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    Hearts Of Iron 4 Tipps


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    Hearts Of Iron 4 Tipps

    Es sind leider noch keine Tipps zu Hearts of Iron 4 vorhanden. Mach mit - sei der Erste, sammle 4Players-Erfolge und nimm automatisch an regelmäßigen. Tipps für den Einstieg. Wenn Sie Hearts of Iron IV neu kennenlernen, denken Sie bei der Formulierung Ihrer Pläne zur. Ich bin komplett Anfänger und habe mir hoi 4 grade frisch geholt. Falls ich hier was falsch platziere tut es mir leid. Meine Frage ist. Wie sieht eine.

    - Tipp & Spieletipps zu Hearts of Iron 4

    Hallo!Anmelden; Abmelden. Suchen. News · Deals; Tech. News; Tests; Videos; Hardware; Gadgets & Lifestyle; Netz & Trends; Home Entertainment; Mobile. Login Stufe 2 HoI 4 Experte Bronze Modding Bastelecken Ribbon Login Stufe 1 Ehrenkreuz der Hinterbliebenen Modding Team Ribbon Multiplayer Ribbon. [Hearts of Iron IV] Wie kann ich als befreite Nation weiterspielen? [Hearts of Iron IV] Tipps und Tricks: Was für Vorteile bringen die 3 Parteien.

    Hearts Of Iron 4 Tipps Diplomacy Basics Video

    Top 5 Division Templates - Hearts of Iron 4 Best Templates (Hearts of Iron 4 Strategy Guide)

    Hearts Of Iron 4 Tipps Research bonus once used will still affect paused research. Wake Island and Palmyra make good staging areas for those invasions. There are very few advantages to having really big combat divisions. Land combat.

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    Showing 1 - 15 of 15 comments. Klicken Sie auf diese Flagge, um eine Ansicht Ihres nationalen Status anzuzeigen. Wenn Sie die Shield Agents neuer Panzer oder Artillerieeinheiten lieber auf frische Einheiten konzentrieren möchten, anstatt Ausrüstung nach und nach ins Feld zu schicken, können Sie in diesem Menü auch Ihre Verstärkungsprioritäten anpassen. Wir erklären euch die Grundlagen des Militärs und geben in diesem Guide ein paar Tipps für eure Streitkräfte.
    Hearts Of Iron 4 Tipps
    Hearts Of Iron 4 Tipps General tips: (+) You can opt into a beta patch ( atm) by r-clicking on Hearts of Iron 4 in your Steam library, going to Preferences -> Betas and then selecting a proper beta from the drop down menu. Italy is the best nation to learn the game with in my opinion. Hearts of Iron IV is an intricate and complicated game, with a huge number of mechanics to wrap your head around. It’s a hard game to learn, but it’s immensely rewarding. All of us are in the same boat, learning together since the game’s recent launch, but here are a few basic tips to help beginners and new players get up to speed. Hearts of Iron 4 tutorial: how to manage your forces Our best tips on how to marshal your army, navy and air force in this giant of a WW2 strategy game H earts of Iron 4 can be unapologetically brutal to new wargamers, due to the sheer number of systems involved – especially with numerous DLC and patches adding extra layers of complexity to. Navigate to C:\User\Documents\Paradox Interactive and manually delete the Hearts of Iron IV folder. Go to Steam and select the Hearts of Iron IV game from the Steam Library, then click Install. Do not launch the game yet! Stay on Steam! While still on Steam right click the Hearts of Iron IV game, select Properties, click on the LOCAL FILES tab, then click on the VERIFY INTEGRITY OF GAME FILES button. This will validate the game files just installed. Paradox Development Studio’s Hearts of Iron IV has amassed an incredible following of truly passionate players. Ever since its release back in , the game has been pulling new players back to their PCs to play this wonderful grand strategy game. To that end, we have developed a quick guide to the top five tips for players to take advantage.
    Hearts Of Iron 4 Tipps 2/2/ · Guides» Hearts of Iron IV - Guide to Division Templates for Dummies. Hearts of Iron IV - Guide to Division Templates for Dummies. Written by Eucharia / Feb 2, Some information and basic/advanced division templates for any level of player. Walkthroughs, Tips & Tricks. Tipps für den Einstieg. Wenn Sie Hearts of Iron IV neu kennenlernen, denken Sie bei der Formulierung Ihrer Pläne zur. Hallo!Anmelden; Abmelden. Suchen. News · Deals; Tech. News; Tests; Videos; Hardware; Gadgets & Lifestyle; Netz & Trends; Home Entertainment; Mobile. Hearts of Iron 4 Cheats und Tipps: Cheats und Konsolenbefehle für Schlachten, Ressourcen und Technik, Bauplätze in und 0 weitere Themen. [Hearts of Iron IV] Wie kann ich als befreite Nation weiterspielen? [Hearts of Iron IV] Tipps und Tricks: Was für Vorteile bringen die 3 Parteien. Sarah Grey average, each nation gets 2 Bergkönig of political power per day, modified by certain traits, individuals, Hearts Of Iron 4 Tipps actions or characteristics. This item will only be visible to you, admins, and anyone marked as a creator. Deck size seems to Film Kino the way to go when modifying a carrier. How can I delete frontlines? A Kinofilme Gratis Online Schauen Division will require Equipment in order to complete its training. You first use of accumulated Political Power should be switching to War Economy, if possible. The host of the game is able to start a fresh game or load a previous session that was not completed. You will want to reach War Economy as soon as possible. Resources are found Kinoprogramm Harsefeld certain locations on the map and are not evenly distributed. Naval doctrine: Some of the great powers will start with an initial naval doctrine. Tank Divisions Light Tank Division With SPA This is a light tank division that's very quick compared to their medium cousins that can make encircling the enemy a breeze.

