
Hearts of Iron IV Focus Tree Guide: Germany's Path to Victory
A focus-by-focus route through Germany's 1936 tree, covering Rhineland, the industry fork, Anschluss, Poland, France, and Barbarossa prep.
Germany's focus tree is a wall of icons the first time you open it. Somewhere north of a hundred focuses spread across seven branches, and half of them lead to civil wars or a restored Kaiser. Here's the thing though: a historical run only touches about twenty of them, and the game paces most of those for you with manpower gates. Get the order right and you absorb Austria and Czechoslovakia without firing a shot, then hit Poland with roughly double the army it can field.
Remilitarization and Early Political Choices
Remilitarize the Rhineland goes first, pretty much every game. It hands you 75 political power, 5 army experience, and it strips the demilitarized tag off Rhineland, Moselland, and Baden. World tension ticks up 5. France gets an event and usually caves. On rare runs they confront you instead, and backing down at that event undoes the focus, so keep a save handy the first few times until you know your own luck.
The real fork comes next: Heed von Neurath's Concerns or Reorganize the Wehrmacht. Both pay 50 political power. That's where the similarities end.
Neurath is the cautious road. You get 5% stability, him as a cheap advisor, and his side of the tree leads toward befriending Czechoslovakia instead of carving it up. Perfectly nice for a peaceful game. Wrong pick for the war path.
Reorganize the Wehrmacht gives 5% war support instead, brings in Ribbentrop (justify war goal time cut by 15%), and this is the part people miss, it's the only door to the Molotov-Ribbentrop Pact. If you want to split Poland with the Soviets and keep their oil flowing, you have to take this side. Nine times out of ten that's the play.
Then Führerprinzip. Another 50 political power, 5% fascist support, and it switches on the Inner Circle, the advisor system where you appoint Reichsleiters and they grind their own focuses in the background. There's a 175-day cooldown between appointments, so the order you pick them in actually matters.
Bormann first. Secretary to the Führer pays 0.15 political power a day and cuts advisor costs 15%, and once Glorify Party Rallies finishes he upgrades to 0.20 a day with advisor costs down 50%. Cheap political power this early buys every law you'll pass before 1939. Todt is the other strong early pick, since his construction speed bonuses stack with a civ factory build. Göring can't even be appointed until the Four-Year Plan is done, so he waits.
Spend the political power as it lands. Chief of army on day one for the daily army experience, a construction advisor after that, and push war support past 50% so War Economy unlocks. A fat idle political power pile buys you nothing.
One more early item: the Spanish Civil War. Send volunteers through Legion Condor the moment the war starts. Army experience before 1939 is scarce, and Spain is where almost all of it lives.
Rushing Industry vs Rushing Army
The tree offers two economy branches and they lock each other out completely: The Four-Year Plan or Prioritize Economic Growth. This is the biggest single decision in the German tree, so it's worth understanding what's actually happening under the hood.
Start with MEFO Bills, the national spirit you begin the game with. Consumer goods factories start at 10% and climb another 3% every month, capped at 100%. The upside is that military factories and dockyards build 10% faster the whole time. Hit the 100% ceiling and extra penalties stack on top. It's a loan, and the interest compounds monthly whether you look at it or not.
The Four-Year Plan leans into the loan. Down that branch you pick up:
- The Four-Year Plan: 2 civilian factories plus a 100% industry research bonus
- Autarky Efforts: another civ, 4 building slots, and the Autarky trade law (+5% construction speed, +5% research speed)
- Institute Price Controls: slows the monthly consumer goods climb by 0.5% and unlocks a decision that shaves it further
- Establish the Reichswerke: 2 civs and 6 steel in Hannover
- KdF-Wagen Factories: 2 civs at peace, or 3 military factories once you're at war
- Develop Heraeus Research Facilities: a whole extra research slot, gated on owning 50 civilian factories
So how does the loan get repaid? War. Gold reserves seized from conquered capitals pay the balance down, and finishing Autarky Achieved clears consumer goods to a flat 0%. The branch rewards going fast and hitting hard, which is exactly the historical script.
Prioritize Economic Growth is the patient road. You get dropped onto Civilian Economy, take a stability hit, and MEFO turns into Recovering Economy: 75% consumer goods and 10% less factory output immediately. That hurts. Then a long chain of reforms (Currency Reforms, Lower Taxes, Housing Developments) strips the penalty back over years until it flips into Wirtschaftswunder with 0% consumer goods. Past roughly 1942 the debt-free economy out-produces the plan. Before that, it's weaker in every month that matters.
