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Hygge Gaming
Sweden
Приєднався 19 лис 2022
Welcome to Hygge Gaming!
We release HOI4 guides, streamed multiplayer events with live studio, team presentations, game analysis, multiplayer highlights and much more.
-Guides-
We release a new guide every monday and an additional one every second thursday for Patreons.
-Multiplayer-
Every 5-6th week we will live stream a multiplayer event with a live studio. The games are played on a version of TFB mod with a historical time line. We are usually 30-45 players playing with 2-3 in the studio. Most games are endorsed as Paradox Frontlines events.
On top of the streamed events, we do team presentations, post-game analysis, multiplayer highlights, meta discussions and much more.
-Patreon-
If you want more guides, more highlights, multiplayer saved games, discord hangout and much more, become a Patreon!
www.patreon.com/hyggegaming
-Channels-
Our streamed events are being streamed here on YT and on Twitch:
www.twitch.tv/hyggehofgaming
Join the Hygge!
We release HOI4 guides, streamed multiplayer events with live studio, team presentations, game analysis, multiplayer highlights and much more.
-Guides-
We release a new guide every monday and an additional one every second thursday for Patreons.
-Multiplayer-
Every 5-6th week we will live stream a multiplayer event with a live studio. The games are played on a version of TFB mod with a historical time line. We are usually 30-45 players playing with 2-3 in the studio. Most games are endorsed as Paradox Frontlines events.
On top of the streamed events, we do team presentations, post-game analysis, multiplayer highlights, meta discussions and much more.
-Patreon-
If you want more guides, more highlights, multiplayer saved games, discord hangout and much more, become a Patreon!
www.patreon.com/hyggegaming
-Channels-
Our streamed events are being streamed here on YT and on Twitch:
www.twitch.tv/hyggehofgaming
Join the Hygge!
HOI4 Guide - Build Fighters with up to 75% less Rubber and a lot less Aluminium
#hoi4 #heartsofiron4
Its Monday Again, and its time for another HOI4 Guide. This time we will look into how to build fighters with 50-75% less rubber and a lot less aluminium. This also works on other planes but keeping the scope down as always :)
If you for some reason want to have more guides and also support us at the same time, you can check out our patreon:
www.patreon.com/HyggeGaming
Your support means everything! You guys make this possible!
00:00 Intro
00:16 1940 Heavy Fighters
1:23 The Setup to make this possible
04:03 The Channel
04:42 Light Fighters, 1936 to 1939 tech, edition
06:58 Non Strategic Material Uses
08:09 Outro
Its Monday Again, and its time for another HOI4 Guide. This time we will look into how to build fighters with 50-75% less rubber and a lot less aluminium. This also works on other planes but keeping the scope down as always :)
If you for some reason want to have more guides and also support us at the same time, you can check out our patreon:
www.patreon.com/HyggeGaming
Your support means everything! You guys make this possible!
00:00 Intro
00:16 1940 Heavy Fighters
1:23 The Setup to make this possible
04:03 The Channel
04:42 Light Fighters, 1936 to 1939 tech, edition
06:58 Non Strategic Material Uses
08:09 Outro
Переглядів: 3 384
Відео
HOI4 Guide - Weather in Land Battles - 5 Things you didn't know
Переглядів 2,6 тис.День тому
#hoi4 #heartsofironiv Anyone who ever invaded the Soviet Union or fought in North Africa has realized that the weather has quite an impact on your fighting success. So In this guide I will make a deep dive into one angle of the weather mechanics, namely: 5 Things you didn't know about weather in land battles I hope you will enjoy it :) If you want to have more guides and support us at the same ...
HOI4 Guide - Conversion speed and strategies
Переглядів 3 тис.14 днів тому
#hoi4 #heartsofironiv It's time to go deeper into conversion speed, the two techs for this, what they do and how you can use it to get your tanks and fighters up to speed. If you want to have more guides and support us at the same time, you can check out our patreon: www.patreon.com/HyggeGaming Your support means everything.! You guys make this possible! 0:00 Intro 0:19 How Conversion and Conve...
