This guide covers everything you need to build up the USA for a fight against Japan and the Axis by 1941 in a historical game against the AI. Most of the strategy can be carried over to a multiplayer game but remember that a human will fight much differently than the AI so certain aspects of the research, and the resulting Army, Airforce, and Navy compositions will need to be adjusted accordingly when facing a human opponent. Also, this guide assumes you have all of the relivant DLCs. This includes Man the Guns, No Step Back, By Blood Alone, Arms Against Tyranny, and Götterdämmerung.
Hearts of Iron IV and images © Paradox Interactive. |
![]() |
The United States has a huge foucs tree and just looking at it can leave one feeling overwhelmed. Don't worry, the proper path is pretty simple and will initially focus on removing the Great Depression debuff and getting you off of the Undisturbed Isolation economy law as quickly as possible. Then the path will load you up with buffs in the form of national spirits that will allow you to become the most fearsome war machine the world has ever seen.
There are several points where the focus tree is tied to political power actions, with an action needing to be done immetiantly before or after a specific focus is taken. In these situaions this order is very important and often flat out required. When this happens arrows between the Focus Tree path and the Political Power actions will point from the item to be done first to the item to be done second. For example, at the very start of the game Medium Lobbying Effort must be taken before you start Continue the New Deal. Other than when you reach a green arrow indicated order point, the focus tree and political power path will generally be out of sync, this is normal.
If you reach a point in the political power actions where you cannot take the next item due to missing a prerequitie, such as needing to be at war with Germany to take Total Mobilizaton, or needing to complete a focus, then wait till you can take the action in question, do not skip ahead or grab other items. You can click on the focus and political power items to mark them so you don't loose track of where you are.
Focus Tree | Order (When Important) | Political Power |
---|---|---|
![]() |
Medium Lobbying Effort | |
![]() |
Political Advisor: Henry Morgenthau Jr. - Financial Expert | |
![]() |
Small Lobbying Effort until you have the support of at least 58 Senators and 261 Representatives. Continue to get other items while repeating this. Keep an eye on semi-random events that can sway congress and lobby accordingly. |
|
![]() |
Political Advisor: Robert Taft - Silent Workhorse | |
![]() |
Start "Pay Farm Subsides" on Auguat 15th and "Medium Lobbying Effort" on October 1st. After the 1936 election use Special Measures and/or Small Lobbying Effort to get back to 58 Senators and 261 Representatives so you can start Selective Training Act. Remember that you have a 20 day buffer and that Neutrality Act also gives congressional support. |
|
![]() |
Chief of Army: Dwight D. Eisenhower - Army Offense | |
Wait 20 days | Improve Relations with China | |
![]() |
Send Attaché to China | |
![]() |
Stop Improving Relations with China | |
![]() |
![]() |
|
![]() |
||
Wait 20 days | Political Advisor: Donald Nelson - Armaments Organiser | |
![]() |
Theorist: Omar Bradley - Superior Firepower Expert | |
![]() |
Chief of Airforce: Carl Spaatz - Night Operations | |
![]() |
Past this point you only need 49 senators and 218 representatives. | Chief of Navy: William Halsey Jr. - Naval Aviation |
![]() |
||
![]() |
||
![]() |
||
![]() |
![]() |
|
![]() |
Millitary High Command: Mark W. Clark - Infantry | |
![]() |
Millitary High Command: John K. Cannon - Close Air Support | |
![]() |
Millitary High Command: Claire Lee Chennault - Tactical Bombing | |
![]() |
![]() |
|
![]() |
Establish the Greenland Patrol - Whenever this becomes available. | |
![]() |
||
![]() |
![]() |
|
![]() |
Past this point you no longer need to worry about congressional support. | I like to do these two at the same time. |
![]() |
Rosie the Riveter | |
![]() |
![]() |
|
![]() |
The research path makes a few assumptions:
Special Projects
As soon as your first Aerodynamics and Avionics Facility is built assign Robert H. Goddard to operate it. Assign Leslie Skinner to operate the second one. When you get your first breakthrough point spend it have Goddard start the Radar project. Then have Goddard start the Helicopter project with your next two points. Skinner is just there to generate breakthrough progress.
Assign William Francis Gibbs to the Naval Engineering Facility and save your first two breakthrough points for the Proximity Fuze project.
Assign John Walter Christie to work at your Land Warfare Facility as soon as it is built. Spend your first breakthrogh point to start the M3 Satan (Flamethrower Tank) project. Spend the next breakthrough point on the Military Engineering Vehicles project.
The other projects either aren't very useful or arrive too late to matter. But you can play around with Cruiser Submarines, Jet Fighters, or even the Land Cruiser if the war runs long for some reason.