    Superior Firepower, however, is the best focus to use in most scenarios. However, the percentage boost to recruitable manpower offered by Mobile Warfare and Mass Assault are also incredibly worthwhile throughout the game.

    Grand Battleplan is really only suggested if you fully utilize your generals. The focus is effective, but simply demands more micro-management to take advantage of.

    Mass Assault provides an excellent manpower boost, but ultimately falls a little flat compared to Superior Firepower or Mobile Warfare.

    Consider focusing your time on those two doctrines. Focus on civilian factories first. Civilian factories build other factories, making them paramount during the early phase of the game.

    Try to build at least eight civilian factories and try to collect at least four more factories from focus trees and economic laws.

    After you ultimately have 12 to 15 civilian factories, you will be able to sufficiently produce military factories. When it comes to developing your weapons and infantry equipment, the key is balance.

    Start out with some base weapons and a little infantry equipment before working on your artillery. Folgen Sie den Links zu den Artikeln, um detailliertere Informationen zur Spielmechanik zu erhalten — darunter auch einige der mathematischen Formeln, die als Grundlage für die Berechnungen des Computers dienen.

    Wenn Sie das Spiel starten, sehen Sie ein Menü mit fünf Buttons. CREDITS zeigt eine Liste des Teams an, das Hearts of Iron IV entwickelt, produziert und fertiggestellt hat.

    Die wichtigsten Buttons sind die drei übrigen Klicken Sie auf Einzelspieler , wenn Sie alleine eine Partie Hearts of Iron IV spielen möchten.

    Alle übrigen Nationen werden dann vom Computer gesteuert. Im Einzelspieler-Menü können Sie gespeicherte Spiele laden und fortsetzen. Wir raten Ihnen dringend, dieses Tutorial zu spielen, um sich den Einstieg ins Spiel zu erleichtern.

    Klicken Sie auf Multiplayer , wenn Sie online mit anderen Spielern eine Partie Hearts of Iron IV spielen möchten.