HOI4 Guide - How Air Mission Efficiency Really Works
Переглядів 2,7 тис.21 день тому
#hoi4 #heartsofironiv Welcome back to another Hygge Gaming monday guide! This week we continue on our air theme, by now taking a step back and look at one of the very fundamentals in air warfare, namely Air Mission Efficiency. If there's only one thing you need to know about air warfare, this is probably it. Yet I think many doesn't fully know how this work and what you can do about it. So that...
HOI4 Guide - Testing Fighters - How much do Range and Air-efficiency matter - Light vs Heavy
Переглядів 3,2 тис.Місяць тому
#hoi4 #heartsofironiv I have tested air-efficiency, range and how viable Heavy fighters are against small airframes. This guide will hopefully give a lot more insight into when you need to care for range and air-efficiency and when you do not. If you want to have more guides and support us at the same time, you can check out our patreon: www.patreon.com/HyggeGaming Your support means everything...
HOI4 Trailer - Bergagårdhof IV - MP Frontlines Live Event with Studio
Переглядів 296Місяць тому
#hoi4 #heartsofiron4 Massive 42 player game casted by our amazing studio. Gear up for 10 hours of HOI4, open a can of relevant beverages together with Victor, Petey and some new acquaintances. This time we are supported by a professional studio team, better gear and even more fun stuff for you all. As always you can watch the stream on UA-cam: www.youtube.com/@hyggegaming Twitch: www.twitch.tv/...
HOI4 Guide - How Sortie Efficiency Really Works - Carriers in naval battle
Переглядів 2,7 тис.Місяць тому
#hoi4 #heartsofironiv In this mix of a HOI4 navy guide and HOI4 air guide I will go through how Sortie Efficiency really works. In other words, it will focus on Carriers, Naval Bombers, Carrier Fighters and Dive bombers in naval battles... and carrier overcrowding & air efficiency. This is one of the more confusing mechanics in the game at first glance, but really not too complicated once you r...
HOI4 Guide - Best Fighter Templates and Meta with testing and numbers
Переглядів 10 тис.Місяць тому
HOI4 Guide - Best Fighter Templates and Meta with testing and numbers
HOI4 Guide - 4 Things you didn't know about Naval Bombers
Переглядів 13 тис.Місяць тому
HOI4 Guide - 4 Things you didn't know about Naval Bombers
HOI4 Navy Guide - 3 Things you didn't know about Submarines in Naval Battles
Переглядів 3,9 тис.Місяць тому
HOI4 Navy Guide - 3 Things you didn't know about Submarines in Naval Battles
HOI4 Guide - War Support, this is how you do it!
Переглядів 1,1 тис.2 місяці тому
HOI4 Guide - War Support, this is how you do it!
