Hearts Of Iron 4 Tips And Tricks

02.10.2019

The best place to get cheats, codes, cheat codes, walkthrough, guide, FAQ, unlockables, tricks, and secrets for Hearts Of Iron 4 for PC.

Want to learn how to play Tekken 7 like one of the best? Of course you do.

Tip #1: First, you’re probably going to need a fight stickI know, I know. No one likes buying extra hardware. But there’s a very good reason you don’t see anyone at a tournament using a controller. That’s because they stink for fighting games.Fighting games, more so than shooting games and far more than adventure games require laser-precise timing and ultra-accurate button recognition. Mistime a button press and you’ve cost yourself a counter.

Flub up in the middle of a combo and you’ve squandered the best opportunity you had to deal some major damage. A fight stick may be hard to get used to at first, but learn to play with one of these and you’ll forever be a better fighter.Need some recommendations on the best fight sticks? Check out the Mad Catz Street Fighter V Arcade FightStick TE2+ – it's a hearty, heavy peripheral with smooth, precise Sanwa Denshi parts, letting you pull off expert moves with ease via a reliable wired connection. Prev Page 2 of 11 Next Prev Page 2 of 11 Next. Tip #2: Learn to throw block and low parryWe’re going to skip over the basics.

By now, I’m sure you know how to move left and right, dash forward and back and weave in and out. If you don’t know how to do those things, give yourself a chance right now to learn all those, then come back here.Got the basics? Good.We’ll spend a good time covering offensive techniques in this guide but, before we do, I want to spend just a minute looking at two of the most important defensive moves in the game: throw block and low parry.

Blocking a throw is easy: press your left arm, right arm or both arm buttons at the same time to stop a throw. (On, that’s the X, Y and X+Y buttons while on those buttons are Square, Triangle and Square+Triangle.)Once you can escape a throw easily in practice mode, turn your attention to the low parry – an essential move that stops low attacks in their tracks. To do a low parry press down and forward on the control stick or d-pad when your opponent goes for a low strike.Time it right and you’ll knock them off their feet, giving yourself time to either reset your position or following up with a ground move of your own. Prev Page 3 of 11 Next Prev Page 3 of 11 Next. Tip #3: Opening and closing that gapSpeaking of, spacing is a crucial part of mastering Tekken. Knowing how far away to be from your opponent and when is absolutely crucial to going pro.

Generally, what you want to do here is give yourself some space to control the action when your opponent starts throwing combos by using Dash Cancel (press back, back, down and back). This gives you the best shot of blocking an incoming attack while still moving away from your opponent.Once you have some breathing room, start a combo of your own to land a few hits on your opponent. Once you’ve knocked them off their feet, press the attack by dashing forward by pressing forward, forward. If you run up on a downed opponent, your fighter gets an attack of opportunity and can throw numerous ground pound moves one right after another – a technique that not only does a ton of damage, but also really throws opponents off their game.

Prev Page 4 of 11 Next Prev Page 4 of 11 Next. Tip #4: Push ‘em to the wallThe other key aspect when it comes to movement is knowing where the walls are – or, more specifically, how to push your opponents toward the wall without getting pushed back into one yourself. Walls play a key role in the Tekken games by allowing players an extra combo and additional damage every time they knock their opponent into a wall.So how do you use this to your advantage? Always try and push your opponents to the closest wall – even when that wall is behind you. Use combos and dashes to bring your opponent as close to the wall as possible, throw a staggering move to bounce them into a wall and then be prepared to follow up with another combo.

When done correctly you can use walls to take 30-40% of your opponent’s health in two to three combos. Prev Page 5 of 11 Next Prev Page 5 of 11 Next.

Tip #5: Master an air juggle comboCan’t drive them to the wall but still want to put a serious hurt on them? You’re going to need to learn how to juggle – and not the pleasant kind that you see at the circus. Air juggling in Tekken involves launching your opponent into the air and following up with a flurry of blows that do damage and lock them out of doing anything except watching in horror as their health bar depletes.The reason juggling is such a crucial skill to master is because it’s the only way to completely take control away from your opponent. There’s no countering, no blocking and no moving once you’re in the air.

You’re just a sitting duck.The best way to practice juggling is to go into the Practice mode and find your character’s launch move – anything that lifts your opponent into the air long enough for you to throw another combo before they land. Master this technique and you can pretty easily beat any computer controlled character in the arcade mode and most inexperienced players.