    Es können bis zu 32 Spieler gleichzeitig Hearts of Iron IV spielen. In diesem Menü kann der Host des Spiels eine frühere Sitzung laden, die noch nicht abgeschlossen wurde.

    Klicken Sie auf Optionen , um Grafik und Sound von Hearts of Iron IV auf Ihrem Computer anzupassen. Sie können die Bildschirmauflösung verändern, die Audio-Optionen konfigurieren und einige andere Spieleinstellungen anpassen.

    Die "Spieloptionen" auf der ersten Registerkarte des Optionsmenüs sind sehr wichtig. Sobald Sie die Grundeinstellungen vorgenommen haben, müssen Sie entscheiden, welches Szenario Sie spielen möchten — und welche Nation innerhalb dieses Szenarios.

    Sie kontrollieren dann für die Dauer Ihrer Spielsitzung diese Nation. Hearts of Iron IV bietet zwei verschiedene Szenarien — und Jedes dieser Szenarien bietet eine ganz eigene Herausforderung.

    Das Szenario beginnt am 1. Januar Dieses Szenario führt am wahrscheinlichsten zu alternativen Versionen des Zweiten Weltkriegs, da es mit weniger Bündnissen oder Kriegen startet.

    In diesem Szenario geht es mehr darum, die Grundlagen für Ihre Kriegspläne zu legen, der Fokus liegt zu Beginn auf Fabriken , Forschung und Diplomatie.

    Das Szenario beginnt am Freitag, 1. September Deutschland hat seine Macht in Mitteleuropa konsolidiert und bereitet einen Angriff auf Polen vor.

    In diesem Szenario geht es mehr darum, Ihre Armeen aufzubauen, zu versorgen und zu befehligen. Nachdem Sie Ihre Wahl getroffen haben, erscheint eine Weltkarte und Sie erhalten die Gelegenheit, sich noch einmal umzuentscheiden.

    Wenn Sie sich sicher sind, klicken Sie in der rechten unteren Bildschirmecke auf Spielen. Die Benutzeroberfläche von Hearts of Iron IV wird Veteranen der Strategiespiele von Paradox sofort vertraut sein.

    Am oberen Bildschirmrand erscheinen Hinweise und Warnungen. Die rechte Bildschirmseite dient der Anzeige von Informationen zu Ihren Truppen. Am ganz oberen Rand des Bildschirms werden wichtige zusammenfassende Informationen zum Status des Spiels und der Welt eingeblendet.

    Auf dem Hauptspielbildschirm verlaufen am oberen Rand bis etwa zur Mitte des Bildschirms Zahlen von links nach rechts. In der oberen rechten Bildschirmecke sehen Sie einen leuchtenden Kreis mit einer Prozentangabe darunter.

    Dabei handelt es sich um die weltweite Spannung. They should serve you well whether it be holding your front line or seizing enemy land.

    Highly recommended you upgrade this to the 40 Width. Will probably be used for most of the game. You want to get off of this template and onto the 20 width as soon as possible, but don't go straight for it if you can't afford it.

    Anti Tank Division A division great for keeping near locations where enemy armor is. National Unity is determined by National Spirit traits that can be assigned to certain countries France, for example, starts with very low NU , but it can be modified through National Focus choices or recruiting government officials to modify it.

    Political Power This is the amount of political power the nation's leadership has earned. Political power can be spent on completing national focus ideas, recruiting military and scientific advisors, changing trade and conscription laws, and some diplomatic actions.

    On average, each nation gets 2 points of political power per day, modified by certain traits, individuals, player actions or characteristics.

    Manpower The number of men available to create and reinforce military units. This is affected by a number of factors, primarily mobilization laws and the number of units under construction.

    In order to increase your manpower, you must change your Conscription Law. Factories Three separate numbers, listing the military factories, naval dockyards and civilian factories available for new orders.

    We will deal with their roles in a future section. Army, Navy and Air experience As units fight or, in the case of armies, exercise, they will gain experience.