HOI4 Guide - 3 Things you didn't know about Collaboration Government
Переглядів 3,3 тис.2 місяці тому
HOI4 Guide - 3 Things you didn't know about Collaboration Government
HOI4 Guide - One Division Training
Переглядів 2,5 тис.2 місяці тому
HOI4 Guide - One Division Training
HOI4 Guide - How to Micro Navy - 5 Easy steps
Переглядів 6 тис.2 місяці тому
HOI4 Guide - How to Micro Navy - 5 Easy steps
HOI4 Research - Tips, Tricks and how Everything Works
Переглядів 4,3 тис.3 місяці тому
HOI4 Research - Tips, Tricks and how Everything Works
HOI4 Guide - 3 Things you didn't know about Fuel Silos
Переглядів 4,2 тис.3 місяці тому
HOI4 Guide - 3 Things you didn't know about Fuel Silos
HOI4 - 6 things you didn´t know about how to use Naval Bases in land combat
Переглядів 4,2 тис.3 місяці тому
HOI4 - 6 things you didn´t know about how to use Naval Bases in land combat
HOI4 Guide - 3 Things you didn't know about Civilian Intelligence
Переглядів 3 тис.3 місяці тому
HOI4 Guide - 3 Things you didn't know about Civilian Intelligence
Screening Efficiency and how you need to build your navy - HOI4 Guide
Переглядів 2,1 тис.4 місяці тому
Screening Efficiency and how you need to build your navy - HOI4 Guide
HOI4 Guide - Top 5 Overlooked Admiral Traits
Переглядів 2,1 тис.4 місяці тому
HOI4 Guide - Top 5 Overlooked Admiral Traits
The 5 Steps for a successful Offensive - And how to Micro it - HOI4 Micro Guide
Переглядів 7 тис.4 місяці тому
The 5 Steps for a successful Offensive - And how to Micro it - HOI4 Micro Guide
HOI4 Guide - 3 Things you didn't know about Naval Positioning
Переглядів 3,3 тис.4 місяці тому
HOI4 Guide - 3 Things you didn't know about Naval Positioning
HOI4 - Use your Command Power to gain Unit Abilities
Переглядів 2,1 тис.4 місяці тому
HOI4 - Use your Command Power to gain Unit Abilities
HOI4 Navy Guide - How Naval Armor vs Piercing REALLY works
Переглядів 3,2 тис.5 місяців тому
HOI4 Navy Guide - How Naval Armor vs Piercing REALLY works
What if... 3 History Nerds & a cat cast epic HOI4 MP game? ft. Dankus
Переглядів 1,2 тис.5 місяців тому
What if... 3 History Nerds & a cat cast epic HOI4 MP game? ft. Dankus
HOI4 Guide - Top 3 best Combat Tactics, how to get them and use them!
Переглядів 4,6 тис.5 місяців тому
HOI4 Guide - Top 3 best Combat Tactics, how to get them and use them!
HOI4 Guide - The REAL value of Army Intel in HOI4
Переглядів 4,1 тис.5 місяців тому
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HOI4 Guide - How Ground Attack REALLY works
Переглядів 4,1 тис.6 місяців тому
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HOI4 Guide - Why You need to understand how Speed works
Переглядів 3,8 тис.6 місяців тому
HOI4 Guide - Why You need to understand how Speed works
Thanks for your work. Love your guides. Keep up the good work.
Thanks a lot mate! ❤️❤️
Hmm, not nuch detiles what a pitty. so much sotial bushit in steed of going on the detailes of the buildups
Ok just terrible moderaters
I’m sorry you feel that way! Most viewers really enjoyed and gave positive feedback. With that said, we agree that we want to be a bit more analytical going forward.
Does it also works on 1940 fighter?
It works on any aircraft, and the more slots the more benefits you will get for setting up a 3 line system. //TheRealBoppus
Boppus' hand movements are so powerful the mic had to go far away 😂❤
Haha, did I smash it somwhere?
@@hyggegaming you didn't. it just looked so animated and expressive. very fun. also the sound seems a bit "far away" there's a lot of room sound. but it's not distracting. at least with headphones.
Now this is crazy. Definitely a huge game changer. So good that I kinda doubt that this is intended and fear it might be changed soon in some way.
Its been like this for a long time, feels like Paradox is fine with it :) //TheRealBoppus
Wow, I had no idea. 😮 How can I see that my own spies are effective in the ways described without “changing to the other player”?
Hmm. I can’t really remember (not by the computer now). But maybe you can hover the enemy division in one of the mapmodes to see the effect
Genius but in the same time seems too cheese for me to use
Yeah, it’s absolutely somewhere at the cheese-scale, for me im totally fine with it :) //TheRealBoppus
Meta=exploids
"Using mechanics exactly as designed is an exploit", apparently.
