Hearts of Iron IV: Beginner-to-Advanced Guide

How Hearts of Iron IV plays in 2026: the economy, production, divisions, supply, combat and planning, plus a first campaign plan, the DLC lineup and the mistakes that lose most new players' wars.

Researched September 2026 — current as of patch 1.19.3 (September 2026, the last Thunder at Our Gates balance patch). Live games change; check the linked sources if something differs.

Quick Start

  1. The game is won in 1936-1939. What you build before the war decides the war. Spend the peacetime years on factories, research and a sensible army, not on a huge military you can't supply.
  2. Build civilian factories first, then military factories. Civilian factories build everything else. A common rule is to build civs until about 1938 (earlier if you're under threat), then switch to mils.
  3. Always keep all research slots busy. An idle slot is lost time. Industry, electronics/computing and your core land doctrine come first.
  4. Infantry equipment is the most important production line. Keep several factories on it the whole game.
  5. Watch supply. Troops beyond your supply network lose organization and strength. Check the supply map mode before any offensive.
  6. Use battle plans, but check them. Front lines plus offensive arrows let the AI micro your divisions. Watch them and step in when a push stalls.
  7. Start with a forgiving nation. The USA, the UK, Germany or Italy (on a lower difficulty) teach the systems without instant pressure.
  8. Pause often. Space pauses. The game rewards stopping to check production, research and supply.

The DLC Lineup (as of September 2026)

DLC Type Released Highlights
Trial of Allegiance Country Pack March 7, 2024 South American focus trees (Brazil, Argentina, Chile, Paraguay, Uruguay)
Götterdämmerung Expansion November 14, 2024 Germany, Austria, Hungary, Belgium and Belgian Congo trees
Graveyard of Empires Country Pack March 4, 2025 India, Iran, Iraq, Afghanistan
No Compromise, No Surrender Expansion November 20, 2025 Japan, both Chinas, the Philippines; doctrine and carrier improvements
Peace for Our Time Focus Pack April 22, 2026 Czechoslovakia, including alternate paths
Thunder at Our Gates Theater Pack June 11, 2026 Australia, Siam, Indonesia; Military HQs, Ship Captains

Every DLC comes with a free patch that everyone gets. Patch 1.17 (with No Compromise, No Surrender) reworked factions, doctrines and naval supply, and added Coal and factory energy to the economy; the expansion itself adds expanded faction rules and alliance goals. Patch 1.19 (with Thunder at Our Gates) reworked the division designer and Army HQs and changed Special Forces doctrines. Paradox has also announced a Romania DLC ("releasing soon" per the September 2026 Studio Gold Update, no date yet) and a Quality of Life update aimed at reducing clicking. The next major expansion has been delayed for quality, and September 2026 Dev Corners are exploring military production, industry location and Great Depression changes, all subject to change.

What to buy first: The older core expansions (Together for Victory, Waking the Tiger, Man the Guns, La Résistance, No Step Back, By Blood Alone, Arms Against Tyranny) add the systems most players consider essential, such as naval rework, officer corps and air/spy mechanics. Country packs mostly add focus trees, so buy them for nations you want to play.

Core Systems

Political power, advisors and focuses

Industry and construction

Building Does Priority
Civilian factory Builds construction projects; pays for trade and consumer goods Early game
Military factory Produces equipment From about 1937-1938 onward
Naval dockyard Produces ships For naval powers
Infrastructure Speeds construction, raises supply throughput Along your supply routes
Railways and supply hubs Carry supply to the front Before and during offensives
Air bases, radar, AA, forts Air coverage and defense Situational

Rules of thumb:

Research

Divisions

A division template is a set of battalions (up to 25) plus up to 5 support companies. Changing templates costs Army Experience. At the time of writing, the wiki lists 5 XP to add, remove or replace a battalion, 20 XP for each new regiment category, and 10 XP per support company change. Support companies don't add combat width.

Starter templates (common community picks; 1.19's division designer rework changed some numbers, so check stats in-game):

Role Template idea Notes
Line infantry Mostly infantry with a few artillery battalions, plus support engineers and recon/artillery Holds the line cheaply
Garrison/defensive Cheap infantry with engineers Coastlines, quiet borders
Armored breakthrough Tanks plus motorized or mechanized infantry, plus support artillery/AA Punches holes, encircles
Marines/mountaineers Special forces in their terrain Limited by doctrine caps

Combat width limits how many divisions fight per battle, depending on terrain. Keep templates at widths that fit common terrain rather than making one giant division. Look at the terrain combat width tooltip in-game before settling on a width.

Supply and logistics

Combat basics

Battle plans

  1. Draw a front line along the border.
  2. Draw an offensive line where you want to push.
  3. Assign an army with a field marshal (planning bonus builds up the longer you wait before executing).
  4. Hit execute, and watch it. Plans often attack piecemeal into forts. Manually target weak points with your tanks.

A First Campaign (USA or UK, default difficulty)

  1. Day 1: Queue research in all slots, set construction to civilian factories, and start focuses that give industry or research.
  2. Spend PP on the economy law and one research or construction advisor.
  3. Production: infantry equipment, support equipment, artillery and fighters. Add convoys if you're a naval power.
  4. 1937-1938: switch construction to military factories. Upgrade economy and conscription laws as war support allows.
  5. Set templates before the war, while XP is easiest to spend.
  6. 1939 onward: Hold with infantry, push where you have supply and air superiority, and keep production of infantry equipment and trucks running.

Nation Notes

Nation Difficulty Plan
USA Easy Huge industry. Work through the Great Depression focuses, then out-produce everyone
UK Easy-medium Navy and empire. Focus on convoys, air defense and colonies
Germany Medium Strong start. Build civs early and take Austria and Czechoslovakia via focuses, then plan for France
Italy Medium Weak army but good focus options. Deal with Ethiopia early
Soviet Union Medium Huge manpower. Handle the purges, then build defense lines
Japan Hard Two-front war in China and the Pacific. Needs the navy and focus planning (reworked in No Compromise, No Surrender)
Minor nations Varies Need their own DLC trees to be interesting

Common Mistakes to Avoid

Advanced Tips

FAQ

What's the latest HOI4 version? Patch 1.19.3, released September 17, 2026. It was the last patch specifically targeting Thunder at Our Gates, adding a secret Australia path, late-game Siam and Indonesia content, and balance changes from the summer Open Beta.

What's the newest DLC? Thunder at Our Gates (June 11, 2026), a Theater Pack with Australia, Siam and Indonesia plus Military HQs and Ship Captains. A Romania DLC has been announced.

Which DLC is essential? Most players say the older expansions (Waking the Tiger, Man the Guns, La Résistance, No Step Back, By Blood Alone). After that, buy packs for the nations you want to play.

When should I switch from civilian to military factories? Usually around 1937-1938 for majors. Switch earlier if a war is coming sooner.

Why are my divisions losing organization and not attacking? Usually supply (check the supply map), fighting across rivers or bad terrain, or enemy air superiority.

How do I get achievements? Play on Ironman with achievement-compatible game rules. The game-rules screen tells you if a setting disables achievements.

Sources