HOI4 - USA Guide - Mils VS Civs and a lot more

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  • čas přidán 19. 06. 2024
  • #hoi4 #heartsofiron4
    There is a lot of questions here and the main one is, what should i build, Mils vs Civs, Infrastructure, Dockyards.
    Then we will talk about of improved workers condition is the right way to go, what advisors and should i convert some of my industry and a lot more. Its not a complete US Guide, but most economy decisions is in here.
    The testing and guide was powered by The EpicCalculator 2.0, which is a great spredsheet simulating the entire economy side of the game, day by day. Its still a lot of job, but i dont need to replay the game to try out if Improved Worker Condition is good, i need to change a couple of numbers in the spreadsheet and make the EpicCalculator give me a new result.
    The guide will answer all of this and more, so i hope you enjoy!
    Infrastructure-guide
    • HOI4 Guide - New Infra...
    Civs VS Mils - UK and Germany
    • HOI4 Guide - When shou...
    Min-Max Navy
    • HOI4 Navy Guide - How ...
    Concentrated vs Dispersed
    • HOI4 Guide - Concentra...
    00:00 Intro
    00:18 What will we go through
    00:52 Infrastructure as the US
    02:21 Mils VS Civs
    07:43 Daily military factory output
    11:32 Whats coming up on the channel
    11:53 Convert Mils to Civs in the beginning
    12:40 Dockyards and London Naval Treaty
    14:53 Improved Worker Conditions
    16:49 Production Cap Advisor
    18:28 Maritime Comission
    18:51 Dispersed and ahead of time
    20:08 Build what the senators want
    20:43 Amending the budget
    21:00 Advisors
    21:23 Army XP and Attaché
    22:04 Boost War Support with Attaché
    22:45 Always save up for Partial Mob, around 1938
    22:56 Amend the budget from 1938 and forward
  • Hry

