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submitted by sp3ed3r to GameTrade

[1.4] Over 400 tips for new (and older) players

16.06.2017 UPDATE - Death or Dishonor (1.4)

My first thread like this still is the highest voted submission on /hoi4, but since then it has been both archived and outdated. The number of tips has grown and I can't add another comment to fit it all, so I figured it would be best to repost it new and improved.
I'd also ask mods to stick it for a while, just like the last time, considering that there is both new DLC and sale happening.
Parts that are only true if you own the Together for Victory DLC have been marked with (TvF), ones that are only true if you own the Death or Dishonor DLC have been marked with (DoD). All the other 1.4 changes have been simply integrated into the guide without that distinction.
Guide now also available on Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=700983094
TL;DR, wonna watch to learn.
My Youtube HoI4 playthroughs:
Hearts of Iron 4 - Italy (Italian Introduction) - Basically an expanded tutorial play-by-play all the way till the Fall of France. I’ll probably revisit it with 1/3 and better audio SoonTM.
Full series, poor audio. (TO BE UPDATED SoonTM)
Hearts of Iron 4: Death or Dishonor– Democratic Czechoslovakia - (Veteran difficulty) – Semi-historical playthrough as Democratic Czechoslovakia with 1.4 patch and Death or Dishonor DLC. We say "no" to Hitler's demands and try to defend against the attack. Going for "The Munich disagreement" achievement.
full series
Hearts of Iron 4: Death or Dishonor– Fascist Romania - (Veteran difficulty) – Playthrough as Fascist Romania with 1.4 patch and Death or Dishonor DLC. We conquer as much of the Balkans as we can while preparing for the invasion of the Soviet Union. Going for "Death or Dishonor or Cake" and "Neither Death nor Dishonor" achievements.
6 episodes out +1/day
Hearts of Iron 4: Death or Dishonor– Communist Yugoslavia - (Veteran difficulty) – Playthrough as Communist Yugoslavia with 1.4 patch and Death or Dishonor DLC. We conquer as much of the Balkans as we can while preparing for the war against the Axis and, perhaps , Allies. Going for "Huge-oslavia" achievements. First 5 episodes are a recording of a failed attempt.
4 episodes out + 1/day
Hearts of Iron 4: Death or Dishonor STREAM – Austria-Hungary - (Veteran difficulty) – Stream recording of our game as Hungary with 1.4 patch and Death or Dishonor DLC i which we attempt to restore the Austro-Hungarian Empire and all of Otto von Habsburg's titles. Going for "Miklos Horthy and the Habsburg Prince" and "Better than the Szent István" achievements.
2 episodes out + 1/two days
Hearts of Iron 4: Together for Victory - India / British Raj - Veteran difficulty (Max Sliders) – Let’s play with the newest patch/DLC. Semi-historical playthrough aiming at showcasing new subject mechanic. Max custom difficulty sliders for Axis for the sake of challenge. A lot of micro.
18 episodes out
Hearts of Iron 4: Together for Victory – Canada - Veteran difficulty (Max Sliders) – Let’s play with the newest patch/DLC. Semi-historical playthrough aiming at showcasing new focus Tree as well as Faction Research mechanic. Max custom difficulty sliders for Axis for the sake of challenge. Even more micro.
18 episodes out
Hearts of Iron 4 - Germany - True Blitzkrieg (Veteran difficulty) - Historical playthrough as Germany. "True Blitzkrieg" achievement, among others.
Full series, poor audio.
Hearts of Iron 4 - Japan (Veteran Difficulty) - World Conquest as Japan - own faction, wars against Allies, Comintern and the Axis.
Full series, poor audio.
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.
Full series, better audio.
Hearts of Iron 4 - Soviet Union – Trotsky World Conquest – Veteran Difficulty (Max Sliders) – World Conquest as Soviet Union, but with Trotsky at helm and with custom difficulty cranked up to max for the sake of challenge.
33 episodes, better audio, to be continued later this week.
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 factory focuses 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.
  • If you are using “Historical AI Focuses option” early World Tension increases are easy to predict and are linked to the end of Spanish Civil War and the Japanese invasion of China.
  • 5% threshold will be reached sometime between March and December 1936 depending on how Spanish and Ethiopian wars go.
  • 15% threshold will be reached by December 1937
  • 25% and 30% thresholds will be reached by February 1938
  • 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. They will apply to the next selected research of that type instead.
  • Dotted line between focuses 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.
  • Solid lines indicating prerequisite focuses are often misleading. Quite a few focuses need less (or more) prerequisites than it would seem at first glance. Hover over or click on them to see the detailed requirements.
  • 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.
  • (TfV) Once you unlock 10 normal focuses you gain access to a number of “Continuous Focuses” in the bottom left corner of the Focus Tree menu.
