The BIGGEST Beginner Mistakes in Hearts of Iron 4

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  • Опубликовано: 15 сен 2024

Комментарии • 127

  • @mashpotaeto
    @mashpotaeto 18 дней назад +56

    I literally didn't realise that if your production efficiency cap is higher, then all your percentage production efficiency growth will be more important.
    Feel a bit thick.

    • @rtwiceorb770
      @rtwiceorb770 18 дней назад +2

      Eff growth is teriblle it has a small impact. Eff retention is way better but well thats whatever u want. Its like Construction 3 and after construction tech becomes teriblle and usless unless u want excavation 😂😂😂

    • @nausimur6035
      @nausimur6035 17 дней назад +1

      @@rtwiceorb770what the hell are u talking about in meta game everything is about efficiency growth and cap as u get more IC out

    • @rtwiceorb770
      @rtwiceorb770 17 дней назад

      @@nausimur6035 no noone cares about eff growth in any case but efficiency base and efficiency retention. Aka if u go Concentrated ul out produce disperesed in a long term but u will suffer earlier. Well.maybee. but I didnt play Hoi4 fpr few months no clue did something change.

    • @nausimur6035
      @nausimur6035 17 дней назад +3

      @@rtwiceorb770 the higher ur efficiency growth is the faster ur factories get more efficient, doesn’t matter if you are con or disp. , understanding efficiency growth and cap makes u a better player
      Btw the best hoi players care a lot about efficiency growth, for example all vanilla soviet builds are build around them having high efficiency cap but lowerer efficiency growth

    • @rtwiceorb770
      @rtwiceorb770 17 дней назад

      @@nausimur6035 getting growth from eff cap is good yes getting growth from tools is teriblle if u can get retention or growth. Its diminishing effect so ppeopple care about eff cap being high that gives higher % growth but in terms of tools if u can pick like u can on tools5 in vanilla people would usually get retention if u want to produce better equipment but again I didint play HOI4 that much but I do have lot of MP xp. Well maybe stuff changed but I doubt it

  • @guncolony
    @guncolony 14 дней назад +16

    Singleplayer hoi4 is simple.
    - Pick superior firepower
    - Rush rocket artillery
    - Make 10 widths with both support artillery and support rocket artillery
    - Spam air with the entire rest of your factories
    - Win

  • @s0lsticefr4
    @s0lsticefr4 18 дней назад +29

    Not a beginner but there's always a new thing learned in those videos, please make more of 'em

  • @JDothan
    @JDothan 18 дней назад +25

    1:07 depends on the country - if you’re a minor with like 5 factories, economy law is one of the last things you’re probably worried about

    • @EineZiege
      @EineZiege 18 дней назад +6

      you get big debuff/buff for constructing mils and civs. still massive

    • @sumzer_0
      @sumzer_0  18 дней назад +21

      @@JDothan ehh, generally no. If you have no civs available for construction yes, but the construction speed is still massive. Also the consumer goods will round, so it could still give you that extra factory in some cases.
      This situation is in the far minority of cases. Even in these situations you will get more factories, so it is still important.

    • @JDothan
      @JDothan 18 дней назад +4

      @@sumzer_0well, its about tradeoffs. And I’m building infrastructure until I can get off toasters anyway. I’d often rather use the PP on an army COS, advisor, free trade etc rather than maybe get an extra factory

    • @JDothan
      @JDothan 18 дней назад +3

      @@EineZiegethat’s why you build infrastructure first like god intended 😂

    • @EineZiege
      @EineZiege 18 дней назад +1

      @@JDothan i mean i once saw a vid that showed that as germany Maxing 2 level 4 infra states is better than just start building right away, but dont forget that more civs will build other civs faster and faster - i believe maxing out 2 slots was the sweet spot and building more infra will be less efficient. also why building more infra when you have a max slot where you can build civs? i mean i get where youre coming from. if you have a valid reason that you need xp more than do it after that. point stands that many new players maybe arent aware as to how strong these laws are and that you should pick them as fast as you can

  • @georgfriedrichkaiser
    @georgfriedrichkaiser 18 дней назад +6

    I believe not having 2 production line for each tanks and plane variant is also a beginner mistake. Saves a lot of resources as a minor while having very minor production decrease.
    Another one is not making any convert divisions. Most of the time, if a player makes tank divisions, it will be conscripted since tanks takes a long time to train. as a result being a clover/green troop. With converts, it's possible to get regular trained tank divs before war without losing as much IC by exercising. Very important, considering it's a 50% difference.