Komentáře • 18

  • @Nexsyana
    @Nexsyana Před 3 měsíci +5

    Oh boy, seems like I might have to write a guide by myself. Expect an essay length comment.
    -
    First we will start with exercises:
    -You should always do one army exercise, there is no reason not to, you enter the war in 1941.
    Get one army unit, convert to National Guard and endlessly exercise em until the end of 1939.
    -You should always be exercising your navy, you are going to need a lot of navy XP.
    -Combine your entire airforce and exercise it in the beginning, you are going to need XP to design your starting Fighters, CV Fighters, CV Navs, Navs and potentially H. Fighters.
    -
    For the Congress decisions, you are going to click "Medium Lobbying Effort" and never touch it ever again.
    The only exception is 16th of August where you will do "Pay Farm Subsidies", this will literally manipulate the seeded RNG of the elections to guarantee your majority.
    Don't touch the decisions anymore.
    -
    For construction, you will build infrastructure in EVERY CORE STATE, starting with Texas and California. Yes, every state. Don't build civs, don't build mils. I will explain why later.
    -
    Your focus path is going to be:
    -Continue the New Deal
    -WPA
    -Agriculture Adjustment Act
    -Neutrality Act
    -War Department
    -Selective Training Act
    -Wait 20 days
    -Fair Labor Standards Act
    -Arsenal of Democracy
    -The Giant Wakes
    -One of the research slot focuses
    -Wait 20 days
    -Federal Housing Act
    -Second research slot focus
    ==(From here you can do any path, but I will show you the one I like doing)
    -Military Construction
    -USACE Projects (This will give you 50 air xp for you to assign the "Independent Air Force" air spirit, which will allow you to assign your Air Reform genius for 50pp)
    -Support Rock Island
    -Tank Experiments
    -Two Ocean Navy Act (10 dockyards is a lot)
    -Air War Plans
    -Air Support
    -CAS Effort
    This is by far the fastest way to get rid of Isolation and Great Depression, I will explain why we do that later.
    -
    Your Political Power use will be in this order:
    -First 150pp go to Silent Workhorse
    -Next 100pp go to Chief of Army
    -Next 100pp go to Improved Worker Conditions
    -Next 200pp go to Give refuge to Italian and German Scientists
    -Improve Relations with China when faction forms
    -Next 100pp go Attache to China
    -Next 150pp go to Partial Mobilization
    ==(From here you can do it any way you like, but I will show you how I like doing it)
    -Next 150pp go to Financial Expert
    -Next 150pp go to War Industrialist
    -Next 150pp go to Export Focus when needed
    Silent Workhorse will allow us to actually gain political power when we actually need it
    Early Chief of Army will allow you to be competitive with army XP even though you don't do volunteers.
    Improved worker Conditions will bump you to 100% stab before the war
    Give refuge is just overall really good for research speed, but I don't like the stab hit they give, so I do worker conditions first
    Attache and Partial Mobilization are self-explanatory
    -
    XP Expenditure:
    -Army: Your first 35 xp will go towards "Relief of Command", increasing total XP gain, the rest of our XP will go towards adding infantry to National Guard until we run out of slots, this will maximize our XP gain
    -Navy: Your first 35 xp will go towards "Naval Reform", increasing total XP gain, the rest of our XP will go towards research, making designs and maxing out our Navy and Marine doctrine before the start of the war
    -Air: Your first xp will go towards making proper designs for us to start producing and building efficiency. The next 50 will go towards "Independent Air Force" so we can get extremely discounted advisors. Make sure to switch to "Air Crew Surveys" before getting doctrines.
    -
    Economy and other notes:
    My biggest gripe with the "usual" USA mindset is maximizing production. You don't need to do that, what are you going to produce early game?
    1936 infantry equipment?
    Tier 1 artillery?
    Shitty tanks?
    You don't need to optimise for production if everything you can produce is crap, you need to prepare an amazing economic base for when you do actually get the good equipment to be able to produce it.
    Max out your infrastructure, then proceed to build only mils, stop at around late 1939 early 1940 to prepare Forts/Naval Forts/Supply Hubs/Ports/Infrastructure for the pacific as needed. Don't forget to build Naval Dockyards based on what kind of navy game you will be playing. With Arsenal of Democracy and Two Ocean Navy act you end up with 38 naval dockyards, it's up to you to figure out how many you need in total.
    Having the infrastructure base will not only allow you to actually have the resources needed for your massive production, but also build said production in the first place. Early mils are a waste of civs, not only are they more expensive, they also don't help you in the long run.
    Edit: If you have any questions, I will gladly answer them.
    If you doubt my methods, test them out first
    ==
    (Your friendly neighborhood USA enjoyer)

  • @Patriot3791
    @Patriot3791 Před 3 měsíci +11

    Once you’re off of undisturbed isolation and you begin ramping up mils and dockyards, running out of building slots becomes an issue. Even with rushing the research for extra building slots. Knowing this, I’ve found it beneficial to build more infrastructure than you normally would. Especially on the resource areas. I don’t have spreadsheets to prove how much more beneficial it is. My multiplayer games seem to run long as well. I also like to keep the rubber tech up to date, just in case Japan is able to take the rubber in SE Asia.

    • @hyggegaming
      @hyggegaming  Před 3 měsíci +2

      In most MP games i would say rubber-tech is really important, as you say, if Japan takes the rubber, someone else needs to step in. Its almost impossible to count on resources since everything depends on what you are building, and in MP, what your allies are building as well because of the trade.
      I wouldnt cover the entire US with infra, but if you build up 3-4 more provinces early i don’t think the impact to military production will be that big.
      //TheRealBoppus

    • @danielgloyd4529
      @danielgloyd4529 Před 2 měsíci

      I don't play MP, so I can't speak on the strategies used there. I do play the USA a lot just to screw around for fun because they are so OP. Building up infra on resources indirectly gives you more civs from having more resources to trade or by using fewer civs for trades later. Eventually, everyone in the world wants steel and aluminum.
      The USA starts with so many Civs that it's senseless to build more. It's better to try to get off of isolationism and great depression as fast as possible to get your civs out of consumer goods. I always built up my infra in the large states and resource areas for the first year and a half. Then I build whatever I want mils or dockyards for whatever type of run I am doing. If I am doing one of the alt history paths, I build up synthetics for rubber so I don't need to worry about trading with the Allies or conquering Malaya or Indonesia.
      I don't have any equations or anything, and relying on the AI for trade is a bit RNG from game to game. But this method seems like the most efficient from my experience.