@@TheMelnTeam coversion is ment to Improve existing airframes or chassis by adding newly researched models and not to have a billion production lines to save resources
@@Spielkind104 Conversion is meant to do what the game and official wiki tells you: change one design to another, at a defined cost premium. Pdox is well aware of it. You will find elsewhere in these comments that he tried to make non-strategic materials work, but changing it out costs too much even with the tech. Same is true for changing some tank modules and ship modules. Calling something that works *exactly as described/defined* an exploit because you didn't think of it/don't like it is nonsense. You can argue whether it's properly balanced. Calling it an exploit implies you don't have a coherent working definition of what that word means.
@@TheMelnTeam only because there aware of it dosent mean that they need to patch it. No one is forced to use exploids, in singleplayer no one cares how much you're cheating and in mp you can instantly tell when someone does it anyways.
@@Spielkind104 I mean they're aware if it in that they clearly & deliberately made some things worth converting and not others. Making ~11% fewer vehicles to expend fewer resources might be an imbalanced tradeoff in your mind, but calling it an exploit while the player is using the mechanic exactly as it says on the tin and getting exactly the purported output values is a head scratcher.
Thanks, great help.
Happy to be of service! //TheRealBoppus
Very interesting guide, I think this is the only thing I haven't tried yet for aviation, the math is clear, with small countries you can change your game strategy if you use these conversions .. bravo 👍
I haven’t actually set it up with three lines before so I learned some new things as well, and its always nice to be able deliver news to you :) //TheRealBoppus
there is an error in the description. It says aluminum
Many thanks, i had two possible spellings to fall back to but failes anyways. Its corrected now :) //TheRealBoppus
@@hyggegaming the 2 Possible spellings are a myth. IUPAC is very clear in all their material.
I was asking if it was worthwhile to build the frames early on and convert in a previous video. You mentioned you didn’t think so but alas you found a way.
Oh, then I probably messed up, sorry for that and you where totally right :) //TheRealBoppus
@@hyggegaming definitely wasn’t trying to be right, but bringing it up for further thought. Glad it turned out to be accurate.
I didn’t in any way mean it in a bad way :) //Boppus
The point with dispersed industry: Strategic bombing damage reduction cannot be reduced by bombing. But AA can get damaged or disabled completely and in that case there will no longer be any reduction.
thanks for the content, i will be watching the games! oh by the way GO DANKUS !
Well see how it goes this time, it was really interesting last game to see him go up againt Jaakob! //TheRealBoppus
This feels like cheating and using bugs...
Yeah, its absolutely in some kind of exploit greyzone, but I wouldn’t say its straight up cheating. There are probably a lot of ways to roleplay this to being just an effective management if your industrial complex:) //TheRealBoppus
We'll see if Paradox considers it as such and fixes it. Maybe they'll just nerf it by reducing the amount of rubber saved but not remove it completely. I do kind of like it, it adds a layer of strategy to production lines where there previously wasn't one. If you want an in-universe explanation, maybe conceptualize it as a boost in the efficient use of resources as a result of proper vertical integration.
@@Fusseliko it's dumb tho, you still should pay the same price in resources
I wouldn't say it's cheating, it's just taking advantage of HOI4 economy where some PTSD from prior versions made Paradox get rid of resources as assets, and put them in as rates. This exploit wouldn't exist if one plane required 10 units of rubber, as opposed to 2 rubber per day. The way HOI4 economy works, resources are essentially fuel for factories rather than stuff weapons are made of, and that opens the door to all kinds of exploits. Another one is building planes from non-strategic materials, and then upgrading them to not use non-strategic materials.
You are paying a cost premium to use fewer resources. You might think the cost increase is insufficient, but that's a matter of balance opinion. Doing this is strictly worse than free market trade-backs commonly used in MP games, unless you can't produce or trade for enough of the resource. AKA, it's situational, because it requires multiple extra techs and a non-ideal situation to become the best option. It is 100% consistent with how the mechanics work as written. If a host were to ban someone for using this in MP using a broad "no exploit" rule without first writing a rule about it specifically, that host is a cheater and should himself be banned.