  • (TfV) The cost 1 Political Power per day as well.
  • (TfV) Still only one focus can be active at the time. Be it normal or continuous one.
  • (TfV) Unlike normal focuses they can be turned off at any moment.
  • (TfV) Resistance Suppression focus decreases resistance increase in all regions you control by 0,2%. It is applied after all other calculations.
  • (TfV) Technology Sharing allows you to join Faction Research for as long the focus is active. See detail below.
  • 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 other nation made.
  • Different nations start with different techs unlocked.
  • Try not to 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 can switch to the different research before it’s finished. You progress will be preserved.
  • You can stock up on up to 30 days of research per research slot before it goes to waste.
  • If you switch the research those up to 30 banked days will “move” to a new research you selected for that slot.
  • 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 better for nations that start with a lot of military factories and really need to put them to immediate use.
  • Dispersed Industry will be superior if you’re building or conquering a lot of factories since the Base Efficiency increase allows you to put them to use much earlier. It is even better on Veteran Difficulty.
  • Don't ignore Encryption and Decryption if you have research slots to spare. 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 but fairly powerful industry (compared to manpower). It focuses on infantry warfare with heavy artillery support.
  • Grand Battleplan doctrine is most general one with bonuses useful for all types of. It is especially good for defending your territory, especially for smaller nations and early on, since the best bonuses cme very early into the tree.
  • 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. Left branch of the tree allows you to transition from mass infantry into mass infantry and mass tanks and go on the offensive.
  • 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 have lower operational range.
  • 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 (green icon with a wrench at the bottom of the unit card) is, on top of required resources, a good indicator how expensive certain equipment is.
  • You can shift-click on research to open several windows and compare the equipment. Those windows appear ideally on top of one another, so just drag them around to see more than one at the time.
  • 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. It does not affect yield per refinery in any way.
  • (TfV) Research factions give their members research bonuses for the techs other members have already researched.
  • (TfV) Faction Research bonuses are capped at 50% and do stack with other forms of research bonuses which may lead to 0-day research.
  • (TfV) Basic value of the bonus is 10% per every other nation that researched it. That number can be increased by bonuses unlocked via Focus Tree.
  • (TfV) Colonies, Puppets and Integrated Puppets suffer a -50% penalty to Faction Research bonuses.
  • (TfV) As of 1.3 only Commonwealth nations (UK and its colony and dominions) benefit from starting as a part of a Faction Research group.
  • (TfV) Faction Research despite its name isn’t inherently linked to ingame factions. For example Allies, Axis and Comintern members aren’t automatically a part of “Allies Research”, “Axis research” or “Commonwealth Research”.
  • (TfV) Faction research can be permanently joined by unlocking a specific national focus or by having a continuous focus “Technology Sharing” active.
  • (TfV) You need more than one nation to run that focus for any effect (unless others joined the Faction Research my other means, that is).
  • Research Time bonuses such as ones from Electronic tech tree or design companies are applied in real time i.e. will apply to techs already being researched in real time.
  • (TfV) Research bonuses from Faction Research are NOT. The Bonus will only be applied at the time of starting the research.
  • (TfV) If the Faction Research bonus increased while the research was running you can stop and start the research (by switching it to something else for a moment while paused) to apply the new, higher bonus for the remainder of that research.
  • (TfV) Faction Research mechanic may change optimal research priorities for Commonwealth nations, based on that other faction members prioritize.
  • (TfV) Commonwealth AI is very good at keeping their Industrial (save excavation) and Infantry Weapon research up to date. Same with electronic research and their chosen land doctrines, but slightly less so.
  • (TfV) I never thought I would write the word “research” so many times.
  • (DoD) If you are licensing production of equipment you’ll get a 20% research bonus for it for as long as it is licensed. If you can get licenses and have a few civilian factories to spare it may be worth it to license things just to research them faster.
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.
  • Economy laws are almost always the most important ones to change.
  • You should switch away from Civilian Economy before you start building factories. Till then it is wise to focus on improving your infrastructure. (See: Construction part of the guide)
  • Democracies and unaligned can only change Economy law to Early mobilization if World Tension is above 5%. Better ones won’t be available till the end of 1937 so do that or save your political power based on that.
  • 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.
  • Communists and Fascists can switch to Partial Mobilisation at any time, so do if you’re at Civilian Economy, need to build factories and international situation doesn’t suggest getting to 15% World Tension anytime soon.
  • Keep in mind that unlike democracies you can help the World Tension get to that 15% before the end of 1937.
  • Some nations have various law changes (usually economy and conscription ones) additionally gated behind certain world situation or unlocked focuses. Hover over those options to learn more.
