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.
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 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.
@@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
@@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
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
@@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.
@@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 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
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.
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.
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.
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.
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
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.
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
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)
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.
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.
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
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😊
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.
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.
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
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.
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.
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
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
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.
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!
@@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.
@@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.
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
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.
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.
@@llama7720 Spamming 10 widths with support artillery is statistically better. But sometimes i also like 9w / 11w divisions with one line artillery mixed in
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.
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.
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
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.
@@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.
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
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.
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)
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!!
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
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 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.
@@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
@@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.
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
@@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
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.
@@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.
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.
@@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...
@@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
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.
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 😂😂😂
@@rtwiceorb770what the hell are u talking about in meta game everything is about efficiency growth and cap as u get more IC out
@@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.
@@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
@@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
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
Not a beginner but there's always a new thing learned in those videos, please make more of 'em
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
you get big debuff/buff for constructing mils and civs. still massive
@@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.
@@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
@@EineZiegethat’s why you build infrastructure first like god intended 😂
@@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
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.
The biggest beginner mistake is playing Austria on historical
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.
u can never get too many civs must civ greed
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.
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.
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
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.
@@sumzer_0 if you only build navy you could though.
HOI4 is so fun, I love the customization
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
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)
Ehh, its more the exception than the rule, but yes.
Good to know, thanks!
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.
I played like 2000 hours and can’t understand why I ever need motorised divisions.
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.
Just use space marines
play as germany and send volunteers
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
Factory efficiency also means less resources used per "production point"
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😊
Biggest Rookie mistake you ask?
Actually buying all these shitty DLCs for Real Life money
pirate
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.
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
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.
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
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
GBP left is meta in MP?
Wow, I did not see that coming. Is there any reason why that changed?
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.
my goat sumzero
Depends if your playing a large or a small nation, small nation need building slots first.
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.
Great tips and right to the point
Good video, man! Thanks!
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
Everyone gets experience but FM is twice slower, however overpassing 24 divisions will nuke the growth of experience the same way.
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
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
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.
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!
@@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.
@@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.
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
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.
No. The line artillery is still very useful
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.
@@llama7720 Spamming 10 widths with support artillery is statistically better. But sometimes i also like 9w / 11w divisions with one line artillery mixed in
@@guncolony me using 35 elites and 25 defenders:
@@guncolony what do you think of a 9\1 21w with support?
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.
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.
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
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.
@@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.
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
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.
@@sumzer_0 im just built different
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)
or you can just make good divisions and keep micro to the absolute minimum
Totally disagree with line artillery! Especially if you are a major who can produce enough of everything
Wow that armor meme is cancer. I threw up in my mouth seeing it 🤮 paradox really dropped the ball here
People started to do that in MP since NSB came out, but it was always a thing lol 🤣
@@joelp7665 Thats one of the reasons I don't care about multiplayer 😁
please do a video on tank vs tank combat and the meta divisions for multiplayer
Can you make a video on tank design
Very good 👍
Have you got a dedicated video about the armor Meme? I'd like to know more
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!!
@@SUPREMEdiver33 Not yet no, im considering doing it yes.
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
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.
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?
@@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.
@@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
Without gdp dday would never happen in a meta game
@@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?
@@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.
not true line artillery is good
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
Yeah what is IC
@@ToastyBoi69, it stands for industrial capacity. The unit production cost is measured in.
vestlandet og agder lmao
Can you please do a video on doctrines?
@@JoelGuelPad sure, why not. Might not be the first on the list tho.
@@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
8:09 line arty gives you the most soft attack/manpower and is incredibly useful for low tech/low industry minors
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.
@@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.
@@JDothanyou should be saturating combat width in every engagement
line artillery is mathematically trash, support arty is good.
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.
@@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...
How about the noob mistake of joining alliances?
Also noob mistake of not manually upgrading railroads and not motorizing supply.
@@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
mass assault
@@polskaarmata9498when you need 5% recruitable population when playing as China.
it also has left side
good
building AA and a lot of planes together is a common newbie mistake
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.
I got 950 hours in hoi4 and this video was still useful for me xd
Algo
You don't need armore in SP
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...