Upon getting the 1940 era medium airframe tech and the 1940 era airplane engine tech, there are a lot of unanswered questions that warrant for many major powers having at least 1 factory produce a very simple tri-motor prototype design that has 1 set of quadruple machine guns. Those questions are: 1. Ground Attack bomber or Naval Attack bomber or elite Heavy Fighter or ultra long range Heavy Fighter? 2. Air-ground radar? 3. Air-air radar? 4. How many extra fuel tanks, if any? 5. Should there be self-sealing fuel tanks? 6. Should there be armor plate? Most of the cost of the eventually determined future tri-motor design is the 3 engines plus the airframe plus the 1st (and possibly only) set of quadruple heavy machine guns in the prototype tri-motor airplanes. The two 1930s era conversion techs allow filling in an efficient manner the empty spaces in the 1940 era tri-motor prototypes that were produced, in order to fulfill the role that is eventually decided upon for those prototypes.
what do you think about armored cars(not trucks) ? do you use them in MP ?
In MP right now i usually dont, armored recon gives much better buffs to other things so the slight speed bonus of the AC is not worth it. //TheRealBoppus
Thanks for the guide. Was really struggling to build my airforce in last Italy game, as i had to build refineries even for German needs. This will be handy next time as i can directly lend lease to them instead to keep both of our air forces a float with less rubber
Nice to see you in the comments Jos and im happy to help, I hope the next game goes smoother :) //TheRealBoppus
You really could have explained the purpose of Step 2 much better. Trying to KISS Step 2 is 32% more expensive so you'd be using 9 more rubber (36 more Aluminum) to to keep the same output. The irony is that he didn't do it for normal Fighters because 2% (32% vs 30%) makes it not worth it?
He did it for Light Fighters, and explains why he only does it with two steps instead of three. It's halfway through the video.
Does this work best with concentraded industry? Does this works with tanks? Would love to add cast armor/sloped armor with this. Also dont forget to use strategic material on building base planes for conversion. Would save a ton of aluminium. Recently I found a new topic for you which is amfi tank with aa and barrela added to 4 truck 1 light tank(breaktrough) 2 light spg(max soft) and 1lignt td (max armor + piercing) qualifies as marine and so they can get 5x supply stored from invader ampfi trait. PUSHING deep was never so easy. You can increase this even more with mass assault supply grace and supply reduction(+logistic support) ans spec force marine and airborne supply grace. Nice mechanic. Same works with my snow overrun tamplate, Snow Ranger ampfi AA tank 2 mot arty 2 mot towedrocket 4 cavalary, winter specialist and montainer maxed. They go 6.4 but as enemy moves with 1 kmh you can imagine.
- Concentrated vs dispersed industry isn't relevant to whether you decide to use this. - It works with tanks, but remember some modules are more expensive to convert or replace than others. Similar to non-strategic materials in planes, swapping to cast armor adds significant extra cost to the point of not being worth. More likely you'd try to economize tungsten/chromium or (in edge cases) steel usage, if those are problems. If you're playing South America without DLC, you really might have a steel shortage, though you also won't have many factories to create a huge shortage. Still, making lots of tanks for 1 steel and then converting them could be worth maybe.
@@TheMelnTeam according to wiki, the conversion speed bonus is more efficent on a higher output % this way concentrated is better if you have a good growth and all the materials. Dispered can be also good if you dont have the materials and a higher base provide better gain if you choose new models. Hygge should test :D I will start and make medium heavy fighter without aluminum and rubber :D Lets see how it will go
This is truly an amazing tech because it takes mechanics we're all familiar with and uses them in a way we've not seen before. It doesn't make you think "how did they come up with it", but "why didn't I come up with it. Though this particular one shows that the material usage shouldn't solely depend on the amount of factories assigned to a production line. Imo it should be proportional to how much the line is producing. If one line makes 5 per day, it should use 5 times the amount of resources needed for one plane. Also with the more efficient a line is, it'd make sense that the material cost gets cut by a small percentage to represent that the factories got better at making that particular thing and can avoid waste. I'd love to hear some feedback about this idea. Some problems I can already see is that it'd need to pretty much overhaul the ressources, either by changing how many you can extract or how many you use by producing, which would need to change maybe too much in the state of the game we're in today. Maybe in hoi5? Maybe it's a pointless addition and we shouldn't change what's not broken?