  • 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. *It is almost never worth it to go for Total Mobilisation.
  • Increasing conscription laws will add people to your manpower in an instant. No need to increase those laws before it's absolutely necessary.
  • Changing your conscription laws 1 step “up” or “down” always costs 150 points. For example there is no reason to save up 300 points to jump from “Volunteer Only” to “Extensive Conscription”. If you change your laws to “Limited Conscription” the cost of change to “Extensive Conscription” will go down to 150 points.
  • Trade laws allow you to sacrifice % of your resources for industrial and research bonuses.
  • You will NOT have access to the resources you “export” even if no one will buy them.
  • Switching trade laws without calculating the result beforehand may lose you the game singlehandedly. Be careful.
  • Theorists allow you to research doctrines faster and provide minor experience income. Some of them may be quite expensive.
  • Army Experience income may be crucial for nations that need to heavily adjust their division templates and can’t afford gaining it via training. Consider Military Theorist for an early hire.
  • If you have access to advisors that increase the speed of your infrastructure as well as civilian and military factory production they are 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.
  • That advisor is much more important when playing on Veteran Difficulty since he increases your spare Political power income from 0,5 to 0,8 rather than from 1 to 1,3.
  • Same goes for nations that have their Political Power gain decreased by some means.
  • Design company bonus is applied then research FINISHES. It isn't important if you had a designer factory chosen when research started.
  • If you have enough PP later in the game (or as, for example, Germany) it may be a good idea to keep switching design companies around for major researches.
  • Military Stuff bonuses for specific land forces don’t work the way you may think they do. See more in this thread
  • 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.
  • War goal justification time is lowered by World Tension by 1% per every 2% of WT.
  • Democracies can’t justify a war goal against country that has not increased world tension.
  • Democracies need 100% World Tension to be able to justify a war goal. (50% for Non-Aligned)
  • Conquest war goals have a 2 month timer after which they’ll disappear and you’ll take a political power and national unity hit.
  • War goals acquired via Focus Tree have 2 year timer instead.
  • War goals justified with a use of a claim have no timer and remain available for as long as the territory in question remains in the original owner’s hands.
  • 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 Lend Lease (40% for Non-Aligned)
  • (TvF) You may now ask other nations for Lend Lease. They need to be able to grant it so the World Tension has to be high enough for them and they can’t have a National Spirit preventing them to send it.
  • Democracies need 25% World Tension to be able to Guarantee Independence. (40% for Non-Aligned)
  • Guaranteeing 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 menu 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.
  • You can see the details of every active war even if you aren’t a part of it. To do so click on the “World Tension Globe”, go to the “Current War” tab and click on the war you want to inspect. Just not on a red/blue bar, icon to the left or a flag. For whatever reason.
  • (TfV) If you have any subjects you can inspect their status via “manage Subjects window” that can be found on your Nation Screen (shortcut: Q).
  • (TfV) If you are a subject you can see your status on the same nation screen (shortcut: Q).
  • (TfV) Subject nations may be of one of 4 autonomy levels: Integrated Puppet, Puppet, Colony and Dominion.
  • (TfV) Each of those levels comes with a set of modifiers that can be inspected by hovering over their icons.
  • (TfV) Each of them has a bar representing 1000 Autonomy points. You can hover over it to see the ways to affect that value.
  • (DoD) Fascist nations have different types of subjects instead: Satellite, Reichsprotectorate and Reichskommisariat
  • (TfV) Autonomy can also be affected by National Spirits and Focuses.
  • (TfV) If the bar reaches 1000 points the nation can spend certain amount of political power to increase its autonomy level. If the nation is a Dominion it will become fully independent that way.
  • (TfV) If the bar ever reaches 0 the autonomy level of such nation will be lowered by one. If the nation is an Integrated Puppet it will be annexed that way.
  • You can release a nation as a puppet or an independent state via “Manage occupied territories”
  • (TfV) You can decide to continue playing as a released puppet. It is compatible with achievements.
  • 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.
  • (TfV) Due to high Trade influence bonuses overlord nation has with its subjects they’ll almost always fulfil its trade requests before all the others.
  • (TfV) Your subjects will send you more resources per factory used to buy resources.
  • (TfV) The amounts are as follows: 10 for dominions, 16 for colonies and 80(!) for Puppets and Integrated Puppets.
  • 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 if you can help it. 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.
  • Unless you have a land connection with your trade partner’s capital via neutral countries you need enough convoys to be able to carry the resources you buy home.
  • Those convoys can be attacked.
  • Green lines indicate the routes of your import convoys, blue ones your internal resource convoys and yellow your supply convoys.
  • 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.
  • (DoD) You can license production of equipment from other nations if they have enough reasons to accept. It may vary on equipment to equipment cases.
