/r/hoi4
A place to share content, ask questions and/or talk about the grand strategy game Hearts of Iron IV by Paradox Development Studio.
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This is a sub-reddit for Hearts of Iron 4. It is a general subreddit for the Grand Strategy Game from Paradox Interactive.
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>!Paradox is Swedish!<
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/r/hoi4
If there's one thing HOI4 players like to do, it's suggest improvements to the game. I have quite a few of my own, but most of them have already been stated by others. Here's my attempt to synthesize a structured representation of what I've seen recently.
Game Feature/Area | Description | Reference? |
---|---|---|
Airforce Management | Designate which variants to use for air wings | Plane Assignments UI [0] |
Airforce Management | Allow user to define air wings based on customizable factors: what roles the airplane must support, if foreign equipment is allowed, minimum range | This post |
Airforce Management | Automatically assign aces (after delay) | This post, but have seen suggested elsewhere |
Army Management | Quickly break apart army into armies of 24 divisions (or quickly reduce selection to first 24 divisions) | QOL "Quick Wins" [1] |
Army Management | Allow Naval CAS and Cargo Planes to be attached to armies | QOL "Quick Wins" [2] |
Army Management | Allow automatic award medals to divisions (I did see an interesting twist on this, pay pp to select a particular medal otherwise a random one is auto-selected for free) | QOL "Quick Wins" [2], Auto Reward Medals [0] |
Army Management | Condense naval invasion and paradrop info tooltip | QOL "Quick Wins" [4] |
Army Management | Allow player to invert current unit selection via hotkey | QOL "Quick Wins" [5] |
Building Construction | Enable state-level queues, ie. build these civs/mils/etc after infra completes for this state | This post |
Convoys | Allow prioritized use of convoys. Player may not want LL to kill supply of armies/navies. | QOL "Quick Wins" [0] |
Diplomacy | Auto-dismiss requests (call to arms, lend lease, join war) | Allies-and-Puppet Spam [0] |
Equipment Variants/MIO | Fix: New variant created when design remains unchanged | QOL "Quick Wins" [0] |
Equipment Variants/MIO | Fix: Do not change icon, model, or designer MIO on tech research (occurs mainly when new airframe tech is researched) | This post, but have seen suggested elsewhere |
Equipment Variants/MIO | Allow exemptions from auto-upgrades (namely engine and armor for naval designs) | QOL "Quick Wins" [4] |
Equipment Variants/MIO | Easily upgrade all naval designs for newer versions of certain components | Naval QOL [0] |
Equipment Variants/MIO | Allow automatic destruction of equipment not needed to reinforce any armies or air wings, excluding equipment from current production lines | This post |
Focus | Allow player to queue up focuses | Broad QoL Suggestions [0] |
Intelligence Agency | Allow player to queue agency upgrades | QOL "Quick Wins" [4], Broad QoL Suggestions [0], Agency Queue [0] |
Intelligence Agency | Allow agents to resume previous mission after returning (from captivity) | QOL "Quick Wins" [4] |
Intelligence Agency | Allow player to select a mission before intel level, "automatically prepare mission" to complement the other two options | This post, but have seen suggested elsewhere |
International Market | Select all equipment of a category | QOL "Quick Wins" [1] |
International Market | Automatically sell future equipment of matching type (my tweak: automatically sell any equipment of a category which was not domestically produced) | QOL "Quick Wins" [1] |
International Market | Allow player to create sell order where quantity is automatically set to maximum | QOL "Quick Wins" [4] |
LL | Fix: LL stuck at 0.1% | QOL "Quick Wins" [0] |
Navy Management | Automatic navy exercises for new ships, optionally | This post |
Navy Management | Automatically put exercising ships to port when enemy fleet is nearby (assuming enemy was discovered via patrol boats, aircraft) | This post |
Navy Management | Better sorting of navy interface, grouping ships by variant or veterancy | This post |
Navy Management | Better filtering of navy interface, allow more fine-tuned ship selection (ones that you can refit, ones that can do lay mines or do minesweeping, etc.) | This post |
Navy Management | Allow player to select a "range" of ships, with selected ship hotkey+select another ship to select all ships between the two (inclusive) | This post |
Navy Management | Designate ports to use for repairs or at least change logic to find a larger port if more ships need repairs (something like choose the biggest port in the naval regions assigned) | This post |
Production | Create production queues to replace a production line upon next production (ships in particular) | QOL "Quick Wins" [3] |
Puppets | Auto-decline expeditionary forces, ie. automatically disband them and give puppet control | This post, but have seen suggested elsewhere |
Puppets | Show pending autonomy changes when possible, namely building construction which has not completed. Could show something like 600 (-700) if there is 10,000 production output remaining in the construction queue. | This post |
Research | Add queue for research | Broad QoL Suggestions [0] |
Trade | Better handle inefficient trade deals (partial buy orders) | QOL "Quick Wins" [4] |
Trade | Automate trade based on rules like preferring faction members, avoiding convoys | Trade Automation |
UI | Make special projects UI larger or resizable | Special Projects UI |
Common Themes:
As germany i invade the soviet union with about 80 divisions 56 infantry 4 calvary 8 motorised infantry and 12 panzer divisions with medium tanks and help from allies such as poland and romania how can I improve on this to defeat the soviet union better ? Any help Is appreciated!