  • @LeleiTheTigress
    @LeleiTheTigress 15 дней назад +3

    The biggest beginner mistake is playing Austria on historical

  • @justdoitlater9507
    @justdoitlater9507 17 дней назад +6

    i think that the opposite of building too many civs can happen aswell. later production requires more ressources and there are times where you have to trade away every single civ to keep your mils going. however you still need civs for repairs, airports, railways etc. so make sure that you never run too low on them.
    this is less of a problem if you get tradeback, but there are some ressource poor countries where that simply doesn`t happen.

    • @slxzt4459
      @slxzt4459 17 дней назад +2

      u can never get too many civs must civ greed

  • @kenny.-.9087
    @kenny.-.9087 14 дней назад +2

    The main thing for me is not knowing *how much armor* should be on your tanks on a year-by-year basis to effectively block damage/piercing of enemy divisions when they get new research done. I tend to go either overkill or severely underestimate the enemies piercing capabilities.

  • @johncochrane1301
    @johncochrane1301 13 дней назад +2

    Okay, I just watched all your videos - would you PLEASE do a video on an Armoured division, like your first video? I sense you have more to say on Armour, and I would like to see your approach to things like mobile Arty, TD's, and StuG's.

  • @merconologie4592
    @merconologie4592 18 дней назад +5

    One thing you forget about the tech Concentrated/dispersed industry is that it gives you other bonuses like, I dunno, MORE building slots ? More mils can be build meaning more possibilities... Ofc prod efficiency IS important and SHOULD be researched but NOT BEFORE c/d Industry

    • @sumzer_0
      @sumzer_0  17 дней назад +4

      I think i also said this in the video, but you should research both techs. For some countries the building slots are important, for others they are not. The "mistake" is in reality prioritizing concentrated/dispersed industry for no apparent reason over machine tools.

    • @justdoitlater9507
      @justdoitlater9507 17 дней назад +3

      @@sumzer_0 if you only build navy you could though.

  • @kingjor09
    @kingjor09 16 дней назад +3

    HOI4 is so fun, I love the customization

  • @garrett0509
    @garrett0509 18 дней назад +2

    You forgot a huge one, in the navy doctrines you can take all paths in your doctrine they are not mutually exclusive
    I played for like 4 years and didn’t notice that myself

  • @goji3908
    @goji3908 18 дней назад +9

    It is in my opinion that increasing economy law *too early* is also worth mentioning
    (Good video overall, but you need to have some more cuts in your video, the silence is very noticeable)

    • @sumzer_0
      @sumzer_0  18 дней назад +4

      Ehh, its more the exception than the rule, but yes.
      Good to know, thanks!

  • @lux8083
    @lux8083 3 дня назад

    I find definition of 'percentage increase/decrease' in hoi4 very confusing. Sometimes it means for increase/decrease calculated from current STAT, sometimes it just means subtracting/adding from current BUFFS/DEBUFFs. Because of this, I had a lot of confusion what is worth pp/IC/experiences, in decisions, focus, research, company traits, etc. For example, 10% increase from current 10% production efficiency is 11%, which is not much, but if we consider them as latter, it becomes 20% production efficiency, which a lot different.

  • @user-bu9og8jn6s
    @user-bu9og8jn6s День назад

    I played like 2000 hours and can’t understand why I ever need motorised divisions.

  • @noodlebowls8896
    @noodlebowls8896 16 дней назад +4

    Brothers help. I keep getting my ass handed to by China when playing Japan. I don’t understand what I’m doing wrong. I do everything the guides tell me to but I can never seem to take Beijing.

    • @Saryn776
      @Saryn776 13 дней назад +1

      Just use space marines

    • @rllyleel
      @rllyleel 12 дней назад

      play as germany and send volunteers

    • @Benjamin-od8od
      @Benjamin-od8od 9 дней назад

      im pretty sure you dont have enough divisions. Look at your stockpile, see how much equipment you are afloat and field it, also china has no air so CAS

  • @RogerCillion
    @RogerCillion 16 дней назад +1

    Factory efficiency also means less resources used per "production point"

  • @totalwar1793
    @totalwar1793 15 дней назад

    Thank you for the planning bonus trick! I’ve been playing for a while and the other ones were obvious, but I see ppl in vids do the results of the planning bonus trick all the time without showing how to do it lol😊

  • @FifinatorKlon
    @FifinatorKlon 18 дней назад +9

    Biggest Rookie mistake you ask?
    Actually buying all these shitty DLCs for Real Life money

  • @hydranmenace
    @hydranmenace 18 дней назад

    I haven't looked at navy honestly, but if you train your planes you can see that it actually increases the range circle as well. Not by a lot but it does increase.