Now that I think about it a bit, a clearer way to say what I mean is : instead of having the material cost being the cost per factory assigned, I think it should be the cost per plane produced. I take CIV6 as an example: before some of the DLC, you needed to have 3 iron mines to have 3 units of iron. If you wanted to make 2 knights which would use 2 iron each, you couldn't make them simultaneously because you only had 3. That's pretty much the system we have now : you need a certain number of material for a period of time for each mil you have on the plane. Back to civ : this was reworked in a DLC : now you stock up on ressources, if you have 2 iron mines you get two per turn. If you know you'll want 2 knights in a few turns, (15 iron each) you know you should wait to have 30 iron in reserve before spending some extra. In hoi4 this can't be done, the ressources extracted are just wasted if not used right there and then. One system in Hoi which uses this is fuel : your surplus gets stored and you don't need to have more fuel income daily than usage, you only need to have some in reserve, which does make absolute sense. So why not have this for other ressources ?
Intresting idea. Thanks. I only dont understand one thing. Why are you using 3 template of plane? I think 2 template of plane is enough. First template must be the most cheap (cheap first engine, non strategic materials, 1 cheap machinegun) and the second template of plane must be with best modules (module with rubber, best engine, best guns). You just convert from cheap template to best templane of plane? Am i right?
You pay resources for the amount of Mils on the line, with 2 lines you need to pay a lot more rubber since you need to pay it for both lines instead of just 2 rubber in the last line //TheRealBoppus
Hey. Is this because of my previous comments? 😎
Absolutley, all comments regarding this on the conversion guide and rubber on the figther guide pushed this up the ladder. But this was in mind from start with the figther and convesion guides, just wanted to build the framework first :) //TheRealBoppus
Great stuff, I can definitely see that the final step is worth it, saving 84 rubber is definitely worth the 1 military factory used for conversion. Just for the heavies, doing some quick maths, it seems that by adding step 2, you're effectively using 9 military factories to buy 36 aluminium and 12 rubber. In terms of construction, a civ is worth around 1.5 mils. It'd cost 7 civs to buy those resources from a third party, which would be equivalent to 10.5 military factories, so at 37 total factories the tradeoff seems to be worth it. Have you tested whether the terms of this trade change depending on how many factories you use to produce fighters, and if so, does the trade get better the more factories you use or is there a cutoff factory count at which point forgoing step 2 and instead switching to a one-step conversion line becomes more economical?
The vast majority of time Aluminum cost can be ignored but I can only imagine how insane this would be for countries like Japan or Romania.
this has been figured out in multiplayer. everyone who goes concentrated learns a harsh lesson and goes back to dispersed next game
Are you planing to create country guides in the future ? For example “best way to play Italy”. Or maybe you already have it in your patreon acc ?
Hey mate! We have one guide like that for Hungary (in patreon) but in terms of prepping for MP. But not in general, no. This might be something we will do more of if there’s a demand for it :) what did you have in mind?
at 12:00 when you talk about the winter specialist and winter expert, we can't see it because it's behind you. It would be nice, when you read us something that could be hidden like that to read it out loud so we don't lack infos :) As it is you said "some", which I'm not sure if that's 15 or 30%. :) Hope your channel ramp up otherwise, good luck !
