Welcome toThis is a sub-reddit for Minds of Metal 4. It is definitely a general subreddit for the Great Strategy Video game from Paradox lnteractive.Our Discord Address is:. Hover your mouse over any of the containers below to look at relevant information.RulesFor the complete rules, click.Content must be related to Hearts of Iron.
Let's Play Lord K Did Nothing Wrong (Hearts of Iron 4) The one thing cavalry are great for besides making your division count look bigger is partisan suppression. A few divisions of cavalry with military police attached can be the difference between exploiting the crap out of Poland and watching the Poles burn their own factories down again and again taking up all your civilian factories with repairs. Your ability to lead your nation is your supreme weapon, the strategy game Hearts of Iron IV lets you take command of any nation in World War II; the most engaging conflict in world history. From the heart of the battlefield to the command center, you will guide your nation to glory and wage war, negotiate or invade.
Your ability to lead your nation is your supreme weapon, the strategy game Hearts of Iron IV lets you take command of any nation in World War II; the most engaging conflict in world history. From the heart of the battlefield to the command centre, you will guide your nation to glory and wage war, negotiate or invade. Hearts of Iron IV is a strategy based video game based on World War II. The game has been developed by Paradox Interactive. The game usually tends to attract people who play FPS and MOBA games. The game was released on June 6, 2016. Hearts of Iron IV is the sequel to Hearts of Iron.
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Hearts Of Iron 4 Guide
I played Poland once before, in 1.0 edition. It has been my very first real advertising campaign after brief Iran game to body out game handles, and mostly thanks a lot to AI getting horrible I overcome Uk by 1938.Now AI is somewhat much less foolish, so it would most likely be harder. The rush Germany technique probably still works, but I needed to try out some choice, in case they ever make Philippines too strong for Belgium to take. (there's even more powerful strategy of using advantage of Sudetenland gIitch, but this is certainly exploit-free campaign)The strategy I needed to try:.
rush revanchism focus to be able to fabricate at 10% entire world tension, before promise spam begins. overcome all 3 Baltic areas for additional factories. give Germans Danzig when presented with ultimatum. concentrate solely on Soviet Marriage. after Soviet Association falls, get Danzig back again, and while at it Bremen as well. Anonymoussaid.Just starting into the playlist now, but I expect your reply to the 6/2/1 INF/Artwork/MARM issue will end up being that it't incredibly effective (at minimum against present version of AI which seems to spurn AT).
In my Germany sport I utilized these (INF/MTN/Scar options) and e.g. Conquered SU (90% national oneness) with 70k casualties vs 5 million. After all of Cameras and Asian countries, casualties vs Allies 100k. Philippines can create these pretty simply, since it can get the PzIII significantly forward of period, nations with less market might battle to subject these on best of actual armour partitions. Anonymoussaid.Completed watching, no true surprises! I talk about your pain over the AI, battleplans, trade mechanics, field marshals, end-game mill, etc.
I would include that the combat mechanics possess some dreadful habits around pinning and withdrawing. Armored spearheads battle to close up an encirclement due to dozens of low-org sections funnelling into the choke stage and retreating out the other side. Fight speed is 33% irrespective of comparable power.
No counter-attacking to split hooks, which shouldn't end up being capable to pin supplies at the extremely least.Only difference in our forms has been I used signal businesses vs logistics, which becomes a actual pain when AI Italia surges your outlines with a hundred categories that wear't actually fight, just eliminate your source. 6/2/1 MOT/SPG/MARM can be handy too (or modded Mót. In the end it doesn't actually matter, as you state, since the AI is certainly even more or less incapable of becoming a strategic risk.
Hearts Of Iron 4 Wiki
Can't play MP with my setup here, but from what I discover of others' games, I'meters not lacking much.BTW, a really common cause for the Al to shuffle units up and down the line: it doesn't recognize that an bare front side province will be covered by assaults released from it. So the normal advance by all systems in a singly-connected tile, supported by remaining/right shoulder blades, results in the 'AI' immediately sending a unit to fill up in 'the gap' still left behind, frequently from comically far away, even leaving a support order to do it. We anxiously need a 'unaggressive' setting for the battleplans, or actually just have got all stationary units develop planning (at which point you begin to question what's i9000 the difference w/w that and business?). Said.Anonymous: Signal companies were basically worthless in 1.1 - they buffed them to end up being 4x more powerful in 1.2 and I nevertheless don't notice any reason to make use of it.
Logistics sounds uninteresting, but it's pretty essential for battling outside European countries, or with AI allies taking most of your items.From what I've seen 1.2 AI utilizes a great deal better themes if you let game operate past due - it will use support antitank, moderate tanks, mót/spg étc. But only if you play at historic speed, if you test to generally earn by 1940 existing templates are usually fine.The frontline space was supposedly owing to bug in 1.1 too, same one particular which positioned half of units on last tile of a frontline.With quite a few issues fixed by next area, I'll play some more HOI4 soo. Anónymoussaid.That GER sport was started in 1.2 beta. I utilized signals primarily as a check. Gives GER nearly 20% reinforce chance at rate 2, which modestly shortens fight instances.
I believe it can make a obvious distinction to cellular innovations, since if the enemy is held constantly low-org thé shortening can end up being a meaningful percentage of the total combat time. You have to have optimised everything for division rate though or a several saved hours won't end up mattering anyhow. Furthermore I has been trying to keep battleplan in place (sedentary) for simply because long as I could endure it, and if you provide support orders at the exact same period as the strike order (ctrl click foe unit instead of combat bubble), the battIeplan AI will transform it to attack 'for your comfort'. So I would just wait around for the bubble before helping, but after that all supports have got to reinforce.So, signals slightly helpful. On the various other hands, logistics lets you simply have more divisions involved, which most likely has a larger impact than any óf that! The matter will be, every GER begin I try out to make use of less categories and more air strength, therefore logistics mainly useless to me untiI my AI aIlies display up.I has been on historic timetable essentially until Barbarossa has been over (I should find out to simply stop at that point, srsly).