    • @nausimur6035
      @nausimur6035 17 дней назад +3

      The range of the planes is not modified by training but i guess you have old planes in your training squadrons, the squadron range is the average of all
      Planes it includes, and because u losing some old planes and replacing them with new ones your range gets higher

  •  10 дней назад

    I stopped playing HoI4 many patches ago, but at release Line Artillery was ridiculously overpowered, and tanks were meme units except 1 per division for armor. How times change.

  • @warninme
    @warninme 4 дня назад

    Could you make some more template videos like you did with infantry??? It would be good to see how you would explain and handle tanks and marines etc

  • @mr.sinner33
    @mr.sinner33 18 дней назад +1

    Since you already have shown us both infantry and tank designs templates can you also show what 1936-1940 or even far late game plane designs (especially cas and figter) should be ? For both europe and asia

  • @Absinthis
    @Absinthis 12 дней назад +1

    GBP left is meta in MP?
    Wow, I did not see that coming. Is there any reason why that changed?

    • @sumzer_0
      @sumzer_0  11 дней назад +1

      It hasnt changed. Its really always been that way. GBP and MA. If spies reduce planning, then GBP isnt as good, but vanilla games usually has it removed.

  • @vandall4583
    @vandall4583 18 дней назад +4

    my goat sumzero

  • @nielsbuirma660
    @nielsbuirma660 11 дней назад

    Depends if your playing a large or a small nation, small nation need building slots first.

  • @alexmannen1991
    @alexmannen1991 12 дней назад

    u could do 2 different medium tank templates. 1 cheap main production. 2nd convert main tank to better model but only have 1 mil on it just to max armor value.
    i strongly disagree about artillery. u should have 1 pref 2 on all infantry templates just for soft attack. even if u arent pushing with it. a 50% atk boost on entrenched will do huge dmg to anyone pushing. the IC for artillery 39 is still so cheap and any org loss is offset by doctorines.

  • @Krypto137
    @Krypto137 18 дней назад

    Great tips and right to the point
    Good video, man! Thanks!

  • @JDothan
    @JDothan 18 дней назад +1

    6:38 IIRC doesn’t this mean the field marshal won’t get exp towards organizer, or is that something else I’m thinking of

    • @joelp7665
      @joelp7665 18 дней назад

      Everyone gets experience but FM is twice slower, however overpassing 24 divisions will nuke the growth of experience the same way.

  • @Rurikus5
    @Rurikus5 15 дней назад

    A nother big mistake i see people doing is not knowing what is worth researching and rushing, i have seen people researching day 1 stuff like support weapons 1 or a random support company. Another big noob mistake is wasting strong research bonuses on low impact techs. Like a UK who is using their 100% bonus on excavation 1 or construction 3 instead of tools 4

  • @sykes5000
    @sykes5000 18 дней назад +1

    Hi I have a question about Production Efficiency:
    If you compare 50% Cap to 100% Cap, will a new line reach the limit in the same time? Or will the time to reach 50% be the same in both cases?
    So basically I'm asking if the growth is also dependend on the cap, or just the current efficiency and extra modifiers that directly affect growth

    • @joelp7665
      @joelp7665 18 дней назад +1

      The growth is faster if the cap is higher due to efficiency cap differences.
      The greater the difference between starting efficiency(or current) and highest possible efficiency cap, the faster it will grow per day.

    • @jensdanbolt6953
      @jensdanbolt6953 18 дней назад +1

      It will take the same time to get from 60 to 100 on the 100-cap factory as it would take to get from 10 to 50 on the 50-cap one. Starting both from 10, the 100-cap factory will take that time *plus* the time it takes to get to 60, so longer in total.
      Important note: The 100-cap factory will get to 60 very quickly, because the growth is quick when so far from the cap. Much quicker to 60 than the 50-capped factory will take to reach 50!

    • @fen3311
      @fen3311 18 дней назад

      @@jensdanbolt6953 My follow up question to his is how long will it take on a brand new production line for that efficiency bonus to start outpacing the factory output bonus.

