Hearts Of Iron 3 Naval Strategy

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Typically my first focuses are on leadership, industry, and infantry tech. Then I worry about artillery, medium armor, and land tactics, and after that basic fighter and bomber tech. I rarely concern myself with any naval tech, and when I feel the need I often focus on one or two lines exclusively (BC and CL for instance). I rarely upgrade naval tactics and put little effort into air tactics, and only look into theory for jet and rocket tech in order to better advance the Jet engine and certain special weapons (i.e. Air-to-air missiles); the exception being aeronautical engineering if I feel I am investing a lot in aircraft research. I also like to go for airborne (I go a little nuts with paratroopers), marines for any naval powers, and carriers if I'm facing a strong navy and have any hope of competing.

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Hearts of Iron II is a grand strategy game. The smallest independent land unit is the division, although brigades such as engineers, artillery, or armoured cars can be attached to these. On sea, units are either single capital ships or flotillas of small ships such as destroyers.

I also tend towards offensive bonuses in the land tactics techs, espeically organization and attack delay reduction (can't recall the name).Any advice on what I might want to focus instead? I used to never use strategic bombers until I noticed my British ones I started with doing a lot of damage to German supply lines, and my last British game I made a few more. However they only work if you are defending, since otherwise you are crippling your own infrastructure.Glad to hear you use BC's and not BB's, I always wondered if that was a good idea or not. However, my paratroopers are non-negotiable. Operation Market Garden's 3 airborne divisions has nothing on my 16.

:) I can cut off the entire maginot line with that, although it is rather horribly expensive to set up in the first place I like having cargo planes anyways.BTW I normally play Germany, online I'll try someone like France or Britain, and occasionally I'll play the US or a minor power (with minors it really barely matters as you can't research enough to make much difference). Originally posted by BrigadierBill:Typically my first focuses are on leadership, industry, and infantry tech.

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Then I worry about artillery, medium armor, and land tactics, and after that basic fighter and bomber tech. I rarely concern myself with any naval tech, and when I feel the need I often focus on one or two lines exclusively (BC and CL for instance).

I rarely upgrade naval tactics and put little effort into air tactics, and only look into theory for jet and rocket tech in order to better advance the Jet engine and certain special weapons (i.e. Air-to-air missiles); the exception being aeronautical engineering if I feel I am investing a lot in aircraft research. I also like to go for airborne (I go a little nuts with paratroopers), marines for any naval powers, and carriers if I'm facing a strong navy and have any hope of competing.

I also tend towards offensive bonuses in the land tactics techs, espeically organization and attack delay reduction (can't recall the name).Any advice on what I might want to focus instead?It really depends on what country you're playing. Naval tech always comes first, in order so I can have as many modern ships as possible(ships don't upgrade, so you need to research new tech as soon as possible) and I usually go Battleship/Destroyer for maximum destruction.Industry tech comes next.Then army tech, prferably tank warfar for countries like Germany and the US who both have insane leadership.The air tech, since air power is severly underplayed in HOI 3, but it has it uses.Theory is rarely useful and only three techs there really matter. Originally posted by:Playing as Mexico, I focus mainly on IC, and land units. I focus on submarines when I want to join the allies, and tanks when I want to join the Axis.

I try getting my naval stuff from Great Britain, and Germany, and planes whenever I can.Axis Mexico. If the US was semi-competent that would be worse arrangement than the Winter War, Finland vs USSR. Then again half my army when my Germany invaded Mexico on the way to the US was expeditionary forces from Brazil, so odd things happen (and the invasion quickly turned into WWI on the Yucatan Front). Land: Inf & special forces, Medium Tanks & Moto Inf., Art., EngineersSee: Carrier, Carrier, Carrier, light Cruiser, DestroyerAir: Multirole, Medi.

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BombersTheoretical research is very important! Cause you will research other things much faster with it.(It is important for ships cause you can not upgrade the hull, engine or mainguns of them.)Chemical, electronical and mechanical is important as well.Education and Industry efficiency is important.But ofc it totally depends on the way you want to (or have to) play.

Dell service tag sticker images. This article may contain outdated information that is inaccurate for the current of the game. It was last updated forFor the Motherland.Games produced by Paradox Interactive invariably have many versions. There are essentially two types of versions:. Expansions: The game has three expansions called, and (TFH). These expansions, especially the last one, are considered important for high quality gameplay. The first two are included in the Hearts of Iron Collection and you have to install them before you install TFH. Patches: Each release of Hearts of Iron 3 has patches specific to that release, with the last patch for the 'vanilla' game being 1.4, the latest patch for Semper Fi being 2.04 and for For the Motherland being 3.05 ( note: the original 'Hearts of Iron 3' game is referred to as the 'vanilla' version).

As of this edit, the most recent patch for Their Finest Hour is 4.02. Patches to the game improve stability, gameplay, and add new features to the game based on user input from the forums. As a result, it is absolutely essential to apply patches—these represent a more complete and 'finished' version of the game. Exception: If you buy the Hearts of Iron Collection and then Their Finest Hour, no patches have to be applied.This wiki uses a to ensure that content on a page is correct for only the most current game versions: pages that are marked as obsolete should be updated as needed by readers. Contents Choosing a nationProper selection of a nation to play is essential to learning the game.

For players who have never played a previous Hearts of Iron game, selecting a nation that was (more or less) at peace during WW2 is a good starting point. Brazil is an interesting choice. It is a regional power in South America: having a relatively strong industry and a reasonable military capacity. Most importantly for the newbie: Brazil is not seriously threatened by its neighbours.

