the new paradoxical game engine «Clausewitz» on this
will be completed and that among the first candidates for the release of a new part is
the super-popular Hearts of Iron. And so it happened — we
received completely new opportunities in the management of the state, science, the army
and other areas of life during the Second World War, our actions have become
more logical. Yes, that’s bad luck — the game is now like an ugly duckling. Not
no doubt that she will turn into a swan, but how many patches, additions and months
it will be required — another question. nine0004

Breaks in reality

Not a lot of Germany with troops in the thirty-sixth. But in three years a huge army will be rebuilt.

Hearts of Iron III strides confidently
alternative historical path of its older sister Europa Universalis III. Instead of required events
countries are provided with solutions. Want to purge the Red Army? Button
at your service. If you don’t want to, no one is forcing you. All key events
those in the second part became solutions. Each of them has requirements
some are easy to carry out, like the already mentioned repressions among officers
composition in the Soviet Union. And the Germans for the Anschluss of Austria will have to deploy on
its territory intelligence network and maintain it for a long time. nine0005

Predict
party development has become much more difficult. It is not at all obvious that Germany will understand
Czechoslovakia to pieces together with Hungary and will get Romania into its bloc and
Bulgaria (this has almost always been the case). Moreover, it is very likely that the Balkan states
end up in the Comintern or rush to the allies.

Some
things are not only redone and changed for the better — the leadership system and science without
false modesty gorgeous . Yet simple and realistic.
simultaneously. Leadership is a new resource, an indicator of the number of educated people in
country. It is generally not tied to industrial potential, as it was
in the first part, or to fixed design offices, as in the second. AT
in one case it was possible to increase one’s scientific potential theoretically up to
infinity. The second was the second extreme — small, but very proud
the country, which had become a great power, was forced to trail behind with its
backward KB. Now Paradox has managed to find a golden mean. nine0005

On
that we will waste leadership — it’s our business. Choice of science, diplomacy, espionage
and education of junior officers. Perhaps it’s nice, playing for the USSR,
arm yourself with the slogan «Give the army AK-47 by the beginning of the war with Germany» and launch
two dozen studies, but all this will end with an army with the most modern
weapons, but without command staff and with complete defeat on the invisible and
diplomatic fronts. It remains to rattle with the blued steel of the trunks and
conquer everyone and everything, or even sit in the trenches on the border, waiting
second coming with high neutrality. nine0005

Front line

On the right — the plane before improvement, on the left — after it. It can be seen how, as you move along the technological tree, not only numbers change, but new models come into service.

War
— It’s important, it’s important. And to make it more interesting, now in our hands
gave a powerful tool — hierarchy. We can completely shape our
armed forces, from theater headquarters to the latest
police brigade in the garrison. Or give it to the artificial
intellect. You can give him any level up to the body, and then he is already
he will, at his own discretion, solve the assigned tasks and ask for reinforcements.
We can make decisions easier by specifying the provinces we want to get,
and the computer generals themselves will get down to business. Or you can drive each of
detachments manually, only it is worth considering that the account for large countries goes to thousands
brigades, not hundreds. Generous in the number of provinces, the map allows you to
more tactical maneuvers and boilers. nine0005

Deficiency
there is only one in this whole scheme — the game itself determines the theaters of war
in an extremely strange way. And the chaos begins. It’s easy to treat —
theater headquarters should not be given independence, and at the same time the army.

Perpetual motion machine
sciences

science
and it’s a masterpiece. In order to produce something, you need this something
research. And in order to explore something, you need to … produce it. No that’s not
problems with logic, in fact, everything is correct — practice moves theory, and
theory — practice. Mutually. For example, to get to heavy tanks, you need to
conduct two and a half dozen studies, discover and thoroughly improve
light and then medium. So we will earn a theoretical stock of knowledge, and
each subsequent technology, thanks to this, will be given to us more and more easily and
easier. But after all, all our inventions can be built — produced divisions
light and medium tanks will give practical experience, which will also facilitate
scientific developments in the field of tank building, and even subsequent samples
technology will be easier to build. But here’s the bad luck — skills both in practice and in
theories are constantly falling, and they need to be supported. nine0005

B
As a result, the player will have to decide what to bet on. Some
All countries have a predisposition to certain areas of activity. For
The USSR is infantry, tanks and aircraft, and for Japan, the navy will be a strong point.
You can take the path of least resistance and develop «real» directions.
Or create an alternative history and develop aircraft carrier formations from scratch
for the Kriegsmarine.