    • @jensdanbolt6953
      @jensdanbolt6953 9 дней назад

      @@fen3311 It depends on what the current efficiency and bonuses are, but in an average early-mid game case, let's say you current efficiency cap is 70% and throughput is 120%, +10% efficiency outpaces +15% throughput in ~half a year.
      However that's not really the right question to ask, because the choice isn't between one or the other; it's between which you should get first because you definitely want to get the second one soon after.

  • @alexmannen1991
    @alexmannen1991 12 дней назад

    if ur doing single player a 40wide armor is kinda pointless. 39-41 war just going for a 15-21width is more than enough. 3tanks 2 motorized its usually better to push wider front than just spearheading imo. the main job of the tank is supporting inf advance. tanking 50% of attacks

    • @sumzer_0
      @sumzer_0  11 дней назад

      3 tanks 2 motorized is a really bad idea. Tanks should be minimum 30w large. Tanks should spearhead, its basically their entire purpose. I think you misunderstand what tanks are.

  • @orange_mapping
    @orange_mapping 17 дней назад +1

    No. The line artillery is still very useful

    • @llama7720
      @llama7720 15 дней назад

      Yeah like wtf😢
      I am a beginner and i use it a lot but it isn't a mistake, i am sure.
      I only play minor countries and artillery is just the only way to get a decent division before middle-late game
      sometimes.

    • @guncolony
      @guncolony 14 дней назад

      @@llama7720 Spamming 10 widths with support artillery is statistically better. But sometimes i also like 9w / 11w divisions with one line artillery mixed in

    • @llama7720
      @llama7720 13 дней назад

      @@guncolony me using 35 elites and 25 defenders:

    • @llama7720
      @llama7720 11 дней назад

      @@guncolony what do you think of a 9\1 21w with support?

  • @VarenvelDarakus
    @VarenvelDarakus 18 дней назад

    i disagree with tank thing , while yes your saving IC cost , heavy tanks are slow and main purpose of tanks is pushing
    this is a bit reason why light tanks sometimes are better then mediums due they can exploit encirclements much faster , and heavies move so slow that savings are only worth if your doing "tanks only run" , trading half of speed for just 12% lower cost is bad trade
    If you want to give your tank buff , flame tanks are way to go.

    • @sumzer_0
      @sumzer_0  17 дней назад +2

      You should watch that part of the video again. Adding the heavy tank increases the armor without any other penalties (even speed). Armor memes is a an objectively better way of doing armor on tanks.
      Light tanks are not better than mediums. Light tanks are actually significantly worse than mediums and heavies. You can modify the speed enough that it doesnt matter that much that they start "slower".
      Flame tanks are a must either way, and not relevant to the discussion, but yes i agree.

  • @BigmanDogs
    @BigmanDogs 12 дней назад

    Could you do a video on tanks? I head its apparently good to have divisions of cheap medium tanks and then 1 tank destroyer with as much armor and piercing as possible, because its the average that counts

    • @klobiforpresident2254
      @klobiforpresident2254 10 дней назад

      It's not "the average" that counts. If that were the case this wouldn't work. The game takes a weighted average (I think 60/40) of the *average* battalion armour and the *maximum*. A single turtle TD with cheap mediums increases average armour by a small amount. It increases the maximum by a lot, which is what gives the big bonus.

    • @BigmanDogs
      @BigmanDogs 10 дней назад

      @@klobiforpresident2254 I wasn't able to find the video, and this was my understanding, I just explained it horribly and wasnt sure if it was correct. I don't play competitive multiplayer, so I dont need to do it perfectly, just a good principle to keep in mind for next time.

  • @ZenileGamer
    @ZenileGamer 13 дней назад

    I build my civs and mils in pattern. The pattern changes depending on who I play. For example. Japan has a weak civilian economy so I might build 1 civ then 2 or 3 mils. With the UK it might be 1 civ then 3 or 4 mils and another civ and so on

    • @sumzer_0
      @sumzer_0  11 дней назад +1

      You shouldnt do this. You should (almost) always build civs first, then build mils until you have to switch. Switching back and forth only means you have less factories, and produce less useful equipment.

