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Hearts of Iron IV

The game is highly complicated — but this one will give you a rough overview so you can actually sit down and play.

01 Pick your country — go Germany +

Germany is one of the best starter nations. You have a large amount of control over whether you want to start the war early or late, unlike almost any other country. Choose Germany — it's one of the main options right on the country-select screen.

02 Turn on Ironman & Historical +

Before you launch, look at the toggles in the right-hand corner of the setup screen:

  • Ironman mode — ON. Ironman is what lets you earn achievements.
  • Historical focuses — ON. This keeps things easier and, well, literally historical — the AI follows the real-history focus paths.
03 Stats to keep an eye on +

Once you're in the game there are a lot of things to watch: political power, stability, war support, manpower, fuel, convoys, national focuses (below), logistics, and research. The simplest ones are here.

Political power

You need a certain amount to change important things. Hover over it to see how much you gain each day (it's affected by multiple areas).

Stability

Best to keep it high — it gives good bonuses.

War support

Same idea as stability: keep it high for the bonuses.

Manpower

This is the basis of your entire armed forces. Don't let it hit zero — if a unit's individual manpower reaches 0, it will get destroyed on the offensive or the defensive.

Fuel — the full story

Anything mechanized burns fuel: trucks, half-tracks, tanks and self-propelled guns (so motorized, mechanized and armored divisions), all aircraft while flying missions, and ships. Plain foot infantry and cavalry use none.

  • Where it comes from: your oil (owned + traded) and refineries — and you have a storage cap, so surplus isn't infinite.
  • When it drains fastest: moving and fighting at once roughly doubles a unit's use, and ships and planes are especially thirsty. Sitting idle, redeploying, or transiting by sea uses little or none.
  • If you run out: mechanized units, planes and ships get heavy penalties — they crawl, fight badly, and get destroyed. It's a hard stop, not a nuisance.

Takeaway: if you're oil-poor, don't over-motorize. Build synthetic refineries, secure or trade for oil, and keep a reserve before a big mechanized offensive.

Convoys

A small part, but really important if your country doesn't have enough natural resources. It's used for overseas supply (and supply in general). Hover over it to see everything it covers — and it's very cheap to build.

04 National focuses +

National focuses are more complicated, but you should always have one running. To find them: click on your flag in the upper-left corner, then click "select national focus." You can pick the ones that are lit up, near the top of the tree.

Focuses are useful for taking land, improving your forces, and getting resources — they can change a lot.

Rule of thumb

Never leave the focus slot empty. An idle slot is wasted days.

05 Logistics +

Logistics is in the left-hand corner, a bit further right — the book-and-pencil icon, or press I. Playing any "major" country, you'll see a lot going on here. The simple approach: hover over things to see what they do.

  • Never go into the negatives — it will hurt your troops.
  • Before you go on offense, make sure you have a lot stockpiled, because an offensive eats up supply quickly.
06 Research +

Research is important too. Open it with W, or the chemistry-flask icon in the upper-left corner. It improves a lot of things — resources, fuel gain, troop effectiveness, and much more.

At the start, research industry and electronics, then move into military. But make sure you keep at least 1 or 2 slots dedicated to industry even after you shift toward military.

07 Division templates +

Every division is stamped out from a template. You edit templates in the army screen by spending Army Experience (earned from training and fighting). The smart move: duplicate an existing template and tweak the copy — it's cheaper than building one from scratch, and editing a template upgrades every division that uses it.

Combat width

A battle has a limited combat width (a normal front fits roughly 80). Your division's width comes from its battalions, and you want a size that packs in without "overstacking." An infantry battalion is 2 width; artillery is 3. The classic sizes are 20 and 40; the current meta spreads across values like 16 / 18 / 20 / 35 / 36. As a beginner, a 20-width infantry and a ~40-width attacker will serve you fine.

Support companies — free bonuses

Support companies add power and take no combat width, so put good ones in every template:

  • Engineers — better defense, entrenchment and river crossings.
  • Recon — more speed and better movement in rough terrain.
  • Support artillery — extra punch with no width cost.
  • Field hospital — recover wounded, so you bleed less manpower.
  • Logistics — uses less supply (pairs well with the Logistics screen).
  • Maintenance — better reliability; keeps expensive tanks and guns from being lost.

Three starter templates

Line-holder (cheap infantry)

About 7 infantry battalions plus an Engineer company. Cheap and sturdy — use it to cover a long front and hold ground.

