• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

mungojerry311

Private
Jun 12, 2015
16
0
Hello all!

I'll cut right to the chase. Whenever I start a new game in HOI3, I'm always stumped as to what to do first which causes me to quit before i even get started. Even though I've had the game for close to a year now, I still consider myself a relative newbie at it.

I know I'll get a lot of different answers, but I'll need all the advice I can get.

Thanks!
 

Beefbomber

Corporal
28 Badges
Jul 19, 2015
38
50
  • Europa Universalis IV: Art of War
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Europa Universalis IV
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Battle for Bosporus
  • Hearts of Iron IV: La Resistance
  • Prison Architect
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Age of Wonders III
  • Hearts of Iron IV: Death or Dishonor
  • Steel Division: Normand 44 Sign-up
  • Steel Division: Normandy 44
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Victoria 2
Things to do at the start of a game!
- Fix your production line and sliders
- Politics
- Tech, select your tech, fix the sliders
- Espionage, turn on "Raise National Unity"
- Espionage (If you plan on using spies)
- Diplomacy (Only if you're a faction leader) drift people towars your faction
- Move all your ships into one port and merge them. Then go on to fix your Naval Comp (Historical Start)
- Move all your men into one sector; delete your OOB and fix it (Historical Start)
- Move all your planes into one airfield and fix your Air Comp (Historical Start)

It's always hard starting Hearts of Iron, it's a confusing game. These videos I am going to link will help a lot I suggest watching them, especially the OOB video's.


 
Last edited:

Kovax

Field Marshal
10 Badges
May 13, 2003
9.161
7.222
  • Europa Universalis III Complete
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Semper Fi
  • Victoria 2
  • 500k Club
Before starting the clock, I start at the right and work back through the various tabs.

Espionage - Boost domestic spy priority to all 3 pips. Cancel any pips other than spy defense for the first month (I've wiped out over 30 foreign spies by the end of January in several games). Cancel any foreign pips until you have 10 domestic spies in place. You can switch or split your priorities after a month or so, boosting National Unity by a bit (or at least keep if from eroding) and supporting your political party with a couple of pips each. I don't start any foreign espionage activity until I have a clear superiority, which generally means dumping 10 spies into a country all at once, then wiping out most of their defensive spies before starting offensive actions. Once you clear them out, MOST countries will never be able to recover, and you'll have an almost free hand with minimal upkeep expenses.

Politics - Choose the ministers you want to change, which is totally dependent on which country you play. You normally can't change any laws for the first couple of days or weeks until you have the spare cash to afford it.

Technology - Set your Leadership priorities. I usually pump a heap of points into Espionage for the first one or two months, and a significant amount into Diplomacy until I set up my initial trade deals. After I've got 10 domestic spies in place, and 10 for each of the 2-5 countries that I intend to target, I can drop that to a fraction of a point. Set up your research priorities according to which country you're playing and what you need. Meanwhile, the Diplomacy points go toward making trade deals: sell whatever you have (Supplies, Energy, Fuel, whatever) in a couple of fairly sizable deals up front at full price, because each deal will improve Relations and reduce prices for further deals. Sell high, buy low, which means make your selling deals first, then go back later and buy what you need at a lower price. The improved Relations will also help generate a small amount of free political drift for the rest of the game. The sooner you start, the better.

Production - Set your sliders, choose what you want to build. I prefer to build most of my "non-upgradables" up front: factories, airfields, ports, convoys, infrastructure, and anything else where you don't need to supply it for the next 3-4 years. Building too many military units right away means that you have to keep paying for their supplies until the war starts. A SMALL amount of production (essentially one of everything) can "warm" your production Practicals, making it cheaper to build units later when you need them in quantity. Ramping up gradually works better than building a huge first run at low Practical values. Staggering the completion dates of big-ticket items (BBs and factories in particular) allows the later ones to complete sooner due to the Practical gains from completing the first: I've seen a BB's completion date move up by more than three months when its sister ship launched, and that would have been three months of additional production costs if they had been built simultaneously.

