Hearts of Iron IV

Hearts of Iron IV

Vandal Kingdom
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Aloévanian  [developer] Jun 13, 2018 @ 1:33am
Hearts of Iron IV: Vandal Kingdom Guide
By 1936, the Vandal Kingdom stands at an important crossroads. Having been attacked by Italy and its expansionist ambitions earlier during the Great War at the expense of the weakening and overstretched Ottoman Empire, de Vandals are looking for a new opportinity to bite Italy. Do you stay neutral or will you balance the thread of alliance with an autoritarian rival? With the Vandal's new focus tree a variety of options for economic growth, technological advancements and religous zealotry are added.

Updating in Progress...

Table of Contents
  • Introduction
  • General Advice
  • National Focus and Sub-branch Specific Bonuses
  • Division Composition
  • Final Tips

General Advice
Here I will cover the military tactics, political ideologies, unlockables and basically what the mod offers in a nutshell. https://imgur.com/a/qccotXi
  • Admittedly, the Vandals start with a fairly large army, even a tiny bit larger that Germany, but falling short to Italy by 11 divisions. But Italy is at war. Add to this, the difference in naval power where Italy fields 120 ships of which 9 are heavy. Here, the Vandals fall short in fielding 89 ship, where 26 are heavy. That includes a very limited early aircraft carrier. Unfortunately, here the comparison ends, as the Vandals seriously lack the industrial capacity and potential capabilities of Western nations, starting with 9 civilian factories, 6 war factories and a single dockyard...

  • Build up your military into a capable allrounder, as the Vandals don't stand a chance against the industrial might of any of the three Western juggernauts, besides matching Italy on the ground and beating Germany in terms of Naval Power by a landslide. But now, the Vandals have a more capable airforce since my latest update.

  • Focus your attention on building up industry, military with artillery and Anti-Air. Having a few divisions with AA will help your chances on the ground against enemy close air support. Your go-to political advisor is Gaius Varro, he provides +10% build speed to all your industry stuff.

National Focus Sub-branches
  • State Treasury of the Vandals (+120 political power. -2% consumer goods, +10% factory output.)

    ===================OUTDATED==================
  • Interventionism (5% war support.)
  • Balanced Politics (5% stability.)
  • Islamic University Al-Karouine (Unlocks for fascism: mafia sub-branch. For communism: Red Funding Prospects sub-branch.)

  • The Extravegant Monarch (Adds trains, +10% to infra, railway. +2% stability. +7.5k population.)
  • Theological Academy (Unlocks: political advisor, 1.5 reduction to artillery research.)
  • Royal Regiments (+25% recruit population, +45% entrenchment, +15% army attack, +15% army defense, Queen's Guard army template.)
  • Royal House Affairs (+5% stability, Zehra's daughter as monarch events.)
  • *Homesick for the Motherland* (Wargoals against Turkey or absorb former Ottoman territories.)

  • Holy Council of Presbyters (+0.5% recruit population, -20% supply consumption, +8% army recovery, -10% training time. +1 building slot and civilian factory. Unlocks: Archbishop Cule.)
  • *Church and Law* (Unlocks desicion: regional sermons, focuses for country leader.)
  • Divine Arsenal (Unlocks: Armored trains. +30% ground bombing, air attack, ground attack, -15% fuel consumption, +40% railway gun bombing.)
  • Arian Regiments (Unlocks: Reckon company. Adds 8 divisions. In addition, if 'Dead Men Write No Treaties' was completed, upon completion: holy divisions become unholy.)
  • *Eccleciastical Districts* (+2 Military, Civilian Factory. -5% to Communism, Neutrality.)
  • *Clerical Fascism* (+75 political power, +5 war support. +10% Fascism, -10% Neutrality.)
  • *Soviet Anti-Religious Campaigns* (Unlocks decision to attract Orthodox refugees and steal factories from the USSR.)
  • *Codex Arianorum* (Grants: New Political Advisor, which grants: 10% stability, 5% political power and -15% consumer goods Factor.)
  • *Broadcast the Holy Mass* (+2% Non-core manpower recruitment factor.)