Attacker (infantry + artillery)

Roughly 7 infantry + 2 artillery (~20 width), with Engineer + Support Artillery. Hits noticeably harder — this is your offensive workhorse.

Armor (breakthrough)

Medium tanks mixed with motorized/mechanized infantry (aim for a ~40-width mix), plus a Maintenance company. Expensive, but it punches holes in the enemy line. Keep reliability high.

Rule of thumb

Edit, don't rebuild. Changing a template updates all divisions on it and costs less XP than a fresh design.

08 Production +

Focuses and construction build things over months; production is your factories cranking out equipment every day. There are three factory types:

Civilian factories

Build things — construction, plus consumer goods and trade. More civilian factories means everything you build finishes faster.

Military factories

Make army and air equipment — guns, artillery, tanks, planes.

Naval dockyards

Build ships, submarines and convoys.

Production efficiency — the big lesson

A production line starts inefficient (around 10%) and slowly climbs toward a cap the longer it runs the same item — reaching the top takes a long time (hundreds of days). So:

  • Don't churn your lines. Switching to a new variant of the same model keeps most of your efficiency (~90%); switching to something unrelated dumps you back near the bottom (~10%).
  • Pick a few lines and let them run: infantry equipment first (you always need it), then support equipment, artillery and anti-air; later add fighters, CAS, and a tank line.
  • Assign factories to each line — lines higher in the list get factories first when you're short.
Beginner tip

Naval dockyards ignore production efficiency, and have caps (roughly 5 dockyards on a big capital ship, 10 on a normal ship, 15 on convoys). Early on, building extra civilian factories is an investment that speeds up everything later.

10 Playing off-historical +

Remember the Historical Focuses toggle from setup? It's the switch between a predictable world and a wild one.

  • ON (recommended while learning): the AI follows real history, so you can plan around what countries will do.
  • OFF (ahistorical / "random" focuses): the world goes off-script. Germany might turn democratic or restore a monarchy, countries take unexpected focus paths, and alliances and wars form differently every game.

Off-historical is less predictable and can be much harder — a country that was your ally in history might not be this time. You flip it at the same right-hand toggles as Ironman, on the game-setup screen, before you start.

Where the replayability lives

Play a couple of historical games first so you know what "normal" looks like — then turn it off and let the timeline get weird.

11 Peace deals & the post-war carve-up +

Win a war and a peace conference opens. You spend war score — earned by doing the actual fighting (your troops, planes and ships, and taking land) — to claim what you want from the losers. The more of the war you carried, the bigger your share.

Top-left of the conference, switch between how you're spending that score:

  • Annex — take the land directly as your own. Simple, but occupied territory only pays off through occupation law and compliance (it never reaches 100%).
  • Puppet — install a subject state. Cheaper in war score than annexing, and a puppet funnels you resources (up to 100% of its territory's) and can be dragged into your wars.
  • Liberate / change government — free a nation, or flip its ideology to spin up a friendly state.
Beginner move

Puppeting is usually the better deal — cheaper score and excellent resource income. Annex the few provinces you specifically want (your cores, key factories) and puppet the rest.

Advanced & DLC features

A few of the best systems live behind DLC. The three below are marked with a DLC tag — without that DLC the feature is replaced by simpler preset equipment, and the rest of the guide still works fine.

12 Tank designer DLC · No Step Back +
⚑ Requires the No Step Back DLC. Without it, tanks use fixed preset models instead.

Open it from the armored-vehicles section of the production tab (the yellow designer button). First pick a chassis — light, medium, heavy, super-heavy or modern — which sets the max turret size and what guns will fit. Then bolt on modules:

  • Main armament — an anti-tank cannon for killing tanks (hard attack & piercing), or a howitzer for soft attack against infantry.
  • Turret vs fixed superstructure — a real turret gives breakthrough and can traverse; a fixed superstructure mounts a bigger gun for less cost but loses breakthrough.
  • Engine — more engine = more speed (and more fuel use). Keep it quick enough to keep up with your infantry.
  • Armor — protects you, but cuts speed and reliability and raises the price.
  • Extra slots — radio, secondary turret, and other utility modules.

Stats to watch: hard attack & piercing (anti-tank), soft attack (anti-infantry), armor & breakthrough, reliability, and speed.