Diplomacy - This is highly nation-specific. Normally, there's only so much you can do on "Day 1", until the economies adjust for the various laws and other effects. On Day 2, I usually make as many trade deals as I can afford in terms of Diplomacy points. A week or so later, I've got enough points for a second round and I've got fresh diplomats in place (there's about a week delay after you make a diplomatic deal before you can make another with the same country).

Once I've gone through all of that, I'll assign a few high-ranking commanders if there are any empty HQs, put Logistics Wizards in a few spots to save on supplies, and THEN start the clock.
 
  • 1
Reactions:

Pugmak

Field Marshal
91 Badges
May 13, 2007
3.369
508
  • Europa Universalis IV: Res Publica
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • Lead and Gold
  • The Kings Crusade
  • Magicka
  • Majesty 2
  • Europa Universalis III Complete
  • Penumbra - Black Plague
  • Pirates of Black Cove
  • For The Glory
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Sengoku
  • Ship Simulator Extremes
  • Sword of the Stars
  • Sword of the Stars II
  • Supreme Ruler: Cold War
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Victoria 3 Sign Up
  • Commander: Conquest of the Americas
  • Hearts of Iron Anthology
  • Arsenal of Democracy
  • Cities in Motion
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Ancient Space
  • Darkest Hour
  • Deus Vult
  • East India Company Collection
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
The very first thing I do...

Before the timer advances a single solitary hour, I save the game. Quit the game. Load up a saved game editor. Load up the saved game. Completely redo my military organization with that editor, including building all HQs at all levels I expect to need for the game.

Then I load up that edited saved game.

The reason I make as close to complete an HQ structure as I expect to need for the full run of the game is that then I can refill the officer pool for those HQ expenditures early in the game when there's usually not so much research within reasonable timeframe at game start. Also, because I suck at keeping track of what I'm doing or where I'm going in a game so having a pre-existing HQ structure to simply fill in with units makes that a lot easier.

Then I do what the guys already said.
 

JerkyJerry

There was never a good war or a bad peace.
22 Badges
Jan 15, 2013
2.176
1.278
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Semper Fi
  • Arsenal of Democracy
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines - Campus
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines Industries
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • 500k Club
  • Cities: Skylines
#1 Get everyone out of the house (or at least out of your space) for a few hours. Distractions and interruptions are disastrous to one’s enjoyment of HOI3.

#2 Get plenty of your favorite libations/soda/coffee etc. and don’t forget plenty of munchie/snack food.

#3 Turn off the cell phone, unplug the land line etc.

#4 Get comfortable you are going to be here a while. While playing what feels like 20 minutes will actually be about 2.5 hours! There is a weird type of time-warp this game creates. Time just seems to stand still then all of a sudden, fly by!


Now and only now are you ready to play!


#5 Play! The more you play the better you get and the more fun it becomes. Everyone has failed numerous times before they became really good. You will as well. Before you know EVERYTHING about the game you will have the most fun. Once you know EVERYTHING about the game you will look back and miss the days of discovery and trial and error. Believe it or not there is a lot of fun to be had even in defeat while playing this game. Just don’t be expecting not to lose.

#6 Begin again with step #1
 

Pugmak

Field Marshal
91 Badges
May 13, 2007
3.369
508
  • Europa Universalis IV: Res Publica
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • Lead and Gold
  • The Kings Crusade
  • Magicka
  • Majesty 2
  • Europa Universalis III Complete
  • Penumbra - Black Plague
  • Pirates of Black Cove
  • For The Glory
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Sengoku
  • Ship Simulator Extremes
  • Sword of the Stars
  • Sword of the Stars II
  • Supreme Ruler: Cold War
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Victoria 3 Sign Up
  • Commander: Conquest of the Americas
  • Hearts of Iron Anthology
  • Arsenal of Democracy
  • Cities in Motion
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Ancient Space
  • Darkest Hour
  • Deus Vult
  • East India Company Collection
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
#1 Get everyone out of the house (or at least out of your space) for a few hours. Distractions and interruptions are disastrous to one’s enjoyment of HOI3.