    • @ZenileGamer
      @ZenileGamer 11 дней назад

      @@sumzer_0 im just built different

  • @lahmouriakram6433
    @lahmouriakram6433 18 дней назад

    The biggest mistake is trying to play realisticaly ussing battle plans while the AI invade them mosing loads of 1/2 units everywhere wich i consider a sad feature of the game (not a strategy game realy but i micro management game where you need to litteraly control the movement of each one of your units tp get them to do their job rather than controling the entire divions)

    • @xristoskoumpourlis1614
      @xristoskoumpourlis1614 17 дней назад

      or you can just make good divisions and keep micro to the absolute minimum

  • @nupe19865318
    @nupe19865318 16 дней назад

    Totally disagree with line artillery! Especially if you are a major who can produce enough of everything

  • @Sviatoslav_The_Brave
    @Sviatoslav_The_Brave 18 дней назад +2

    Wow that armor meme is cancer. I threw up in my mouth seeing it 🤮 paradox really dropped the ball here

    • @joelp7665
      @joelp7665 18 дней назад +1

      People started to do that in MP since NSB came out, but it was always a thing lol 🤣

    • @Sviatoslav_The_Brave
      @Sviatoslav_The_Brave 18 дней назад +1

      @@joelp7665 Thats one of the reasons I don't care about multiplayer 😁

  • @Canadazoomeryt
    @Canadazoomeryt 18 дней назад

    please do a video on tank vs tank combat and the meta divisions for multiplayer

  • @lassitoytari5360
    @lassitoytari5360 15 дней назад

    Can you make a video on tank design

  • @FireDragon16180
    @FireDragon16180 15 дней назад

    Very good 👍

  • @SUPREMEdiver33
    @SUPREMEdiver33 18 дней назад

    Have you got a dedicated video about the armor Meme? I'd like to know more

    • @anr-fridaynightfunkinymomo7188
      @anr-fridaynightfunkinymomo7188 18 дней назад

      Pretty simple just do a heavy tank (either do basic or advanced, never do improved) with welded armor, sloped armor, armor skirts and maximize armor ang engine clicks (engine for speed) and If, Big If, you can give it stats by doing heavy cannon and putting small cannons on the rest of the slots. Either that, or you put the cheapest cannon and leave the other modules empty. Also make sure it has the speed that your tank also has!!

    • @sumzer_0
      @sumzer_0  18 дней назад

      @@SUPREMEdiver33 Not yet no, im considering doing it yes.

  • @rtwiceorb770
    @rtwiceorb770 18 дней назад

    Something Il tell u about what u said earlier earlly mils wins games is quite bad aspect of it. If ur producing crap for more its just more crap. Also mils will eat into ur consumer goods so ul slow down economically. Germany can should start build mils earlly 38 if u go hist way just beacuse of Air tanks who cares and u need 120 inf anyhow untill barb then u need 50 or so more for ports and thats it. Eazy way build up civs till april 38 then mills most on air 20 on tanks for SP is enough. Then mid 39 refs. For rubber till war then add 1 line off civs rest mills or some refs if u need more rubber. 1 line off civs will offset eating consumer goods from mills and go Total mob u have more then enough manpower as Germany and u can click women in workforce to remove negative manpoweer. Thats is simple Germany SP is eazy if u want to learn HOI4 play Japan or Itally and do stuff on limited eco 😅😅 thats that

    • @sumzer_0
      @sumzer_0  17 дней назад

      This is just wrong. In multiplayer the meta is to start building mils around march-april 37. In singleplayer you dont get as much trade, so maybe a couple months later would be best.
      There isnt any point in waiting any longer than that, since you wont actually get more mils in the long run (since you run out of (good) building slots). You should be producing pretty useful stuff in 38, so its not only crap. There is definitely a use.

  • @Glumbus1
    @Glumbus1 18 дней назад

    i love gbp but i also find it really hard to believe that gbp is meta in a vanilla style mod does a single spy not destroy all of your planning?

    • @sumzer_0
      @sumzer_0  18 дней назад +1

      @@Glumbus1 yes, but the planning debuff is so broken in vanilla that multiplayer mods has it completely removed. MP players can correct me if im wrong.

    • @rtwiceorb770
      @rtwiceorb770 18 дней назад +1

      ​@@sumzer_0planning some do some dont usually spies used against DDay wall against GBP Itally to lower entrenchment. Planning is usually unimportant as most MP games revolve arount tank Micro and air. Inf is hold up fill up line unless u are designated inf nation. Or mod is based around inf being relative in strenght capabilities as tanks. Well to a degree

    • @nausimur6035
      @nausimur6035 17 дней назад

      Without gdp dday would never happen in a meta game

    • @Glumbus1
      @Glumbus1 17 дней назад

      @@nausimur6035 where are you getting the planning from? and can the axis not just place a spy in the uk and remove all of your planning?