Fantastic game! While everyone gave out a great performance, but... Finland, that's my boy out there!! On a more serious note: I really wish Paradox provided spectator mode a proper log for every battle etc so it would be easier for you guys to keep up. Perhaps you need air / navy special correspondents? 😂
It kills me how detailed the combat system is and yet an all artillery unit can actually win battles.
That’s why I think some mods are doing some of the balancing really well :)
thanks ! bro you are true legend in this game. Paradoox company should send you some medals or something.
Haha! Thanks a lot mate! They actually Have sent us actual medals.. twice 😂🫡
Does the 5x damage modifier from carriers apply when CV-NAV are being used manually (not in a naval battle)? I often put range improvements on my CV-NAV and micro them.
Turns out it actually was 10x damage for NAVs and 5x for fighters. I’m not 100% sure but if I recall they don’t do extra damage on regular air missions
Another thing. I think NAVs flying missions from a carrier always cover the full zone they fly into, even though their range isn’t enough. Test it a little bit, but I’m quite sure it works like that
@@hyggegaming if that's so it's a shame. I think they should probably have range impact sortie efficiency or something. Range should definitely be an important stat on aircraft operating from carriers.
I agree!
well you need Mech1 + ranger + snow stuff. My experiance is that snow buffs are really helpfull with cavalary + medium CAS. The best attack is which your enemy doesnt expect :) Like marine torugh river in the winter :D with Ranger and Pioneer
Yeah! I agree :) thanks!
Bit off topic, but has anyone checked the „Org loss when moving“ stats. It does seem to me like none of the modifiers work. You always get 20% Org Loss when moving, even if it’s supposed to be lowered to 15% or 10%
Very interesting! That deserves some investigation :)
Talking about Poland and flooding during these times! #wet
Water calculator, WTF is going on in this game?? <3 :)
Nice tips
Tackar :)
Very useful informations, I learned new things today, thanks for this extensive research 👍
Thanks as always mate! I really appreciate your comments!!
Is there a thing called Mudaranoia? I see mud everywhere, suddenly. P. S. impressive research, very well and concisely explained! Kudos!
Haha! Thanks a lot mate! Really ❤️
Which is why you don’t attack Russia during October-March unless you aant to lose a lot of equipment
Yepp! Or you at least be very cautious of where to make needle strikes :)
@@hyggegaming absolutely, when I play as Finland, I wait until the Germans attack to start my push, then I stop by October-November. Consolidate my frontline and start building supply lines for the next push. Sadly, I haven’t been able to take Moscow faster than the Germans this way.
Very reasonable way of playing :)
This is exactly what I was waiting for. Thank you!
That makes me really happy to hear! Thanks! :)
@hyggegaming what mods do you recommend?
I find all those tutorial videos really useful
Happy to be of service :) //TheRealBoppus
Unrelated, but how to grind a "Commando" traits? It's the only traits i'm a bit unsure on how to grinds
If you play TFB or similar you can train it via the academy.
Oh, I’m not sure tbh
Informative and well presented Thanks! ^^
Thanks mate :)
Attacking Poland in 1941. No wonder it's so cold.
😂😂 poor Poland always gets it in my guides
DAMNIT!!!!! This just sent my OCD's into overdrive... I'm playing in real time or x2 just to keep up with all the previous lessons and details now... Thank God you only release one lesson a week. It takes me a week just to absorb the weeks previous lesson. You guys are the ABSOLUTE kings with HOI4.. No one else comes close... Thanks again for another great lesson.. I'm going to go and beat my head against a wall now..
After staying up way too late, finishing this guide, this was the first thing I read waking up. Thank you so much. It really made my day! ❤️
I wouldn't love weather no matter how much i know about it. So hard to adapt for such a short cycle
4:24 i think it went off-screen
I think in broad strokes you can keep an eye on the season, and adapt to that rather than looking at actual tiles :) unless you play a country like Finland, then you should use this constantly to your advantage
Yeah, I completely forgot to post it…