

Increase Manpower Hoi4 Mod Comment Section
The level of control you have over the makeup of individual divisions and ships can be daunting, but as long as you follow the rules laid out to you, you will be conquering away in no time.On a HOI4 German rework mod comment section (best thing is that they have russian. Hover over a command in the table to view detailed argument-related help.Before going about weaving the grand strategies that will fuel your world-dominating/liberating campaign, it’s essential to master the cogs in your war-machine. Type the name of a command into the search bar to instantly search our database of 172 HOI4 commands for the most recent version of the game on Steam (PC). Make sure you’re up to speed with all the latest changes as of the most recent patch.Find below an updated list of all Hearts of Iron IV console commands, these are commonly referred to as cheat codes. Or if manpower is what is lacking, jp conscription and wait for mobilizing.By contrast, the Naval Security Group had a net increase of 156 manpower positions because the National Security Agency had a need for two new capabilities.Luckily for you, that’s where we come in! Now you have a handy guide to aid you in navigating the choppy organisational waters of the (second) war to end all wars. Your other choices are to just wait till you have more equipment that the division needs, produced.
SUPPORT COMPANIESIf you’re approaching your comfortable limit, consider adding a support artillery company rather than an artillery battalion. Artillery is the other main outlier, costing a heavy 3 width. These both cost 1 width as they’re not considered ‘frontline’ fighters.
The higher the reconnaissance value one side has in the fight, the higher the chance their general will pick a favorable or countering pick to the opposing force’s choice.There are other considerations to take into account when forming a division, such as what your enemies’ divisions look like, and where you will be fighting them.For example, a division meant to fight tanks in European plains is going to suffer heavily if fighting infantry in African jungles. This is incredibly important for any division that can expect to fight, but particularly so for divisions that use vehicles.When your division does get into a fight, reconnaissance determines which tactic a side will pick in battle. A division with a recon team will move 10% faster across every terrain type, meaning they can reach the fight faster. Urban environments, across rivers, forts, etc.The recon company provides simpler benefits: speed and reconnaissance.
All divisions that use trucks, half-tracks, or tanks should invest in a maintenance company. Try using smaller divisions, or adding logistics companies to reduce the negative effects of the environment. The more battalions a division has, the more supplies it will need, so “heavier” divisions will frequently suffer attrition in bad terrain.
Motorized divisions are faster than mechanized divisions until the third halftrack becomes available, keep this in mind when looking for speed. Most of your divisions should be infantry divisions. You can build an infantry division to 20 width, add the necessary support companies, and then copy the template so you can alter it to fit your specific needs. Standard “leg infantry” divisions are the most reliable and cost effective divisions you could hope for. Anti-air companies/ battalions increase your air superiority in a province, but they will only target close air support aircraft, not aircraft with strategic bombing missions (presumably, they fly too high for the anti-air guns to shoot them down).

Curiously, due to naval battle AI, submarines will flee almost any battle with depth charge-equipped destroyers, being that the destroyers can actually hurt them.This means that as of the current patch (1.6.2), destroyers may actually function better as convoy raiders than submarines, because destroyers will not automatically flee the second a small enemy force appears ( Note: thanks to Rimmy for pointing this out in his HOI4 video!). These fleets are relatively easy to build due to the short build time of destroyers, and everything but torpedoes can be stripped off the ship to make the build time even quicker, though this will render them ineffective in any other situation.Destroyed it already? Try our list of the best Hearts of Iron 4 modsDestroyers can also be outfitted with sonar and depth charges, which is the one way surface vessels can attack submarines. They can be outfitted with some modest main guns, but the 2 main uses of destroyers are as torpedo boats and submarine hunters.Due to their speed, a large amount of destroyers can swarm enemy heavy ships and deal heavy damage with torpedoes. DESTROYERSThese are light and fast ships that are some of the quickest to produce. There is a 6 th hull type, the super heavy hull, but that only exists as an alteration of the 1936 heavy ship.These ships can vary widely in their roles based on what modules are placed on them, so we’ll go into a breakdown of the general capabilities of specific hull types. It doesn’t make much sense to put an aircraft hangar on a submarine, even though you really want to!There are 5 main types of ship hulls: destroyer, cruiser, heavy, carrier, and submarine.
Battleships can trade some of their extra module space for smaller guns specifically meant to target lesser ships, but this lessens the effectiveness of the battleship in its primary role, which is to fight the enemy’s capital ships. They have access to the thickest armor and the largest guns out of all ship types, but they are generally slower than other ships, and take longer to build as well.The big guns on battleships are excellent at killing cruisers and other capital ships, but they are less accurate against destroyers. HEAVY SHIPSThese are the undisputed kings of the sea in the first several years of the game. Even so, they can be a multi-tool for any situation, and can be refitted to change their role in the seas. Cruisers can be outfitted with heavy guns and armor, classifying them as heavy cruisers that can perform reasonably well as capital ships.Cruisers can be a multi-tool for any situationAlternatively, they can have lighter guns mounted with a stronger engine, and they can pursue marauding destroyer packs, or they can have several anti-air batteries bolted to the deck as a means of creating a floating “no-fly zone.” But even though cruisers can cover many different bases, they don’t excel as much as the ship types that are meant to perform in those roles.Cruisers take longer to build than destroyers and aren’t quite as fast, and the heaviest cruiser will most likely lose a prolonged engagement with an enemy battleship. CRUISERSThis is the most versatile of the hull types, with the ability to fill almost any role needed.