Knights of the Round
table and invisible front

The Guangxi clique decided to surrender completely. For us, this is the worst option, the annexation will create problems with the guerrillas, and the creation of a puppet — with the supply of armies.

Three
blocs are fighting among themselves long before the start of hostilities between them.
Getting as many allies as possible is their main task. All countries
placed on a «diplomatic triangle» showing how close to one or
they are in a different block. States can influence each other to
shift the political views of a potential partner as close as possible to their own.
Under the influence of a host of factors, non-bloc states are moving away from or
to the heads of the alliances and eventually get close enough to offer them
enter. nine0005

Internal
politics is pure pleasure. We can change ministers and laws as
we like it, without any penalty. But with conditions — they still have to
fulfill. Otherwise, it is unlikely that it will be possible to abruptly introduce a conscription for three years instead of
voluntary service or abolish freedom of the press.

Except
diplomacy, will have to be puzzled by the creation of intelligence networks. announce
war from the first of January thirty-sixth now even Germany cannot, for all
its aggressiveness. Please prepare the ground for the attack. First, at
the country itself should be as low as possible neutrality, and secondly, it is necessary
also to prove to our own population and the world community that our
the potential victim is worthy of attack. Of course, it has become more difficult, but
more interesting. nine0005

More
one diplomatic feature is the ability to form a government in
exile. If a country loses a war, it can go on without territory.
Although, rather, to exist — it is difficult to argue that the industrial potential in
five units and two-and-a-half of leadership allow you to indulge in nothing.
But on the other hand, you can build troops and control partisans on your territory with
their appearance. And wait until the allies deign to liberate our lands. nine0005

Cockroach race

According to the Molotov-Ribbentrop Pact, the eastern part of Poland went to the USSR. We are concentrating forces to a new frontier.

All
nothing, but the game is some kind of insectarium. Absolutely inadequate brakes,
incorrect work with multi-core processors, inability to boot
saves from the forties, missing squads, wrongly painted
provinces, incorrect calculation of consumption of industrial potential at
mass production … Diplomacy is something in general. Countries with such a desire
join the bloc of allies, that in the fortieth year the number of its members goes to
tens. It would be nice if these were small states striving at any cost
avoid the forged boots of the german army. So Japan can get there too.
And at the same time with National China, with which she is at war. nine0005

Balance
also limps. The Japanese are very often thrown into the sea by the Chinese, the Germans are trampling
on the Maginot line and play the role of whipping boys, and Paris is consistently taken
Italians. There are statistical deviations, but in general the picture looks
strange.

Interface
too … could be better and more convenient. Like to straighten every game day
industrial capacity distribution sliders? And it will have to. But
autocorrect with priorities was in Doomsday. Also the distribution of leadership
periodically slips somewhere — you will also have to follow him. Find quickly
button with the hierarchy of troops can only be an experienced «European», for everyone else
a small plus can become a sudden discovery or even be left without
attention. nine0005

Do you hear
chanting voices: “Pa-a-atchi! .. Pa-a-atchi! .. Pa-a-atchi!”? Sweden has them too
hear. When this article was being written, the paradoxplaza.com forum appeared
a message that patch 1.2 will be released in late August — early September. For now
we are content with 1.1s.

• • •

Paradox
Interactive learns from project to project, just like the scientists in this game. Reach
almost ideal, they succeeded on the third attempt in the series and a whole host of their other
projects. Diplomacy, science, war, industry — all areas of the game
redesigned and shine with new colors. One problem common to all big
modern projects are too damp and unstable. nine0004

Verdict: All
what could be improved, brought to perfection. At the moment the game
ranks second among global strategies, breathing in the back Europa
Universalis III with all additions. But leadership is not far off.