    Army experience can be spent in the unit designer to edit or invent land divisions. Naval and air experience can be spent on modifications for ships and planes, giving them bonuses to speed, firepower, and so on.

    The hotkeys for these menu buttons are noted above. They follow, from left to right, across the top row of the keyboard. The windows they open are detailed below.

    National information and development To the far left of the screen the player nation's flag is shown. Click this flag to open a view of national status.

    This view shows a portrait of the nation's leader, political support and parties, some active variables and factors for the nation, and three rows of items that political power can be spent on.

    You can open this tab by clicking your flag There will be a prompt to choose a national focus for the country. It takes 70 days to complete a national focus, and it costs one political power point per day.

    National Focuses are similar to research tech trees in other games, except they are connected with choices the country is making about its direction.

    It may choose to, for the moment, focus on industrial growth, or, in the case of Germany in most games, push for expanding its borders at the expense of its neighbors.

    Some National Focus choices are mutually exclusive; the Soviet Union cannot be friends with both China and Japan.

    From this menu, it is also possible to spend political power on changing government laws or hiring political, military and industrial advisors. Most changes will cost a minimum of political power, very powerful advisors may cost up to It is possible to add an industrial concern or a theorist to improve certain types of research.

    Military Staff It is possible to add a Chief of Army, Chief of Navy and Chief of Air Force to improve research or combat skills in the relevant field.

    Up to three other members of the high command may be hired. To the upper right of the screen there is a glowing circle with a percentage below it, indicating the world tension.

    This percentage is the measure of how much tension is in the world. Some diplomatic and military actions, especially for democratic or neutral nations, require the world tension to reach a specific level.

    World tension is increase by historic events, declarations of war, and other hostile diplomatic actions. We will get to the peace treaties in following sections.

    Tension Required Some national focus can lower the threshold. Below you find the base threshold without any modifiers.

    Democracy Democracies cannot justify wargoals against other democracies. Research The gray button at the top of the screen See the interface tab for more information marked with a beaker opens the research menu.

    There will be two to four slots available to research particular technologies, but pursuing specific national focus ideas may unlock additional research slots.

    There are eleven categories of research. Each nation starts with an historically appropriate level of technology and theory, depending on the scenario.

    All the research trees except for doctrines are marked along an historical timeline. Researching a technology or unit before the historic date will take longer than it would if they are researched it at or after the historic date.

    This penalty may be modified by pursuing certain National Focus ideas. Infantry: researching better infantry weapons and different types of infantry divisions.

    This is where mechanized infantry, paratroopers, marines, mountain troops and so on will be unlocked. Support: researching support battalions that can attach to divisions.

    This is where engineers, field hospitals, mechanics, and so on can be found. Tanks: research light, medium and heavy tanks, as well as variant tanks based on the chassis unlocked.

    Artillery: researching artillery, anti-tank and anti-aircraft weapons. Land doctrine: Most of the great powers will start with an initial land doctrine.

    It is possible to change this, but all land doctrine paths are mutually exclusive. The land doctrine chosen will assign major land combat bonuses. Naval doctrine: Some of the great powers will start with an initial naval doctrine.

    This may be changed, but all naval doctrine paths are mutually exclusive. The naval doctrine chosen will assign major naval combat bonuses.

    Aircraft: researching different types of fighters, attack planes and bombers as well as carrier borne variants. Air doctrine: Some of the great powers will start with an initial air doctrine.

    This too may be changed, but all air doctrine paths are mutually exclusive. The air doctrine chosen will assign major air combat bonuses.

    Engineering: researching electrical engineering for radars for detection and computers for research and encryption bonuses , as well as researching nuclear and rocket technology Industry: researching means to improve the efficiency, productivity and resource extraction capabilities of the country.

    Diplomacy The gray button with a hand ready to be shaken opens the diplomacy menu. Here is a list of nations and a number of filter buttons to narrow down the list.