Research Order
You can click on each item to mark it so you don't loose track of where you are.
Electronic Mechanical Engineering
Basic Machine Tools
Construction I
Synthetic Oil Experiments
Mechanical Computing
Disperesed Industry I
Radio
Improved Ship Torpedo Launcher - Newport News Shipbuilding
Construction II
Disperesed Industry II
Improved Machine Tools
Basic Fire Control System
Firefighting Drills - Newport News Shipbuilding (XP Boosted)
Bracket Shooting - Newport News Shipbuilding (XP Boosted)
Small Caliber Semi-Armor Piercing Shell - Newport News Shipbuilding
Armor Piercing Capped Medium Shell - Newport News Shipbuilding
Armor Piercing Cappped Shell - Brooklyn Naval Yard
Magnetic Detonator - Newport News Shipbuilding (XP Boosted)
Seperate Fire Mains - Newport News Shipbuilding (XP Boosted)
Rubber Processing
Ladder Shooting - Newport News Shipbuilding (XP Boosted)
Computing Machine
Cavity Magnatron - If the project isn't finished yet just slot this in as soon as you can.
Improved Radio
Excavation I
Diesel-Powered Emergency Pumps - Newport News Shipbuilding (XP Boosted)
Shell Dyes - Newport News Shipbuilding (XP Boosted)
Range Improvmments - North American Aviation
Excavation II
1938 Medium - Chrysler
Interwar Artillery - Rock Island Arsenal
Improved Fire Control system
Basic Armor Protection - Chrysler
Improved Engine - Chrysler
Improved Infantry Equipment I - Springfield Armory
Maintenance Company I
Improved Armor Protection - Chrysler
Bar & Stokes Mortar - Springfield Armory
105mm m101a1 - Rock Island Arsenal
Logistics Company I - Ford
Construction III
Dispersed Industry III
Advanced Machine Tools
M1 Thompson - Springfield Armory
Heavy MG - North American Aviation
Maintenance Company II
Engineer Company II
Survivability Studies - North American Aviation
Improved Rubber Processing
Armored Engineer Company - If the project isn't finished yet just slot this in as soon as you can.
Anti-Air Upgrade - Rock Island Arsenal
Excavation III
M1917 Browning MG & M2 60mm Mortar
Heavy Bombs - North American Aviation
Engines III - North American Aviation
Improved Air Launched Torpedos - North American Aviation
Improved Small Airframme - North American Aviation
1940 Destroyer Hull - Newport News Shipbuilding
1940 Cruiser Hull - Newport News Shipbuilding
40mm M1 - Rock Island Arsenal
Improved Artillery Upgrade I - Rock Island Arsenal
1940 Medium - Chrysler
Helicopter Recon Company - Sikorsky Aviation Corporation - If the project isn't finished yet just slot this in as soon as you can.
Helicopter Transport Company - Sikorsky Aviation Corporation - If the project isn't finished yet just slot this in as soon as you can.
Improved Infantry Equipment II - Springfield Armory
Centimetric Radar
M1919 Browning MG & M1 Mortar - Springfield Armory
Landing Craft
Improved Computing Machine
Logistics Company II - Ford
Recon Company II
Electric Torpedo - Newport News Shipbuilding (XP Boosted)
Advanced Rubber Processing
Dispersed Industry IV
Construction IV
Assembly Line Production
Advanced Radio
Phased Array
Improved Artillery Upgrade II - Rock Island Arsenal
155mm M114 - Rock Island Arsenal
Advanced Flamethrower - Chrysler
Improved Anti-Air Ugrade I - Rock Island Arsenal
Shock-Hardening Techniques
Excavation IV
Logistics company III - Ford
Advanced Fire Control System
Improved Anti-Air Upgrade II - Rock Island Arsenal
1943 Medium
M2 carbine - Springfield Armory
Modern Rubber Processing
Variable Time Fuze Shells - Rock Island Arsenal
Monopulse Radar
Advanced Small Airframe -- Only once you have the bonus from the Tizzard mission event.
M1941 Johnson MG & M2 4.2 Inch Mortar - Springfield Armory
Advanced Computing Machine
Engineer Company III
Recon Company III
M1 Bazoka - Springfield Armory
Advanced Artillery Upgrade - Rock Island Arsenal
90mm Gun M3 - Rock Island Arsenal
Past this point it doesn't really matter.Start by building an Aerodynamics and Avionics Facility in the south east corner of Nevada and another one anywhere else. Then build a Land Warefare Facility anywhere as well. Then build max level infrastructure in all states with at least 5 building slots plus Oregon, Arkansas, West Virginia, and Nevada.
When the game informs you that you have free civilian factories queue up the maximum possible number of civilian factories in the following states:
Next build four civilian factories in Ohio.