How to play Hearts of Iron IV

And a little about how not to play.

136427
views

One of the game’s backgrounds. If anyone is interested.

Small Disclaimer

Hello DTF, this is my first longread (if you can call it that) and I just want to say a few things:

every player has his own style of play and if I say THIS, then someone may say OTHER.

2. I don’t promote anything, no ideology and blah blah blah, this post is maximally apolitical . + The swastika, which someone who is especially attentive can notice, also has nothing to do with this and is just a mod that emphasizes the historicity of the game for greater immersion. (and as always we are against fascism/nationalism/political sraches, because remember that smoking fascism is injurious to health )

3. I will not give advice on what DLC to buy. (they are all bought from me so if anyone is interested)

4. We can do without crabs and Crazy Madmen please.

So let’s get started.

When you start the game, you are greeted by this menu

Menu in Hearts of Iron IV The background of the menu depends on the number of purchased DLC and their freshness.

Let’s not dwell on it too much and click on the single player game.

Several scenarios for the development of events. But not as much as in HOI3, I advise you to google.

Except 1936 is still 1939. Unfortunately, it is not so variable, and it is needed only for training.

Before us appears a choice of several scenarios, 36 and 39 years. We will choose 1936 because of the variability in the development of countries.

List of powerful states. (Majors) And then there is a list of small states. (Minors)

Before us is a list with states and for training we will choose Germany, it is quite a strong and variable state unit in terms of development. nine0005

Here it is, the world. 3 years before.

Germany appears before us, as well as a huge world with states for each of which you can play, but we, without deviating from our goal, choose Germany.

From the Rhine to Königsberg. Germany, under the control of the NSDAP.

Here is Germany, but this is not something that should be emphasized from the beginning. From the beginning, we will take a look at the top panel with the icons presented on it. nine0005

Top panel.

Judicial Hammer are government decisions. From such basic ones as «regional industrial integration» for construction, up to the unification of several states.

Judgment Hammer Solutions

Eye is intelligence (yes, the same innovation, starting from version 1.9), where you can create your agency for 5 factories (the currency for which resources are bought and all other structures are built) and send scouts to other countries in order to steal secret information or destabilize the situation in the country. nine0005

Intelligence Eye

Flask is a scientific research that you can research in a certain time. Starting from guns, rifles, tanks, up to nuclear and intercontinental bombs. Please note that all this good is researched only at a certain time and may not be available at some time.

Research Kolb

Handshake is diplomacy, nothing special, the attitude of countries towards you and your attitude towards them. nine0005

Diplomacy Handshake

Sticks on a circle (sorry, I couldn’t resist) — this is trade with other countries for resources, it happens at the expense of factories. Each country has certain resources, but those resources that this or that country does not have, they are forced to purchase them abroad.

Trading Just trading, let’s agree on this

Bucket on tracks is a construction, it is needed for the construction of factories (the main currency), military plants (what else are you going to do cannons for?), fuel storage and fuel processing (to obtain rubber, therefore rubber), shipyards ( only on coastlines, build a fleet), nuclear reactors (bomb Stockholm for bugs), etc. etc..

Construction Bucket on Tracks

The key to 9 is production, it takes place in military plants and shipyards, which are built at the expense of factories (which, if not enough, some military plants will refuse to work).

Production Key for 9

Tank with an arrow is the creation of divisions that the player creates for military experience. Since we will have military experience only later, it remains to fight with those that are, so we will talk about divisions a little later. You can also adjust the priority of supplies to individual garrisons: Active divisions, When new equipment arrives, its replacement, For operations and for Garrisons in the occupied territories. nine0005

Creation of Divisions Tank-Femenist

Well, the last thing we have is Tablet is a logistics that shows the amount of all the resources we have for divisions. And you can also adjust the priority of fuel in certain branches of the armed forces: Ground, Air and Sea.