    After clicking on a nation to interact with, there will be a portrait of its leader, and a little bit of information about what the nation is up to.

    In the upper right corner of the menu, there will be a couple of tiny flags with arrows indicating the relationship between the two nations. There are a number of actions that can be taken in the diplomatic menu, provided the requirements are met.

    Democracies are especially limited in their abilities to undertake aggressive diplomatic actions unless the world tension meter has climbed to a high enough level.

    Hover the mouse over each option for a description of the diplomatic action and what conditions must be met. Additional Information Military Access: You don't need to give another country access to your own territory if both you and the second country are at war with a common enemy.

    This automatically happens when warring nations gain common enemies and cannot be prevented in any way. Join faction and Create faction: the conditions to cancel these diplomatic actions are essentially the same.

    They're the conditions to activate the Leave faction diplomatic action, except that you cannot be the faction leader when you join a faction. Patrol mission will give your fleet the highest chance of spotting enemies and will attempt to engage all targets by default other AI considerations still apply.

    Fleet is very spread out and slower ships may take quite a long time before arriving at the place of the battle. Search and Destroy mission will have the fleet travel in tight formation attempting to engage all targets other AI considerations still apply.

    It will have hard time spotting the enemy, but may be able to start dealing damage very quickly, before enemy heavy hitters arrive.

    Convoy Raiding mission will have your ships look for enemy convoys while avoiding their fleets. Convoy escort mission orders your fleet to look for enemy submarines and other commerce raiders while avoiding combat unless specifically defending an engaged convoy.

    Turn in on and off based on how aggressive you want your fleet to be. It is also required to deal damage of their own. Ships escape battle based on their Strength, rather than Organisation, unlike Land Units.

    Each naval doctrine has separate sub-branches providing bonuses for subs and screens respectively.

    Fleet in Being doctrine is best suited for powerful traditional navies who want to get decisive battles early on. The destroyer and sub sub-branches are fairly decent but weaker than their counterparts in Base Strike and Trade Interdiction, respectively still making them a good middle ground for those who want to use both of those types, like many minor nations.

    Trade Interdiction is one that has most potential. The sum of the buffs it grants make other 2 doctrines pale in comparison. It provides very significant bonuses for all types of ships and should be picked by nations who want to power their way into the naval game and challenge established powers with superbuffed cruisers, carriers and subs, and are willing to pay with a lot of research for it.

    Or by those who just want to harass the more powerful enemies and do it well. Base Strike doctrine focuses on carrier use.

    Its right sub-branch provides the very best bonuses for carriers and their aircraft hand down. Left-most one also gives best destroyer bonuses to boot.

    Sortie efficiency carrier aircraft use in battle is negatively affected if you operate their fleet in more than 1 region.

    When building a carrier you can preselect her planes from the production menu by clicking on a blue plane icon on the carrier order card. Deck size seems to be the way to go when modifying a carrier.

    Naval capacity is simply an amount of divisions you can use in naval invasions at the same time. Weight of the divisions only affects how many convoys will be used to perform the invasions.

    That's it. You can invade with naval invasion capacity worth of weight 1 or weight divisions, no problem. Naval invasion order sometimes refuse to have your divisions assigned.

    Select the divisions and after manually selecting Divisions Assignment Mode from the bad click on the order's arrow to assign. Do it one division at the time if need be.

    You can only perform 1 invasion at the time from each of your ports. You can select one or more provinces you want you forces to land in.

    All have to be adjacent to the same naval province. Units will land randomly in those provinces. You can click on a Naval Invasion order while holding Alt to modify it.

    Changing the landings does not affect the preparation time. Changing the starting port resets it to 0. The bigger the invasion the longer it will take to prepare.

    You can keep adding divisions to the invasion that is already preparing but it will increase the time needed. When invading focus on capturing a port asap.

    Your troops will ran out of supply really fast and without a port those that already landed are doomed.