Prev Page 6 of 11 Next Prev Page 6 of 11 Next. Tip #6: Ukemi is your friendWhat happens if you get caught in an opponent’s air juggle combination? Hang on tight. Unfortunately, besides that, there’s not much you can do.That said, it’s a different story as soon as you’re back on solid ground.

The second your body hits the ground, you can use a move called Ukemi (also known as teching in the fighting community) to spring back to your feet, dealing damage to your opponent if he or she is close enough.Ukemi is useful for two reasons. The first, very obviously, is that it has the potential to hurt and possibly counter your opponent mid-combo. Time your Ukemi just right and you can go from the ground, back to your feet and into a combo of your own in no time flat. The second reason you’d want to Ukemi is that it means you spend less time on the ground – a.k.a. Your second most vulnerable spot after being launching in the air.

Prev Page 7 of 11 Next Prev Page 7 of 11 Next. Tip #7: Use Rage Art and Rage DriveAt this point you should feel comfortable with basic attacking and defending, and outmaneuvering your opponent when situations get sticky. The two next things I teach you are a little more advanced, but well-worth learning.Rage was a concept introduced a few years back to try and give players with low health in a match one last shot to come back by giving them a small boost in power. Tekken 7 takes that idea of redemption one step further by introducing new Rage Art moves – a set combination of moves that does a ton of damage all at once but in exchange takes you out of Rage mode. To activate it, press R1 on PS4 or RB on Xbox One when you’re in Rage mode (denoted by the glowing red aura around your character).The other skill worth learning is Rage Drive, which is sort of the opposite of Rage Art. Whereas Rage Art hopes to deal a lot of damage in one big flurry, Rage Drive gives you a blue aura and an immunity to staggering combos while you throw moves of your own.

We’ve tended to stick to Rage Arts so far, but Rage Drive will definitely come into play in the pro player circuit. Prev Page 8 of 11 Next Prev Page 8 of 11 Next.

Tip #8: Combine buttons togetherRemember how you might need to press left kick and left punch together to get out of a throw? Well it turns out you don’t need to press two separate buttons to make that happen – Tekken 7 allows you to map the controller how you like.Want to turn your R2 or RT into a grab? You can absolutely do that.

Just go into the settings and change the configuration of the controller.One of our favorite mappings is actually all of the face buttons to the right trigger. When pressed together, these buttons give you a damage bonus to your next attack. This is especially useful after you’ve knocked your opponent into a wall and you’re waiting for them to stand back up.

Map it to one of the triggers and you’ll have it there whenever you need it. Prev Page 9 of 11 Next Prev Page 9 of 11 Next. Tip #9: Customize your gearLook, fighting games borrow mechanics from one another all the time. This year, Tekken’s taken a page out of Virtua Fighter’s book by incorporating items into the mix. Items aren’t just aesthetic upgrades in Tekken 7, either. Some provide unique special effects, while others add a move to your character’s repertoire. They’re handy and worth tracking down.So where do you find them?

Head into Treasure Battle mode to gain currency and unlock special items. If you’re feeling at the top of your game already, you can also enter tournaments to unlock items as well – though these can be potentially much tougher than the one-off Treasure battles. Prev Page 10 of 11 Next Prev Page 10 of 11 Next. Tip #10: Get back up againHere’s our last tip: Get back up again.In the course of a fight, you’re bound to get knocked down.

It’s going to happen. It’s important, obviously, to get back up and keep playing. But what people fail to realize is that losing a fight (or even a whole series of fights) is a lot like getting knocked down. All you need to do is shrug it off and keep playing.To that end, don’t get discouraged when you’re losing against someone better than you are, and don’t be afraid to ask for help if you feel like you don’t understand what’s happening.

Hearts Of Iron 4 Tips And Tricks

The fighting game community is kind and accepting, and more than willing to help work with new players interested in upping their skills. You can do it! Prev Page 11 of 11 Next Prev Page 11 of 11 Next.

Guide was originally posted on and where it was suggested that I put it here.There are over 400 tips grouped is semi-useful sections. They range from basic interface information, through mechanics explanations all the way to actual gameplay advice.Just look up the part you feel you need to know more about and read it.Parts that are only relevant if you own the Together for Victory DLC have been marked with (TfV) bit and parts that are only relevant if you own the Death or Dishonor DLC have been marked with (DoD) bit. Rest of the patch 1.4 changes have been included in the guide as a whole. 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. 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. 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.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.

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. Division is made of regiments (columns) that are made of battalions.