  • (DoD) Production License costs 1 civilian factory the same way traded resources do.
  • (DoD) You can cancel the licensing agreement at any time.
  • (DoD) Some focuses can give you free licenses.
  • 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.
  • Each level of Infrastructure in the state gives a 10% bonus to the construction of factories, dockyards and refineries. Build them in places with the highest bonuses available first.
  • Good strategy is to build up your infrastructure for as long as you’re on Civilian Economy and only then switch to Military Factories.
  • Keep in mind that for your Infrastructure investment to pay off you need to build at least 6 Military Factories there during the game. If you won’t ever be able to do that (after research increases to the building slots) you’re better off ignoring the infrastructure investment and building factories outright.
  • If you plan on building Civilian Factories or Synthetic Refineries (both are more expensive) the value of infrastructure is higher.
  • Dockyard construction speed isn’t affected by worse economy laws the same way military and civilian factories are.
  • Synthetic Factories are very expensive to build and you should do your very best to only construct them in states with 100% infrastructure bonus. They’re “worth” ~2 Military Factories for the sake of calculating the value of building infrastructure.
  • Resources produced by Synthetic Factories are affected by both your trade laws and being in occupied provinces. For example if you have a Export Focus policy each Synthetic Refinery will only give you 3,5 Oil and 2 Rubber with the rest will go into your exports.
  • If you build enough of them to export multitudes of 8 you may recover “lost” resources in form of civilian factories.
  • If you can buy those resources it is usually more beneficial to do so instead of building Refineries.
  • You will need to build them if your wars will cut you off from Oil and Rubber supplies (as they do for the Axis).
  • Airbases are really quick to build. Infrastructure and ports, not so much.
  • Cost of forts and coastal forts increases with every existing level in the province (500+500 per existing level). You build first level in just a few days, but getting your own Maginot Line will be very time consuming and costly.
  • Amount of radar and synthetic factories you can build per state is limited by your radar and synthetic industry research.
  • Converting factories to the other type is almost never worth it.
  • 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 by 90% or to your base (10% if not increased by Dispersed Industry research)
  • 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 reduced by 70%.
  • When you switch between 2 units based on the same chassis (for example between 1936 light tank and 1936 light tank destroyer) your efficiency is reduced by 30%.
  • (DoD) Same applies to switching between licensed and home-grown equipment of the same type (for example from licensed 1936 fighter to your own 1936 fighter).
  • (DoD) Licensed equipment is produced slower. Hover over the flag of the licensing country on the production screen to learn the details.
  • 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 all or some of the resources needed for production the equipment will still be produced, but slower.
  • Production Efficiency increase is also slower.
  • The penalty is applied separately for every unit of every type of resource missing starting at the top of your production que. Hover over production bar and production efficiency bar to see the details.
  • Support Equipment, Motorized and Convoys never get old. If in doubt produce and stockpile 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.
  • (DoD) Self-propelled artillery, tank destroyer and self-propelled anti-air tank variants may be produced by Equipment Conversion. It turns basic tanks of the same type up to one research older that you have in your stockpile into those variants for a fraction of the production cost and only a difference in resource cost. (for example 1934 or 1936 light tank can be turned into 1936 light tank destroyer and only 2 tungsten will be used for that).
  • (DoD)Equipment Conversion can be also used to update equipment to its newest variants (for example Fighter I to Fighter I A) without any resource cost. Works for tanks, tank variants and planes.
  • (DoD) For equipment to be converted it needs to be in your stockpile. You can’t convert things that are being used by your troops at that time.
  • You can't use exp to modify equipment from Infantry&Artillery tab. You can, however, rename them.
Division Design:
Land Combat:
Naval Invasions:
General tips:
  • You can go back to a previous version of Hoi4 (since saves from 1.0-1.3.3 period are no longer valid) by r-clicking on Hearts of Iron 4 in your Steam library, going to Preferences -> Betas and then selecting a proper version from the drop down menu.
  • Custom difficulty settings located just above difficulty option on the game creation screen will allow you to adjust your game by buffing any number of chosen Major nations (and China). You can either make your game very easy, much harder, or simply change the power balance between different AIs towards the one you prefer. Using that will disable achievements.
  • Those bonuses can be pretty massive so use with caution.
  • Wiki is now a decent-ish and up-to-date-ish source of information on specific game mechanics.
  • You can change those ugly, silly division icons to NATO counters by going Menu Options Game “Use NATO symbols”.
  • Graphical mods can be installed without affecting the checksum/achievements. Quite a few of them greatly improve the clarity of the map. Here you can find and easily install ones I’ve been using for last few months (It's early after the patch, some may not work properly, so just disable them if you encounter issues).
  • 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

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