    • @sumzer_0
      @sumzer_0  17 дней назад

      @@rtwiceorb770 Planning is very important in multiplayer, and is the reason why GBP-L is meta.
      The vanilla multiplayer mod im most used to (elwolf) has removed all of the negative effects of spy network (meaning entrenchment and planning), so regional spying is more rare. It still does give some bonuses, so spies are still necessary.

  • @Ke1nfa
    @Ke1nfa 14 дней назад

    not true line artillery is good

  • @josefuertes154
    @josefuertes154 17 дней назад +3

    You should consider speaking in normal words that are beginner inclusive. Using words like Civ, Mil, IC, etc interchangeably with the full words confused me a bit throughout the video

    • @ToastyBoi69
      @ToastyBoi69 13 дней назад +1

      Yeah what is IC

    • @klobiforpresident2254
      @klobiforpresident2254 10 дней назад

      ​​@@ToastyBoi69, it stands for industrial capacity. The unit production cost is measured in.

  • @ehmul1510
    @ehmul1510 3 дня назад

    vestlandet og agder lmao

  • @JoelGuelPad
    @JoelGuelPad 18 дней назад

    Can you please do a video on doctrines?

    • @sumzer_0
      @sumzer_0  18 дней назад +3

      @@JoelGuelPad sure, why not. Might not be the first on the list tho.

    • @JoelGuelPad
      @JoelGuelPad 18 дней назад

      @@sumzer_0 awesome, even if it takes a while I really like your channel and I think it's awfully underrated, but I bet if you keep this quality content up you will be big for sure

  • @JDothan
    @JDothan 18 дней назад +3

    8:09 line arty gives you the most soft attack/manpower and is incredibly useful for low tech/low industry minors

    • @RayTX1337
      @RayTX1337 18 дней назад +5

      Wrong. Line arty is bad and should not be used outside of specific situations.
      Each line arty increase combat width and decreases org, actively hurting your damage per combat width and making the unit worse.

    • @JDothan
      @JDothan 18 дней назад +2

      @@RayTX1337damage/CW literally doesn’t fucking matter unless you’re exceeding it… and if you’re someone like Finland or Denmark or Greece, that’s not something you need to worry about for a long time. You need to be able to win battles and you need the 30x more damage/manpower that line arty gives over infantry.

    • @samotter9509
      @samotter9509 18 дней назад

      ​@@JDothanyou should be saturating combat width in every engagement
      line artillery is mathematically trash, support arty is good.

    • @jensdanbolt6953
      @jensdanbolt6953 18 дней назад +1

      If you want more soft attack with restricted manpower, you can make small divisions and put one Support Artillery in each one. It has some downsides, but less downsides than Line Artillery.

    • @martin9202
      @martin9202 18 дней назад +2

      @@RayTX1337 Interesting... you can literary win the whole game with 8/10 army bat + 2/3 line art units... later if needed, you can add 1 AA tank for armor and with this template win the game... Multiplayer is different, of course...

  • @otten5666
    @otten5666 18 дней назад +2

    How about the noob mistake of joining alliances?

    • @otten5666
      @otten5666 18 дней назад

      Also noob mistake of not manually upgrading railroads and not motorizing supply.

    • @JetAgeOfJR
      @JetAgeOfJR 18 дней назад

      @@otten5666motorizing supply is super situational imo. I got 2k hours on you 4 and I only enable motorized if I have the trucks, or if the supply is low for my army

    • @polskaarmata9498
      @polskaarmata9498 18 дней назад

      mass assault

    • @otten5666
      @otten5666 18 дней назад

      @@polskaarmata9498when you need 5% recruitable population when playing as China.

    • @polskaarmata9498
      @polskaarmata9498 18 дней назад

      it also has left side

  • @morierick
    @morierick 18 дней назад

    good

  • @user-mt4bh5sm5o
    @user-mt4bh5sm5o 18 дней назад

    building AA and a lot of planes together is a common newbie mistake

    • @sumzer_0
      @sumzer_0  17 дней назад

      Not really. If you dont have completely green air AA will still help. If you have air, the AA will give you (usually) enough piercing.

  • @megacrafter00987
    @megacrafter00987 18 дней назад

    I got 950 hours in hoi4 and this video was still useful for me xd

  • @kjfjdkiflfkd
    @kjfjdkiflfkd 17 дней назад

    Algo

  • @MDMssHypNoTiZe
    @MDMssHypNoTiZe 18 дней назад

    You don't need armore in SP

    • @martin9202
      @martin9202 18 дней назад

      ahh, you do... your units don't take as much dmg when enemy units cannot pierce your armor... Hard attack isn't needed in SP...