SU had been even more of a challenge than previous versions because huge storage compartments can funnel out the 'departure' at an annoyingly fast speed. Not certain whether they are usually stratting out ór what, but l eventually learnt to shut that nonsense down with bigger spearheads and significantly even more pinning.
I believe Barbarossa lasted into '42, which is certainly some sort of improvement I imagine, and I noticed a few (but only a several) MARM combined in there. By earlier 1943 Nat. China was really fielding good divisions with full equipment and decent stats, numerous that could pierce the 6/2/1, so that had been relaxing to find at least, although they were of training course doomed.The particular frontline behaviour I referred to is nevertheless well and truly present in 1.2, I filed a bug survey on it. I wish you do give 1.2 a move (YouTube make sure you!), but on the additional hand, I would including to free you the discomfort and suffering.
Said.Fine, so testing signal businesses now, degree 1 to 4, after patch:. Preparing quickness: +0.4%/day time to 1.1%/day time (bottom is +2%/day). Reinforce price: +5%/h to +14%/h (foundation with radio stations is +7%/h). Cost - 500 guys + 105 creation (nevertheless rather costly, support art is certainly 84/96/108 depending on artillery tech)Before plot:.
Preparing speed: +0.1%/day time to +0.28%/time. Reinforce rate: zero.
If there is no option to show your contact's game, search for the game name. If there are still no results, double-check that you both have the same mods and that they are in the same order. Top torchlight 2 mods. If there is no 'Join' option when you click on a game, look at the top of your screen for a small wrench icon.
Price - 500 males + 225 production (it was most costly support firm of all by huge margin)It's no longer crazy to obtain them, but I put on't believe they'm fit in my 5.I'll probably play some even more video games on twitch/youtubé. I waited fór the repair after Poland video game. Anonymoussaid.SF certainly provides a great deal heading for it, yéah. The SA bonuses might begin to lose their lustre as hardness increases late sport, but many video games don't final long more than enough for that change I think.
I've asked yourself why the max planning bonuses from Great Battleplan are underrated, but hardly examined it properly.The video game I talked about above used only UI móds, but I Iike Expert AI, No Guy's Property, Motorized Artillery (though the mixed Support Artillery Business is usually OP), the Significant Terrain/Supply/Weather types (could probably make use of some tweaks), Increased Assets. I like the New Entire world Order mod, but it weighing scales up political strength and factory result a bit much. More research slot for majors if numerous new technicians in shrub (at the.h. Bldng and Inf. There are usually minor issues, e.h. The division style scripts from Professional AI received't know about Mot.
Most likely the supply-oblivious present AI will just obtain crucified by the Significant mods (and mess up the player's time at the exact same period of training course). I'll check out out the Property Doctrine ones once again, wasn'testosterone levels convinced originally.I furthermore use Even more Unit Ranges with the vanilla range and 5% increments, and I'vé modded it tó even out the rate of development (in vanilla Qualified to Seasoned can be 3x XP vs. Experienced to Veteran).
I'michael enticed to try out changing the bonus range from -50% to +50%, but it might cripple the AI in exercise. HOI games have this constant style of discrete bonuses in large methods, but I very much prefer steady improvements. At the.g l'd like tó observe leader qualities divided into 5 levels, but not certain if I can discover the time. The armour vs. Piercing mechanic can be a little bit too significantly of a cIiff for my preference also. Bonuses could arrive in as your top/side/rear armour (100/50/25% for argument's sake) surpasses piercing, or nicely I'm sure you could arrive up with plenty of great concepts. It doesn't appear moddable in any case, beyond tweaking cónstants for the present mechanic.
Any thoughts on why they put on't uncover the fight technicians to modders?I gather you including sandboxy things even more than me. I have performed a several various other majors, but I keep coming back to perform Australia 'better'. I appreciate that's i9000 not really everyone's cup of teas. Next game I will probably attempt for traditional to Barbarossa with Volunteer military just and Export Focus modded start, NF wars just.
If volunteer just, I might enable myself a small increase in non-coré manpower after l go through up a bit on the historic prices. Modded SU can discipline good categories, but attempting to obtain it to entrench multiple outlines on its rivers and forts, make use of a heavy front, strategic drawback, etc. well we need a magic.Also curious in your opinion on the AI increase sliders in 1.2. Feel free of charge to use colourful vocabulary! Said.Blogger's i9000 spam filtration system obtained your post, I had to by hand untag it all:-)I actually composed a simple mod compatibility checker (just checking if two mods modify same document, so can't probably be compatible), and uncovered than almost everything issues with everything, actually if you ignore things checker can'testosterone levels understand like AI not knowing how to make use of new devices.Therefore I've been recently playing with just + nonconflicting graphics/UI mods.l hasn't ended up up to date to 1.2, therefore right now I'm questioning about mod. l haven't actually played it yet,.Big discrete jumps are usually worse simulation, but help players offer with information overload, therefore I'm not really blaming them.I put on't like armor/piercing getting binary, as it leads to degenerate muItiplayer meta with évery division having large container destroyer, but without system like that what would be the stage of antitank works with and of infántry tanks? I pondered about modding something smoother, but I wear't believe it's possible.
I speculate random weather/terrain changer changing shield/piercing beliefs would theoretically function (and it would get rid of fight width 80 cliff), but it doesn't audio very classy.I question I'll ever play with thé sliders, but l recognize there are different player sorts, and as long as it't obviously off by default (unlike EU4 fortunate nonsense which they try out to force onto everyone via achievement program) they wear't bother me as well much.