  • @Stouzough
    @Stouzough Před 3 měsíci +2

    Great findings. Lot of food for thoughts. Would love to see the same work for France.

    • @hyggegaming
      @hyggegaming  Před 3 měsíci +1

      Good to see you again Stouzough! We will see what the future has to offer :)
      //TheRealBoppus

  • @cudedog
    @cudedog Před 3 měsíci +6

    I like maxing Texas infrastructure first because you start running out of fuel when exercising the fleet at the beginning of the game.

    • @hyggegaming
      @hyggegaming  Před 3 měsíci +2

      Thats a good idea if you want early navy xp quick, if you really want to maximize production output you can train a part of the fleet unil its texas turn for infra. But that might be a little bit to much min-maxing, easy to forget to train the rest later on :)
      //TheRealBoppus

    • @CubeInspector
      @CubeInspector Před 3 měsíci

      I only come close to running out initially because of all the convoys bringing your army back to the mainland. Once a few start getting back and your navy consolidates to one place you shouldn't run into any issues.
      I uograde the infra mostly bc of all the building slots you get

  • @The_Hussar
    @The_Hussar Před 3 měsíci +3

    I also like to build infra in Oregon since you could get chromium after taking the 1941 Excavation tech.
    I also like to build naval base in Guam and max out railways to San Diego. This improves the supply on the Pacific islands and helps you when you invade Japan. Naval bases also have higher capacity for repair. After the elections in 1936 you get the infra construction bonus anyway. And then I go for dockyards since ships take longer to build and refitting most part of the navy takes a lot of time.
    Very interesting video, I would definitely give the factory conversion a try. Cheers!

    • @hyggegaming
      @hyggegaming  Před 3 měsíci +1

      Thanks for the comment!
      The cromium infra sounds legit, i always keep resources out of the equation, because everyone builds different things which greatly impact what you need or not.
      You probably already do this but upgrading railways to Philadelphia is a really cheap way to get more supplies. A lvl 10 Naval Base in Washington is more expensive but gives you the possibility to ship a lot directly from your capital easying the burden of your railways.
      Cheers, TheRealBoppus

    • @The_Hussar
      @The_Hussar Před 3 měsíci +1

      @@hyggegaming Thanks for the reply! I used to build this short railway between Washington and Philly but I would try upgrading the naval base at the capital. I have done the same with Japan but I didn't see drastic improvement. Cheers!

  • @berserker4940
    @berserker4940 Před 3 měsíci +3

    based

    • @hyggegaming
      @hyggegaming  Před 3 měsíci

      Thanks and nice to see you again! :)
      //TheRealBoppus

  • @CubeInspector
    @CubeInspector Před 3 měsíci +1

    I only build 5 civs so i can start my intel agency without too much if a drain. I dont really see the point in building any others

  • @arankoka
    @arankoka Před 2 měsíci +1

    "military output" thinking might be wrong.
    the stuff u produce 1936 is worth less than stuff of 1940. Exceptions are trucks, accessories, transport planes, .. .
    so, 2 new factories 1940 going into fighter 3 are worth more than 1 old factory switching from fighter 2 to fighter 3.
    yes, old factory has produced more fighters over the years, but they r shitty.

    • @hyggegaming
      @hyggegaming  Před 2 měsíci

      Im pretty sure i adress this somewhere in there, but there are two things to this. The point you made compared to having a lot of equipment when you need it. If you are going to war 1940, i rather have 1 factory that has build 3 years of less good equipment than 1 month buildning new one. But thats why output/day togheter with total output is so important, to make your own plans. As France i rather have 20 extra military factories in 1936 than 200 in september 1939, because if i meet a competent opponent, they wont have time to produce anyting to put in the field anyways :)
      //TheRealBoppus

  • @nox5555
    @nox5555 Před 2 dny

    Wrong... you build Infra in coastal states and Dockyards.
    Japan cant win if the US builds Dockyards because they just dont have the Factories to build docks and mills.
    If they build docks they will have a bad time against the minors and if they build Mills they will be stuck on their island.
    The Us Navy is also a game changer in the Med and will win back africa as long as the rock stay british.