#2 Get plenty of your favorite libations/soda/coffee etc. and don’t forget plenty of munchie/snack food.

#3 Turn off the cell phone, unplug the land line etc.

#4 Get comfortable you are going to be here a while. While playing what feels like 20 minutes will actually be about 2.5 hours! There is a weird type of time-warp this game creates. Time just seems to stand still then all of a sudden, fly by!


Now and only now are you ready to play!


#5 Play! The more you play the better you get and the more fun it becomes. Everyone has failed numerous times before they became really good. You will as well. Before you know EVERYTHING about the game you will have the most fun. Once you know EVERYTHING about the game you will look back and miss the days of discovery and trial and error. Believe it or not there is a lot of fun to be had even in defeat while playing this game. Just don’t be expecting not to lose.

#6 Begin again with step #1


Advanced Settings:

Your PDox gaming rig should be set up on a desk or table beside a comfy recliner chair with the monitor on a swing arm mounted to the desk or table with keyboard and mouse on a lap board, on your lap.

On the other side of the Chair o' Gaming Command there needs to be another low desk or end table for the positioning of the mini fridge which holds the drinks and snacks with coffee pot right beside it.

Discomfort is for them what seriously lack in creative problem solving skills.
 
  • 1
Reactions:

marxianTJ

Lt. General
37 Badges
Apr 11, 2011
1.609
233
  • March of the Eagles
  • Tyranny - Tales from the Tiers
  • Stellaris: Synthetic Dawn
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sengoku
  • Semper Fi
  • Magicka
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Darkest Hour
  • Arsenal of Democracy
  • Cities in Motion
  • Hearts of Iron II: Armageddon
  • Crusader Kings Complete
  • Battle for Bosporus
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • Tyranny - Bastards Wound
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • BATTLETECH - Digital Deluxe Edition
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Pillars of Eternity
  • 500k Club
  • Victoria 2
  • Stellaris - Path to Destruction bundle
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II
It largely depends on what country you want to play and what a lot of folks have said above is pretty much the norm, but I'll add one for if you're playing a major lol.


Step 1. Select a Theater HQ
Step 2. Select the theater "Paint" tool and paint the entire world map in that theater's color
Step 3. Select your entire land army the world over
Step 4. Delete each and every HQ unit.
Step 5. Select a random unit, click the bar on the far left that is slightly visible, hit the "theater forces" tab to attach everything to your only remaining HQ unit.
Step 6. Select all units and have them walk to your capital.
Step 7. Assign random Logistics Wizard general to your single HQ.
Step 8. Have all of your air units fly to your capital or the nearest air field
Step 9. Have all of your naval units move to the biggest port nearest your capital - if you're a major naval power (Japan/UK/USA/FRA/ITA/GER).

If you're playing a more minor country still follow all the steps, but you'll want to make an place-holder OOB when all of your units finally arrive in your capital, for the majors you won't need to make an OOB again until you plan to fight UNLESS you intend to sell supplies to make money (some nations sell supplies for money to buy resources to maintain IC, some nations that have resources and sell those for money and buy supplies to free up IC). If your supply need is over 2-3+ IC, after all your units arrive in your capital, you'll want to make some sort of OOB.

If you're playing a VERY minor country you may not want to make a full OOB as the HQ units count as regulars and will increase your consumer good need slightly - which will result in some fraction of your 5 IC being wasted on them.

Other random tidbits:

If you're playing a major you want to start building a little bit of everything from day one to preserve your practicals. If you're playing a minor you may only be able to build INF or attachment brigades.