You can rename, duplicate and adjust Division 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. You can create a “blank” division by clicking on that downward triangle next to a division name while in Division Designer window. Annexations via Focus Tree such as 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/anti-tank 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 tech.

You can use both standard and rocket artillery support battalions in the same division if you’re so inclined. Division anti-air shoots at bombers performing ground attack missions against those specific divisions while it is actively fighting. It doesn’t shoot at any other planes. It will also lower Air Superiority penalties the divisions suffers including movement ones. Anti-air also provides limited amounts of piercing. Hover over combat stats of your and enemy's divisions. They will provide an amazing amount of useful information.

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 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 defenses of enemy forces by up to 50% (!).

It also lowers their movement speed by the same amount (!!!). It can be to some extent counteracted by use of anti-aircraft equipment. 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 on Air Superiority and bombing missions 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 penalties. 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 excess 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. 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. 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. 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, occupied territory in the air zone and planes on air superiority/interception missions. 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).

Blue diamonds on the naval research screen indicate capital ships. It is a good idea to have 3-4 screen ships for every capital ship in your battle fleet. On top of regular battle fleets you should use submarine flotillas, patrol fleets with a3-3 CAs/BCs few CLs and a bunch of 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. Back in 1.1 and 1.2 I had some serious trouble with the way Battlecruisers behaved in battle. They would hardly ever engage the enemy despite significant or even overwhelming advantage on my side. They’d just join, posture a little bit in mid range and leave often dragging the rest of fleet with them. For example by fleet of 100 with 30 state of the art Battlecruisers would refuse to attack 7 lone carriers.

They’d behave the way I described above for a good dozen attempts. Only once I added two 1922 battleships to them mix fleet properly engaged. I have not tested it since, so be careful when investing in BCs. 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 be 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.

Patrol mission will give your fleet the highest chance of spotting enemies and will attempt to engage all targets by default (other AI considerations still apply). Fleet is very spread out and slower ships may take quite a long time before arriving at the place of the battle.

Search and Destroy mission will have the fleet travel in tight formation attempting to engage all targets (other AI considerations still apply). It will have hard time spotting the enemy, but may be able to start dealing damage very quickly, before enemy heavy hitters arrive. Convoy Raiding mission will have your ships look for enemy convoys while avoiding their fleets. Convoy escort mission orders your fleet to look for enemy submarines and other commerce raiders while avoiding combat unless specifically defending an engaged convoy. “No repairs” option seems to make fleets very careful of any engagements that aren’t overwhelmingly to their advantage.

Turn in on and off based on how aggressive you want your fleet to be. Organization is used by ships to mitigate part of the damage they’d otherwise sustain. It is also required to deal damage of their own. Carrier airwings’ effectiveness is also scaled by the Carrier’s Organisation hence both high and low amount of it has direct impact on the damage dealt. Ships escape battle based on their Strength, rather than Organisation, unlike Land Units.

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 destroyer and sub sub-branches are fairly decent but weaker than their counterparts in Base Strike and Trade Interdiction, respectively still making them a good middle ground for those who want to use both of those types, like many minor nations. You can also b-line to the last tech pretty fast and ignore the rest if you’re more interested in you capital ship firepower. 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 challenge established powers with superbuffed cruisers, 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. Left-most one also gives best destroyer bonuses to boot. 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 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. 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 both 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. You can attach standard land orders to the end of a naval invasion and thus telling your units how they should proceed after landing. Paradrops are basically the same, but start in airbases, need air superiority and Transport Planes with proper range. 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.

Hearts Of Iron 4 Tips And Tricks Youtube

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.

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 you can find above or other Youtube videos of that kind.

Hearts Of Iron 4 Tips And Tricks

(TfV) All the Commonwealth minors (maybe except British Raj) are now a great option for a very first game as well. Potential lack of your input won't be felt by the Allies too much so you can relax and test things to your heart's content. '(TvF) Garrison tool makes them extremely easy to use, but make sure to split those forces into smaller occupation zones to prevent redeployments from half a world away when some passing divisions temporally lower the resistance.

Hearts Of Iron 4 Tips And Tricks Youtube

'(TvF) If you have the DLC just use the garrisoning option. I suggest fighting resistance and garrisoning ports separately. 'Garrison order manager was part of free patch and doesnt require TfV@TotalWar when releasing a nation, you will get a box asking if you're sure about it, you will also then get an option to release that country as a puppet (not sure if it doesnt require TfV).

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