The naval invasion stuff I'm trying to get used to...
But is it even worthwhile taking all the islands before mainland Japan, (historically) or just go straight for the jugular?
Some islands right next to each other need a new invasion requirement, rather than just hopping one to another.
Left side sucks ass only pays off if you think you can live till 42 without dying. For it to pay off you need to int your reaserch getting tools 5 and your early eco will be awful cuz of consumer goods and you delay Anschluss and Czech. Also if you look from a strictly output perspective right side gives you 6 mills and 5% cap super early. Also you get tools 3 faster and rubber 3. As well as more civs early. Also there is no reason to build civs on war eco as Germany, you should build mills as soon as you have war eco + schacht once you have tolt industrial concern you have the only 3% less mill construction speed as before. Also once Anschluss happens you have enough civs to get your research slot
Edit: you also get 3 mills from tolt early so 9 mills and 11 civs if you don’t do the 35 day focuses for 1 civ then it’s 9 mill 13 civ. Also forget to mention the insane +2 rubber and +20% constuction speed to refineres. Also germany loses the mefo debuff if u take casablanca and iraq and swedish resource rights
If I assign my navy patrol task forces all under a single general separate from another general who carries only strike forces. Will they be able to work together?
I was checking the last patch notes regarding Gotterdamerung and except for some little things I haven't seen anything that would change the old MP navy meta from BBA.
I just wanted to know if the ideal navy is still Heavy Cruisers/ Battleships & Roach Destroyers.
--> I tried this out in an mp game with a decent UK (20 docks only did DDs) and I beat his navy with converted HC but then the US (He had 4000 hours or so) came with a 5 Battleship+Carrier navy and absolutely obliterated me
So what is the ideal navy strategy in general but also specifically for Italy in more competitive mp games?
Sorry for my grammar and using words, English is not my native language
I bought Man the Guns (To enhance navy) And I've seen many reddit post said that Mexico Focus Tree is one of the best Focus Tree in this game, should i play as Mexico and what branch should i take?
I want to do a cool run as the DR but hoi4 doesn't have focuses for it. What well done mod do? I know about Kr and nothing else
Hello. I found this game to be incredible, but I'm fairly new to it and my knowledge is lacking. Any help is appreciated.
I need to complain:
Even though I've played a lot of HOI4 (1000+ hours, I know some of you have way more, but still), I always have problems after balance changes and with new nations.
As someone who doesn't really engage with the community, I have a big problem: I have no idea how to design good units.
I understand the games systems, but the game gives you very limited abilities to compare your and your enemies capabilities, both through battle and through espionage.
For example: when I design a new tank / plane, I always go for the best possible stats, maybe configure for more armor or more speed. Then it turns out that my support AA rips them to shreds, and while my 5 tanks are great, my production can't keep up with attrition.
Naval warfare is even worse, because you can't rebuild your fleet on the fly.
Sure, I can somewhat predict that I need more range, radar, AA or depth charges, but how am I supposed to judge whether to use more guns or torpedoes, or if I need more armor or bigger guns?
Sure, I can see it once in battle, but then it is far too late.
What I propose is to upgrade the equipment comparison view:
Instead of only comparing old and new designs, make it possible to compare to enemy designs and show stats about penetration chance or spotting chance. Of course, only with sufficient intelligence.
What do you think about this? Am I stupid and overlooking the most obvious things?
Edit: I guess I need to take a closer look at the battle logs, but part of the problem is that I like to play "against all odds" runs, where I need to minmax to be able to survive long enough to be able to adapt. I feel like this change would give you more agency, but of course it needs to be balanced and tested.
We've all been there starting out and having little clue on how the game worked. Some came from Hoi3 and had at least a basic understanding of the mechanics and others like me saw Hoi4 somewhere and wanted to try it. I recently passed 2000 hours played and started looking back on how far I've come, when I started I thought the only way to capitulate a nation was to conquer their capitals in the order they appeared. Most frustratingly capping the soviets by figuring out how to naval land on Vladivostok. Another mistake I made very early on was not understanding capitulation and multiple majors. I remember early on being at war with the UK and it's subjects, I capped the UK and thought I had to keep conquering where ever their capital popped up in order to end the war with the UK, eg random invasions of islands and Africa.
What were your silly misunderstandings or mistakes when you started playing Hoi4?
Just wondering if anyone knows what's going on with these rainbow effect spots on the hoi4 map.
cheers
Raven
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If possible would anyone want to hop in a discord call to guide me? Much thanks
Okay, after the new update naval invading UK is such a pain for me, idk if it's just that they're too strong, I am missing something or I'm just dumb. After my last run, when I successfully sunk half of the british fleet, and successfully performed naval invasion, I got, literally raped. Well, I advanced one province, and then, like a truck, I got hit with 15 divisions on one province. The year was 1941, and UK was communist so they lost alnost all of the colonies.