    Those that are repelled while performing an attack from the sea will be turned back to the port of origin. If you established a beachhead you can keep adding divisions to that order as long as less than your capacity are at sea and they will instantly embark from the origin port and sail to reinforce said beachhead.

    If you have a port, however, you can just transfer your troops there by normal means. To execute the invasion order you need to have both an intel or at least neutral naval supremacy in all the regions en route.

    Intel can be provided by either radar, planes a lot of them or ships on one of the orders in the zone. Ships that are fighting don't provide either.

    Once the order is put in motion you don't need intel or supremacy anymore, the landing crafts will attempt to reach their goal, they can be, however, still intercepted sunk even while already coming ashore.

    You can attach standard land orders to the end of a naval invasion and thus telling your units how they should proceed after landing.

    Paradrops are basically the same, but start in airbases, need air superiority and Transport Planes with proper range. To gain planning bonus your divisions need to stand still at the frontline, while being assigned to attack order.

    Planning bonus will slowly fade away while you aren't doing so. Be it if you are fighting, advancing or even standing in the same spot after the plan was deleted.

    If you want to fully manually control your troops you should simply delete all the frontlines when you are starting the offensive.

    Planning bonus won't simply disappear see above. You can assign manual orders to units under Ai control. They will override AI ones, but unit will go back doing its thing the second your que-ed up orders are finished.

    That may mean your panzer divisions 1 provinces deep into enemy territory strategically redeploying to the far end of their frontline 30 provinces away.

    If you want to keep one of your armies focused at the certain part of the front for example while advancing you can keep shortening their frontline, while holding Alt.

    Assigning a unit to an order automatically assigns it to the proper frontline as well. Not the other way around if you have more than one order attached to the frontline.

    TvF Spearhead command will, once put in motion, unlike standard attack order, NOT adjust the provinces it wants to take based on frontline changes.

    TvF You can not manually adjust what provinces the order targets, Sometimes it will be a corridor 6-provinces long 1-province wide, while in the other part of the front it will want to capture 30 provinces in a big cone before reaching that one 6-provinces deep.

    TvF You can to some extent circumvent that issue by queueing several smaller Spearhead orders one after the other to target exactly what you want.

    As of 1. By pressing the right facing arrow button on top of your army icon you can activate all the orders for that army. You can also Shift-click on that button and then on a specific order arrow on the map to activate only that order.

    Red square button to the left simply stops all the orders in motion for that army. Tooltip is incorrect. Red exclamation mark means that the unit is not assigned to any orders or frontlines.

    Yellow exclamation mark means that the unit can't for some reason reach the position required of it by an order it is assigned to.

    Usually due to supply limitations. You can move units overseas by either assigning them to an order there or by moving them to the port and then manually r-clicking the port you want them to sail to.

    Units assigned to an order overseas will go to the nearest port and sail to the port that is nearest their desired position. They will not take the length of sea travel into account.

    For example Italian unit in Belgium ordered to move to Egypt with Gibraltar blocked will instead of going to the Marseille and catching a boat there embark in Belgium and sail all the way around Africa.

    Watch out for it. You can use fallback line orders to establish defensive positions behind your front lines or on your shores etc.

    You can use a fallback line behind your lines as a rally point for the troops that you're recruiting. Simply draw it and after clicking on that circle left from the location selection bar click on that fallback line.

    Your troops will go there after spawning. Useful if you are using AI to fight your battles since adding units straight to your fighting forces will confuse the battleplane AI and make your offensives stall.

    Full shield indicator means maxed out entrenchment bonus. Balanced Battleplan AI is, in general, way too conservative when face with no or very little opposition, but Aggressive may at times lead to throwing man and equipment away in suicidal attacks.

    Use with caution. Hearts of Iron IV Photo: Paradox Interactive. Read More 'Hearts Of Iron 4' Advice: Take The Trouble To Learn The Game Join the Discussion.

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