Reliability & cost

Piling on armor and modules makes a slow, unreliable, expensive monster. A cheaper, reliable medium tank you can actually mass-produce usually beats a gold-plated one.

13 Plane designer DLC · By Blood Alone +
⚑ Requires the By Blood Alone DLC. Without it, planes use fixed preset models instead.

Open it from the aircraft section of production (press Y → Build Aircraft). Pick an airframe — small (fighters/CAS), medium, or large (strategic bombers) — then fit modules along the chassis. The left-most module is always the engine; a plane can't be produced without one. The rest are weapons and features:

  • Guns & cannons (air attack), bomb bays (ground/naval attack), torpedoes (ships).
  • Drop tanks (range), armor plating, self-sealing fuel tanks, defensive turrets.

Design by role: a fighter wants engine power + guns for air attack and agility; a CAS plane trades some speed for bombs and armor; a naval bomber carries torpedoes/bombs to hunt ships.

Match the plane to the job

The same airframe can be a fighter or a CAS plane depending on modules — don't bog a dogfighter down with range and armor it doesn't need.

14 Spies & intelligence DLC · La Résistance +
⚑ Requires the La Résistance DLC.

Build an Intelligence Agency (about 5 civilian factories over ~30 days) to switch the system on and get your first operative. You can hold up to 10 operatives; grow the pool with agency upgrades (each costs civ factories over time), the Illusive Gentleman advisor (+1 operative and faster upgrades), or by becoming your faction's spymaster.

Two kinds of activity:

  • Missions — simpler and ongoing: build a spy network (intel) inside a target country, or run counter-espionage at home.
  • Operations — complex but powerful: steal tech/blueprints, boost resistance in enemy land, or prepare a collaboration government (keeps conquered territory compliant).
Beginner move

Build an intel network in a country you plan to invade — you'll see their factories, army size and division layouts, and unlock the strong collaboration operations.

15 Battle plans & frontline micro +

You don't have to shove every division around by hand — draw a plan and let the AI execute it.

  • Front line — select an army, press Z, then click/drag along the border or the current contact line. Your divisions spread out to cover it.
  • Offensive line — press X and drag arrows to where you want to advance. Divisions attack along those arrows; you can bend the arrows and chain several offensive lines together.
  • Planning bonus — leave divisions sitting on a plan (not moving, not fighting) and they build a planning bonus each day up to a cap. It boosts attack and defense and is one of the biggest single modifiers in the game — let it fill before you attack.
  • Press the execute/activate button to launch the plan; cycle between fronts with Tab.
The winning loop

Draw the line → let the planning bonus fill → execute. Patience here wins battles you'd lose attacking piecemeal.

16 Country strategies +

Once Germany clicks, other majors teach different lessons. Good places to go next:

United States

No early threats, enormous industry. The calmest way to learn production and construction at your own pace.

Soviet Union

Huge manpower and land to trade away. Forgiving — you can absorb mistakes and learn defense-into-counterattack.

Italy

Decent early industry and easy targets in the Mediterranean and Africa — good for practising offensives against weaker AI.

Japan

An island power that forces you to actually learn navy, air, and naval invasions against China and across the Pacific.

Pick your pace

Want a calm game to learn the systems? Take the USA or USSR. Want action from day one? Germany, Italy or Japan.

17 Deeper war micro — encirclements +

Battle plans win ground; encirclements win wars. Cutting a pocket off from supply destroys whole armies at once — but the AI won't do it for you, so this one is hands-on.

  • Pick a weak point. Punch through where the enemy line is thin and the terrain is easy — flat plains with no river give them no defensive bonus.
  • Pin the flanks. Launch small attacks on the tiles either side of your breakthrough so the enemy can't rush reinforcements in to plug the hole.
  • Break through, then wrap around. Push fast divisions (motorized/armor) through the gap and swing them behind the enemy line to link up and seal the pocket.
  • Mind your supply. Keep spearheads near railways and supply hubs; after each breakthrough, pause and read the new supply map before racing on — an attack that outruns its supply becomes a pocket of your making.
Why it's worth it

Trapped divisions run out of supply, can't retreat, and surrender or die. One clean encirclement can shatter a front that a head-on grind would bleed you white against.

▸ EVEN DEEPER

That's the whole core game, start to finish. Beyond here it's mastery — specific focus trees, achievement runs, and mods. Want a particular country or topic next? Ask, or see the to-be-added page.