Then build three civilian factories each in:
Then build two civilian factories each in:
Then build one civilian factory each in:
Then queue up enough dockyards to give you a total of 80. Remember that the Two Ocean Navy Act focus will give you 10 for free. You can hover the mouse over your factory count in the main UI (top, just left of center) to see your current dockyard count. You should have more than enough free building slots in your costal states.
Then queue up maximum number of synthetic refineries in every state that has 100% infrastructure.
Finally queue up a level 5 railway from Washington DC to San Diego.
Moving out of the mainland US for a bit build the following on the island of Guam in the Western Pacific:
Now build the following in Mindanao in the southern Philippines:
This will allow you to use Mindanao as a staging point for naval invasions of Saipan, Iow Jima, and the Japanese home islands (I like to land in Hiroshima and quickly take the nearby airfields) while allowing Guam to act as a naval supply hub for the region.
Back on the mainland built the maximum number of millitary factroies in every state with 100% infrastructure.
Then convert all of the civilian factroies in the following states to military factroies:
As a final step queue up max level infrastructure in all states that don't already have it and then the maximum possible number of military factories in every state.
Past this point you can build a mix of civilian and military factories when you unlock the last level of disperesed industry or build in places like Alaska and Hawaii but it doesn't really matter any more.
There are a fair number of events that will offer you a choice of how to respond. From building up your economy faster to avoiding a civil war, many of these choices matter, a lot. Here are the responses that will put you on the fastest path to victory in the second world war. Note that there is an element of randomness here. You might not get every event listed here and you may get them in a different order.
![]() |
The US starts off with a powerful navy. Adding three more of the pre-designed Yorktown class carriers will give you the basis for two very powerful strike forces. I usually also build a couple of cruiser deck conversion light carriers for invasion support. But the vast majority of my naval production is focused into Destroyers and Light Cruisers. These ships are designed to take advantage of the fact that the higher a ship's speed and the lower its surface visibility, the harder it is to hit. |
Initial DesignsThe Yorktown class is already designed and in prodcution at the start of the game. I add three more of these to the build queue. This gives me eight fleet carriers that will form the cores of my two strike forces. The loadout for all of them is three wings of fighters and three wings of multi role CAS/naval bombers. ![]() The Bouge class is the first ship I design as it does not require any additional research to put together. I make two of these for providing air superiority and CAS support for naval invasions. The loadout for them is two wings of fighters and two wings of mutli role CAS/naval bombers. ![]() Early DesignsAround the time the carriers are done building you should be able to start making destroyers and light cruisers. The Mahan is the basic general purpose destroyer. Designed before the advent of Radar it can do basic sub hunting. ![]() The Dallas is the intial light cruiser. Designed just after the completion of the Radar project it will bring considerable firepower to any fight it takes part in. ![]() Improved DesignsBy the time you start building Dockyards you should be able to start mass producing slightly better ships. The Benson is an incremental upgrade over the Mahan. It drops sub hunting in favor of surface raiding and combat effectivness. ![]() The Helena is an incremental upgrade over the Dallas. It brings improved surface detection and firepower to the table. ![]() Final DesignsMoving up to the 1940 tier hull the Fletcher represents a major improvment over the Benson in every area. ![]() By moving up to the 1940 tier hull the Cleveland outclasses the Helena in every way. ![]() |
![]() |
As the US you really only need two templates, one for attacking and one for defending. Don't pay too much attention to the stats in the images. Your stats will always be a bit different depending on where you are on tech, doctrines, and industrial production. |
Infantry DivisionWith a base training time of only 120 days and a fairly low production cost this division is designed to be stamped out in large numbers. Use them to man the front lines and keep the enemy from pushing you back. They are also reasonably effictive at performing amphibious landings. ![]() Armored DivisionAlthough somewhat expensive to produce this division excels at attacking and pushing back the enemy. Its speed makes it capable of creating encirclements and causing overruns. ![]() |
![]() |
As the US you only really need a figher and a multi-role CAS/naval bomber, and a carrier variant of each. So four designs total. Trying to make a figher-bomber aircraft just results in a plane that does both jobs poorly. All of the inital designs will be based on the improved small air frame. Upgrading to the advanced airframe and better engines later in the war is nice but generally unnecessary. I have not found any real use for aircraft based on medium or heavy airframes. At the start of the game disband all of your existing airwings and sell all of the planes on the market. The bonus construction speed is far more useful than the horribly outdated aircraft. |
Carrier Based AircraftThere isn't much to the fighter design. It carries a lot of firepower on a very fast and rather survivable platform. Additional modules either don't fit the fighter role or are too expensive for what they do. ![]() The mutli-role bomber is the workhorse of your carrier strike groups. It is excelent at both naval strike and close air support missions. ![]() Ground Based AircraftThe ground based fighter is basically just the carrier figher with the slightly better base stats and lower cost of a non carrier capable airframe. ![]() The ground based mutli-role bomber is more of the same. It will decimate the enemy in both CAS and naval strike roles. ![]() |
It is very important that you spend your first 35 Army XP on Relief of Command for Spirit of the Army under Army Command. The extra 25% Army XP is just too important to pass up. Once that is done save your Army XP for designing tanks, designing division templates, and unlocking your land doctrine. DO NOT spend Army XP to upgrade infantry equipment and the like to new MIO variants before you have your tanks, divisions templates, and land doctrine fully completed.