It is possible to wage regional, low intensity warfare with some South American neighbours when the player is ready by raising the threat of those nations with spies, but bear in mind that the USA guarantees most Latin American countries' independence, and will, in all likelihood, intervene on their behalf. These small scale battles will introduce the player to the basic concepts of military warfare (headquarters, logistics, frontage, etc.). Australia offers a little more excitement. The player will have years to build up to the war in the Pacific, and defending the home land is relatively easy.

Australia is an excellent way to learn the navy in a simplistic setting, and also provides some insight into resource management and overseas logistics. Germany can be a good choice in the 1939 scenario to learn how to control your military. For that case set politics, diplomacy, espionage and technology to AI control and focus on your units.

The German army is poised to strike at Poland and it is an excellent opportunity to learn how best to employ your units.Choosing a scenario start timeThe 1936 scenario is designed to allow the game to likely follow a very different course from history. The player is provided plenty of time in helping shape what that new history may become. Actions the player does or does not do will likely have an impact on how history unfolds. This mode is favoured by experienced players who have a high level of mastery and ability to influence the game.The 1938 scenario is designed for multiplayer games, but also offers a balance between the 1936 and 1939 scenarios: the build up period is shorter, the game is a little less open ended than in 1936, and war isn't too far away. For newbies who would like to experience some build up before war begins, yet would still like an approximate historical experience, 1938 is a good option.The 1939 scenario begins the game with Germany at war with Poland.

It is an excellent way to dive directly into combat, and will offer a setup that is closer to history for those interested.Custom Game Mode (TFH)Custom Game mode, or CGM, allows you to customise your country of choice before you begin playing. Once you begin a CGM game you will be taken to the customisation screen, which consists of three phases. Ensure you are happy withyou choices in each phase before moving onto the next one, as you are not able to return without starting a new game.In each phase you have a certain number of point to spend, and you can normally gain more of these points by giving up resources you nation possesses in order to buy other things. The number of points given in either phase, either globally or for specific nations, can be customised via a simple text file, an example of which can be found in the CGM folder.for more information, see:InterfaceThe interface for HOI3 can be overwhelming. If you mouse over various aspects there will usually be a tool tip that will pop-up and give you more information.

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Hearts Of Iron 3 Strategy Guide

The main ribbon along the top provides some of the most important information on the current state of your country. The lower right has the mini-map, with the tiny icons above that allowing you to select one of many map modes that will provide key information. Next to the mini-map is a screen with text that will provide notifications of what is happening to your country and throughout the world.Do not ignore the little plus icon in the upper right of the screen below the main ribbon.

This is called the outliner and it is a convenient way to keep track of all your units and what battles are currently underway.View the video tutiorial on the interface here:General Overview AI ControlThe AI control system in HoI3 allows for a great deal of flexibility in gameplay for new players: every aspect of gameplay can be put under AI control. This flexibility allows players to focus on a set of gameplay aspects, while the AI handles the rest. These changes can be made when starting a new game, but they can also be turned on and off as needed at any time during the game. Here are some possible combinations:. Avoid warfare: For players who would like to learn how the game works with the exception of warfare, set Diplomacy, Politics, Technology, and Intelligence to manual control. Meanwhile, put production on AI control. Finally, identify your main Theaters of war (using the HQ map mode) and put those Theaters into AI control.

Warfare focus: For players who would like to focus on warfare without worrying about anything else, everything aside from the actual military units could be put on AI control. For additional responsibility, the player could take on controlling the Production screen as well, which allows control over building new units and managing the overall military economy.

Hearts Of Iron 3 Naval Strategy

Command Structure: Take time learning how the new works - don't play this game like a new version of Hearts of Iron 2! The Theatre, Army and Corps HQs are your friends, so learn how to use them.Diplomacyis used to declare war, make trades for resources and money, and purchase production licenses. Threat and Neutrality are important new concepts in HoI3. If you learn how to use them properly, it will greatly enhance your enjoyment of the game!Threat is represented between every country in the game. It is a measure of how threatening each country is to every other. Threat is increased from events, declarations of war and via espionage.

There is no way to decrease threat. Neighbouring countries are also much more sensitive to threat levels.Neutrality is a barrier between a country and its ability to go to war. Countries can only declare war if their threat is higher than their neutrality. It is possible to decrease neutrality with the proper minister. A high neutrality also increases your consumer goods need and is a drag on the economy.View the video tutorial on Diplomacy here:ProductionThere are several things to keep in mind when building things:.: For every unit you produce, you will gain a particular kind of practical knowledge.

That practical knowledge will, in turn, make the next unit of that type that you build cheaper in terms of IC days.: The best way to understand the actual cost of a particular item is to determine the cost in IC days. This is simply the IC cost multiplied by the number of days it takes to build the unit. Serial & Parallel construction: Serial production is the ideal method for creating units: units are produced one at a time, which means the next in the series benefits from practical knowledge increases. Parallel construction is used to meet immediate needs: when you need a bunch of a certain unit type at once. As a result, parallel construction is much less efficient than serial builds.For more information, see or view the video tutorial on Production here:ResourcesAnnexed TerritoryIn an annexed nation resources are produced in either core or non core territories:. Core territory: Resources are produced with no penalty to production. Non core territory: Resources that are created in a non core territory are produced at a 50% penalty to production.

The revolt risk in a non core territory further decreases the amount of resources produced by giving an additional penalty to production (around 10%). For example if a Nationalist Chinese core territory produces 1 unit of rare materials per day it will still produce 1 unit of rare materials per day if it is conquered by the Communist Chinese Army. If on the other hand this Nationalist Chinese core territory is conquered by the Japanese Army it will produce around 0.4 rare materials per day since they suffer from both non core and revolt risk penalties to production.