Logistics iPad

So, this is the whole panel, the icons to the left of the panel are only notifications about some upcoming or already ongoing actions. nine0005

The same screenshot For chewing each small button

At the top right is the icon of the earth — this is World Tension and every time the tension increases, the ball will be covered with fire. Tensions are generated by the actions of countries, mostly Brown or Red guys, justifying wars or sending volunteers into a foreign conflict.

Slightly to the left and above the earth icon you can adjust the time , it is recommended to play at the fifth speed in a calm and non-military time.

Bottom right are map modes: Supply Map, Resource Map, Infantry Map; aviation; fleet and reconnaissance, Map with resistance, Enable / Disable the change of Day and Night, Fog of War, Allied Battleplans and more.

Below are two icons: Appointment of Marshals (the one that is small) and Appointment of Field Marshals (the one that is large).

Phone and stars — this is the experience of the army, navy, aviation, as well as the experience of generals marked by the phone. nine0005

To the left of the icons with experience, from left to right:

Political Power (the second currency for which you can hire advisers, make decisions),

Stability (if it is small, then there are riots in the country mutinies, no one wants to work, therefore, the factories are empty, the capitulation limit of your country is large and it can fall very quickly when the enemy breaks through, but when it is high, everything is exactly the opposite),

War support (needed to change conscription, economy and mobilization, how actively people drown for war),

Manpower (i.e. conscripts, the more the better, you can increase the conscription),

Number of ind. enterprises (nothing special, factories, factories, shipyards),

Amount of fuel (the more, the faster Rommel will drive his tank),

Number of Convoys (needed to transport goods from other countries, whether it be resources, lend-lease and own troops) a menu with state administration and the cabinet of ministers, giving you various advantages or something else, at your discretion, only watered. dig the power.

The overthrow… …you know who.

We will choose the focus, direction and path that the country will take. As you can see, we decided to overthrow Schickelgruber, by state. coup. nine0005

Germany’s focus tree itself. Not the most extensive.

Focuses are often divided into several types:

1. Industry, building bonuses and free plants/factories.

2. Military branch, for pumping the army, experience and bonuses for research.

3. The political course of your country, at your discretion.

Historical path. And historical (and not so) events.

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Ours, not the historical path. Not historical events, and emphasis on something else.

So, now let’s complete our army into a combat-ready unit. We can complete one division (i.e. unit) in the army, under the control of the marshal in the army there can be no more than 24 divisions, under the control of the field marshal no more than 5 armies.

Army of Germany. At the beginning of 1936.

Staffed, assembled Bought school paraphernalia on September 1st. nine0005

By the way, each general can be pumped by clicking only on this plus, on the left below the icon to select a marshal. Each factor gives its own advantage and it is better, from time to time, to upgrade the gene headquarters (but it will not become smarter from this, it’s still on your own)

Marshal’s Choice

Marshal leveling

How to manage an army:

Below there is a menu, above the army, I’ll tell you what these buttons mean, from left to right:

Repetitive screenshot Repetition is the mother of learning

Divisions — accumulates experience and trains personnel,

The need for the offensive — Whether the promotion or on the forehead,

Landing from the sea — for landing from the sea,

22222 Airborne Forces — for landing,

Front line — the same battleplan that leads divisions on the battlefield (stupid, so better with handles),

Line of attack — troops are moving along this line,

Breakthrough — troops are moving along this line in the forehead and rush with their last strength,

Defense line — for defense,

Occupying territory — for occupying territory.

Penultimate 2 buttons — change offensive and breakthrough plans,

Last 2 buttons — change the front line and delete the front line, offensive, breakthrough or landing.

Now it’s time to take care of the fleet, I personally drive it into one and combine and drive where I need to. (if anything, no one does this, I’m just a fool, otherwise I could only advise you to watch separate videos on YouTube on this topic)

Flotilla Map

Selection of all German fleets.

I drive to one port to combine

Office as an entire fleet, lower buttons on the left to the right:

Flotilla training,

Patrol/Intelligence of other people’s ships,

ships shock,

Search for convoys,

Protection of their convoys,

Mining,

Mining,

Landing support.