If you intend to have some kind of a navy you want to start building at least 1 of all the types of ship you intend to have down the line to boost practical - there's a huge difference between a battleship that takes 2 years to build and costs 15 IC, and a BB that takes 15 months and costs 8 IC lol. The same goes for Air Forces - since a single INT wing gives you +2 practical gain, building at least one will ALWAYS net you a substantial amount of practical and will in turn make all future light air wings will be cheaper :D .

Review your nation's tech screen, see what you may have very high practical in. Most countries start with 0 or 5 practical in most things, but occasionally they'll have a higher practical elsewhere. For example the USSR starts out with 10 practical in Militia. If you intend to build any militia or garrison divisions it'd be a good idea to bang at least some of them out right at the start because your practical will virtually never be higher again and you'll receive those units at a 10%+ savings on IC and build time (unless you intend to build a purely MIL army then it will be higher at some point). Especially when it comes to very expensive things like planes and ships this screen can guide you on what you *should* build. If you have 0 practical in something you want you'll want to start building it more slowly at first and then ramp up production later.

For example, a few nations can theoretically benefit from building IC: Germany, USSR, USA in particular; but factories are expensive and take a long time so generally one will start their factories on day one BUT also start building some infra or air fields to boost or at least maintain their construction practical so that the factories ultimately get cheaper or at least don't get more expensive before they finish. Even if you don't intend to build IC, building at least some infra or air fields at the start can be beneficial as well if you've got the IC - as they'll speed up your research on Industrial Production and Industrial Efficiency, and you should generally always research industrial efficiency. A nation with 5 construction practical at the start for example, will need to constantly build 3 air fields in order to keep it at 5 and any more air fields will result in a net gain of .1 practical.

To figure out how much of a thing you should build to maintain your practical: your theories and practicals decay at a rate of -.1 per month unless you've got a minister that slows it down. So if you've got an item that gives .1 practical, but takes ~3 months to build, you'll need to build 3 of them to cancel out the decay of .3 that will be suffered in that time. You can also use this to MASSIVELY speed up the production of expensive things. For example if you want to build "Glorious Battleship Fleet" you *may* want to start building your second BB once your first from day 1 is about 1/2 finished, then although you'll still pay an exorbitant amount for BB #2, it will be mostly finished and significantly cheaper than BB 1 was, once BB 1 finishes due to the practical gain.
 
Last edited:

Palmerdale

Major
24 Badges
Oct 3, 2014
511
279
  • Crusader Kings II
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Knights of Pen and Paper +1 Edition
  • Surviving Mars: First Colony Edition
  • Imperator: Rome
  • Age of Wonders III
  • Surviving Mars
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines
  • Victoria 2
  • Hearts of Iron III Collection
  • Europa Universalis IV
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
Some excellent ideas here. I seem to use many of these, particularly setting the OOB. I don't speak French, Italian, Chinese, Japanese or anything other than English ('Merican), so I spend considerable time renaming units to terms that I might recognize. (Algol, Fortran and other computer languages don't really help me much).

One thing that I do that isn't on anyone's list (so far) is put all the existing spies in foreign countries to work. Even if I don't plan to send anymore spies to that country. I'll put them to work raising threat or supporting my party. Sure, these initial spies are likely to die off without ever impacting the game, but I can't seem to do anything else with them. Sort the nations list by Spies and work down the list. (First time I did this, I was surprised at how many spies I had in countries that were far away and of no consequence to me militarily). If I don't expect to be in conflict with a country, I will Support Ruling Party or Support Our Party. If I am likely to be in conflict with this nation, I'll Disrupt National Unity or Increase Threat.
 

Kovax

Field Marshal
10 Badges
May 13, 2003
9.161
7.222
  • Europa Universalis III Complete
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Semper Fi
  • Victoria 2
  • 500k Club
marxianTJ's advice is probably sound if you intend to milk the game for every last point of efficiency. If you're trying to play a country the way a country would act, then forget the vast majority of that. Using Logistics Wizard commanders in your higher HQs should significantly reduce Supply consumption, however, and it does make sense to congregate some of your more expensive assets in or around the capital (supplies cost supplies to move, so the more units you have a long way from your capital, the more supplies they use). I've never deleted HQs just to cut supply use, or moved the units guarding my frontiers back to the capital just because I as a player know that the war will never start before some particular date.