For Air Force Command you will want to pick up Air Crew Surveys for Spirit of the Air Force before you pick up any air doctrine items.
For doctrines I recomend:
Here is what my Officer Corps looks like once it is completed:
Newport News Shipbuilding is one of your most important MIOs. It will be building all of your ships and researching all of your naval tech. The
build for it focuses on making your ships fast and hard hitting. This has the additional effect of making them harder to hit in combat. I
recomend switching all the ships in production at the start of the game to this MIO to help level it up as fast as possible.
Recommended Policy: Stable Gunnery Platforms
Chrysler is your other pivotal MIO. It will be doing all of your tank related research and building all of your tanks. It focuses on
reliability and general base stats.
Recommended Policy: Armor Welding Specialists
North American Aviation is your aircraft MIO. It focuses on giving your planes more range.
Recommended Policy: Modular Assembly
Ford is your truck and mechanized producer. I haven't found mechanized to be needed in single player so this setup is focused on trucks.
Recomended Policy: Mechanical genius
Springfield Armory is your infantry equipment producer. It provides some mild stat buffs.
Recomended Policy: Mechanical genius
Rock Island Arsenal is your artillery and AA manufacturer. It mostly provides increased production output.
Recomended Policy: Mechanical genius
As the US you only really need a general purpose medium tank and a medium flame tank. Upgrading to the 1940 medium tank chassis once you have the army XP to do so is nice but usually not really required. The AI doesn't field tanks of its own in any meaningful amount and has a very hard time dealing with these designs already. You will also have a monstrous amount of air superiority and CAS anyway.
A general purpose tank. Designed to add armor and breakthrough to a division while being very reliable. It isn't terribly fast but its not horribly slow either.
The medium flame tank enables the powerful buffs of a flame tank support company for all of your divisions. It also brings a bit of armor and entrenchment while being fast enough to keep up with the regular tanks.
Faster and with more armor the Sherman saves on production cost by keeping the same main gun as the older model.
More speed, armor, and breakthough. But overall not really much of an upgrade.
There is some RNG in the special project process. This can sometimes prevent you from researching technologies that are unlocked by projects, like helicopters, when the guide calls for it. This is fine. You can also sometimes get tank reliability bonuses from the M3 Satan or Military Engineering Vehicle projects. This can throw off the reliability numbers in the example tank templates. This is also fine.
Because I just like them that way. This means I don’t lose tanks to attrition due to terrain, weather, or low supply. This doesn’t totally solve supply or terrain problems of course but it does make it much easier to keep fielding additional divisions while the war is in progress and generally makes fighting the war a more forgiving affair. If you prefer different tank designs feel free to do whatever you like. The guide’s templates are just suggestions.
Because it doesn’t fit my playstyle. I never build up to a meaningful level of planning when launching offensives and I prefer the higher soft attack that Superior Firepower provides when fighting without planning bonuses. It also works well with my extensive use of support companies. If you prefer Mobile Warfare or Grand Battleplan then by all means, go for it.
Because you get nearly all your military factories very late in a very short period and don’t have time to build up production efficiency before the start of the war. This makes the bonus to production efficiency base very potent. Concentrated Industry will eventually win out but Dispersed will be ahead for quite a while. I’m not sure where the crossover point is where concentrated pulls ahead, but I suspect by the time it does the outcome of the war will have already been decided. But if you expect the war to last long enough for concentrated to pull ahead or you just prefer it then go concentrated.
Because it lets you supply the Allies with all the rubber they will need to win the war even if Japan takes the Dutch East Indies and British Malaya. If they do, just sink all their convoys with your massive navy and deny them the rubber. At their core the construction and focus sections of this guide are meant for a multiplayer PvP game and between the 80 dockyards, ~250 (eventually 390+) military factories, and 184 (eventually 250+) rubber you enter the war with you can dominate the seas, darken the skies with fighters, and flood the Allies with tanks, guns, or whatever else might be needed in addition to fielding a large army of your own.