Since I forgot to take a screenshot of the whole fleet, here’s a picture from google

Now it’s worth taking care of aviation, also an important link in wars, often determining someone’s victory both on land and on water.

Air fleet card

So, we have collected the fleet and aviation, what’s next?

As we know: science does not stand still! So we will hurry, opening the research tab.

Infantry Research Rifles, Machine Guns, Motorized Infantry

Support Sapper companies, reconnaissance in battle and other assistance for division templates

Light, Heavy, Medium and Modern. They hit well, a favorite for penetrations on the front

Artillery As well as anti-aircraft, anti-tank and missile art

Military Doctrines Tactics in battleplan warfare, each useful and has its own advantages

Flotillas For every taste, from cruisers to battleships, from aircraft carriers to submarines

Naval Doctrines Only needed . .. and why they are not needed, at least for me

Aviation Stormtroopers, Fighters and Bombers. Up to jet

Aviation doctrines For each type of aviation

Technologies for electronics and atoms Everything that explores faster and shows Kuz’kin’s mother

Technologies for the construction of the Five-Year Plan in 5 seconds, preferably with these tricks and start

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Tricks to start It is desirable that there be such a list

So — we are ready. Armed and dangerous, but then (after 70 days, the average duration of the focus) a coup occurs and WWI General MacKenzen is preparing to overthrow Adolf and command from Frankfurt.

The beginning of the end What’s next?

Further… further the war began, my friend.

We distribute armies along the entire front line With the help of a battleplan, of course

We also place (if they managed to get over to our side) light tank divisions in the middle of the front and, having broken through the enemy’s defenses, we rush to the borders of Czechoslovakia. It is advisable to reduce the speed in order to have time to make maneuvers and not fall into the boiler.

Breakthrough… …and deepening

It is advisable to follow the breakthrough and cover the entry of tanks with infantry units, preventing the enemy from entering an empty cell and closing the cauldron. nine0005

This is the end for the Munich Group The cauldron is closed and boiled

Due to the closing of the cauldron, we are rebuilding the battleplan and we can press to the end, occasionally only giving the army a reason to catch its breath and replenish the organization + supplies.

After an indefinite time, the Boiler was closed

We immediately transfer units with aircraft to the east and start showing how NOT to play.

We push as hard as we can and it’s bad

Namely: It is impossible to crush well-equipped soldiers with your soldiers, simply throwing them on the rampage. Especially if your enemy is equipped with people and rifles, and you have a dick with oil and a division of three helmets, but we just need to put pressure on the accumulation of military experience (which also accumulates from lend-lease to another warring country or from sending an attache there ).

Berlin is ours!

Nevertheless, Berlin fell there, and Adolf was found dead in the Reich Chancellery. Well, that’s a win. nine0005

Like spoils after the war, we get a supply of supplies And the consequences of the peace treaty

Usually, peace treaties after wars are a division of territories during which the opponent’s provinces are taken for military points or the enemy is puppeted and becomes a country controlled by you, but since it was a civil war, we take all the territories, up to a single one.

And now about templates

Here is the German Standard Infantry Pattern

Patterns — This is what your army consists of. In short, then:

Top left — Model and template name

Bottom left — The same support, additional support + art

In the middle — The army itself, helmets (people), art, tanks, motorized infantry and cavalry.

Top right — information about the template (I would call the priority item — Front Width, because the more soldiers in one division, the priority front widths are 20 and 40)

Bottom left — how this or that area is adjacent to your division, for this you need mountain or cavalry divisions, as well as fully artillery divisions for a breakthrough, as well as tank divisions.

Nice infantry pattern 20 width

A good light-tank template is also 20 width

So, that’s the end of our small, for such a game, training. I am sure that this empire will have a bright future and a good alternative history. nine0005

Results:

What else I would like to discuss, but it didn’t work out somehow, or those topics that were only superficially touched upon will be covered in these videos:

*attention, these videos may contain an old version , so some things may differ from what I have shown *

Doctrines in Hearts of Iron IV

Hearts of Iron IV Template Guide

Hearts of Iron 4 combat mechanics

nine0002 Front width in Hearts of Iron 4.