  • Council of Kabaa and Representatives (+5% war support, unlocks army general, adds 5 infantry divisions. Unlocks decision: regional sermons.)
  • The Bread and Milk Policy (+8k population. -15% truck production, +15% recruit population.)
  • Airborne Pilgrimages (+2% stability, adds 5 transport planes, Saudi-Arabia gets an air base.)
  • Transition to a Caliphate (event to change the kingdom and flag, +10% recruit population.)
  • Islamic Bond of Science (+1 research slot, bonus for nuclear technology, adds faction members to tech sharing group.)
  • *New Birth Regulations* (Instead of 500 weekly manpower, +30% population growth factor, +1000 weekly manpower.)

  • General Chamber of the Vandals (+3 civilian factory, -10% stability, +10% production efficiency, factory output. adds 0.5 world tension, bonus for artillery.)
  • The Crown Jewel Plantations (+7.5k population.)
  • Armor Measures (Unlocks technology: motorised infantry, bonus for anti-tank, mechanized equipment, medium and heavy tank II.)
  • The Big Project (+50 naval experience, +2 building slots, dockyards, bonus for battleships, aircraft carriers.)
  • High Academy of Heuristic Sciences (+120 political power, quadrupled bonuses for rockets and nuclear.)
  • *Nationalize Companies* (+16 Oil, +24 Steel, +32 Tungsten, +12 Aluminum, +12 Rubber.)

  • Congress of the Revolutionary People (Unlocks: +10% factory construction, +3% war support, Decision: Print Revolutionary Papers.)
  • Reform the Army(Grants field marshall, unlocks division template.)
  • Revolutionary Papers(+15% war support, +10% communism, unlocks decision.)
  • Long Live the Proletariat(+10% stability, +20% factory repair speed, 100 political power.)
  • Soviet Warship Procurement (Adds 5 Light Cruisers.)
  • Capture Leon Trotsky(if events succesful: adds Leon Trotsky.)
  • Expedition to Antartica (Grants either: South Georgia, Kerguelen, or 2 Off-Map civilian factories and a war factory.)
  • Cultivate the South (+2% stability, +5% political power gain, extra building slots.)

  • Federal House of the Vandals & Alans (Unlocks: +20% war factory, fort, anti-air construction, 1 research slot and bonus for electronics, radar.)
  • Bank of the Underworld (+15% construction.)
  • National Security Amendments (+2 building slots, civilian factory, +15% construction, bonus for anti-tank, medium tank, heavy tank.)
  • The Devil's Advocate (Unlocks Technology: motorised infantry, military police. Adds 7 divisions.)
  • Improved Irregular Tactics (+15% irregular attack, +10% irregular defense, +5% irregular speed, +10% irregular organization.)
  • No new national focus.

Division Composition
The minimum amount of manpower in divisions in the field you should build up is 300.000. I recommend a 2:1 mix of infantry and artillery, equipped with AA, or 1 medium tank. Further equipped with recon and engineer. This will give you enough soft power to melt enemy infantry, provide enough armor against light tanks and provide some protection against flyers. Bear in mind, this approach can be outdated.

Final Tips
If you complete 'Dead Men Write No Treaties', you'll get access to flamethrower support company and some nasty modifiers against the enemy.

The most important thing to remember with the Vandal Kingdom is to build up your industry well in order to provide for your military. Ensure you have this and your required manpower in the field in place to get a good start in 1939.
Though you can invade Italy early in 1936 and wreck the bulk of their industry, (provided you have naval superiority.) If planned well, the Vandal Kingdom is very capable of defeating Italy, Spain, or holding out against Germany.
Last edited by Aloévanian; May 29 @ 10:44am