I suppose that means, the FIRST thing to do is to decide whether you intend to "play as a country" or to "game the game". The former means doing what the leadership of the country would logically do under the circumstances. The latter means doing what you as a player know will do the most to win the game. Second, you'll want to decide whether you want to play it "historically" and follow the events and timeline, or play it as a "sandbox" and see what you can do differently. Then, depending on those decisions, choose which of the 384 different sets of advice to follow about actually playing the game.
 
  • 1
Reactions:

marxianTJ

Lt. General
37 Badges
Apr 11, 2011
1.609
233
  • March of the Eagles
  • Tyranny - Tales from the Tiers
  • Stellaris: Synthetic Dawn
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sengoku
  • Semper Fi
  • Magicka
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Darkest Hour
  • Arsenal of Democracy
  • Cities in Motion
  • Hearts of Iron II: Armageddon
  • Crusader Kings Complete
  • Battle for Bosporus
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • Tyranny - Bastards Wound
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • BATTLETECH - Digital Deluxe Edition
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Pillars of Eternity
  • 500k Club
  • Victoria 2
  • Stellaris - Path to Destruction bundle
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II
Well it's not necessarily about gaming the game - it's mainly about making sorting easier - it's a lot easier to sort all the junk when it's in the capital and it's a lot easier to make a new OOB without whatever sort of catastrophe is set up by default lol. It's just a question of time - it' would talk a LOT longer to save the starting HQs and attach units to them the way I like than to just delete all of them and make new ones as I please. I also use that as a kind of guideline for how many land units I *should* have - but that's mainly a question of my brain lol it's just easier for me to think of the concept of I need x corps to conquer this place reliably than to think of the total number of divisions.

I would say as far as using extant spies - there are a LOT of very interesting applications for this. A lot of relatively minor countries have some tech levels in odd-ball kind of things that *could* be nice to have if you're not playing Germany who already starts with most things teched up quite well so tech espionage has the potential to save you some time with just your default spies - there is also the potential, if you're playing a major to support your party + counter-espionage in minor democratic nations that will really struggle to stop even your 1-2 spies that you get starting out - which will also assure that your world map is nicer come the big show.

For example the UK has some spies in Sinkiang. You can get Sinkiang into the allies with virtually 0 investment. Or the USSR has some spies in Columbia and Chile and can get them both into the comintern eventually with 0 investment :D
 

BOB III jr

Private
2 Badges
Aug 2, 2010
23
16
  • Hearts of Iron III
  • 500k Club
Kovaks,

"Building too many military units right away means that you have to keep paying for their supplies until the war starts"

"After I've got 10 domestic spies in place, and 10 for each of the 2-5 countries that I intend to target, I can drop that to a fraction of a point"

etc.

A really good and pertinent analysis of this game with lots of smart moves.
 

BOB III jr

Private
2 Badges
Aug 2, 2010
23
16
  • Hearts of Iron III
  • 500k Club
" I seem to use many of these, particularly setting the OOB. I don't speak French, Italian, Chinese, Japanese or anything other than English ('Merican), so I spend considerable time renaming units to terms that I might recognize "

I think that's a good initiative from the designers of HOI to stick to historical names of military units as it was at that time, for the most countries possible, as HOI is a game world wilde played . But, as currently playing France on a 36/1/1 scenario, I must admit that I am myself renaming some units for a better following up of my militaries: like the historical "1ére division cuirassée de réserve" which was no reserve troups as her name could suggest it, by yes a 100% ready to act unit. > I change it to "1. Div Blindée", in English first armored/MBT div.