For a war in 1939, take the plan. The German economy in this game is a machine built around winning quickly.
So industry or army? Industry, at least through 1936 and most of 1937. Build civilian factories until early-to-mid 1937, then pivot hard to military factories. The army branch (Develop Modern Maneuver Warfare and its children) is genuinely good, with doctrine cost cuts, free generals, and tank research help, but every focus there is 70 days you didn't spend on a factory. Fortify the Vaterland and its 20% fort construction speed bonus can wait until you actually need an Atlantic Wall.
Key Branch Choices in the Focus Tree
Anschluss is the star of the whole tree. With the Götterdämmerung DLC active, the gate is your army being 24 times the size of Austria's, counting only properly equipped units. Without the DLC it's 500K manpower in the field plus 50,000 infantry equipment. Either way there's a cheap trick: queue up a few dozen divisions that are just one cavalry battalion each, deploy them green, and your paper army now dwarfs Austria instantly. Convert the template to real infantry afterward.
The payout is 75 political power, 10 army experience, +10% war support, +5% stability, all of Austria's factories, and Austrian gold applied straight against your MEFO penalty. Not bad for one focus and zero casualties.
The Czechoslovakia chain runs Anschluss, then Demand Sudetenland, then First Vienna Award, then Fate of Czechoslovakia. The manpower gates are 725K in the field for Sudetenland and 750K for Fate. World tension rises 4 and then 5 along the way. Munich fires while the UK is at peace and independent, and the Sudetenland states come over without a fight. First Vienna Award hands Southern Slovakia to Hungary, which is cheap goodwill with a future Axis member. Fate of Czechoslovakia turns Bohemia and Moravia into the Protectorate and stands up Slovakia as a puppet. Two countries absorbed, nobody dies.
Reassert Eastern Claims hangs off Anschluss too. It drops claims on Danzig, Gdynia, Poznań, Katowice, and Memel, plus 3 more tension. This is the on-ramp to Danzig or War, so you'll be taking it regardless.
Treaty with the USSR is quietly one of the best research focuses in the game: two separate 100% armor research bonuses and a full year of ahead-of-time reduction on medium tanks. The catch is that it needs Molotov-Ribbentrop signed first, which needs Reorganize the Wehrmacht, which is why that early fork matters so much. Plan the whole chain backwards from it.
The doctrine fork is The Prussian Legacy versus Adopt New Panzer Doctrine, and they're mutually exclusive. Prussian Legacy gives you Bewegungskrieg, the infantry-flavored package with entrenchment and artillery bonuses. New Panzer Doctrine gives Blitzkrieg, which pushes motorized and mechanized attack up 10% instead of the 5% you'd get on the other path. If your army is built around tank divisions, and it should be, the panzer side is the better fit.
Trade Deal with Sweden costs one focus and pays an offmap civilian factory plus cheap high-grade steel for the rest of the game. Close to free. Take it.
Skip the navy branch unless you're serious about invading Britain. Plan Z eats dockyards you don't have and finishes ships around the time the war is decided anyway.
Timing the Invasion of Poland and France
The tree paces itself. The gates run 725K manpower for Sudetenland, 750K for the Czech finish, and 950K for Danzig or War. Keep training divisions so you stay ahead of them; when a focus is greyed out mid-run, it's almost always the manpower check holding it back.
So when do you actually pull the trigger on Poland? Aim Danzig or War at summer 1939. Going earlier works if your army is genuinely ready, and plenty of players take Poland in late '38 and roll straight onward, but early means fewer factories, fewer fighters, and a much thinner margin against France. Waiting past September just hands the Allies free rearmament time.
When the Molotov-Ribbentrop event fires, honor the territorial split. Refusing it breaks the pact early and gives Moscow a war goal you are not ready to answer.
One rule at the peace conference: don't puppet Poland. A German-puppeted Poland gets attacked by the Soviet Union, and that drags you into the eastern war years ahead of schedule. Annex it, partition it, or release something small. Anything but a puppet.
Next take Around Maginot, not Influence the Benelux. Around Maginot hands you war goals on the Netherlands, Belgium, and Luxembourg all at once. The trick is that you don't fire them all at once.
Netherlands first. Open terrain, and your armor reaches Amsterdam and The Hague in days. Belgium parks its entire army on your shared border facing exactly the wrong way, so once Dutch territory is open, the tanks pour into Antwerp and Brussels from the north before Belgium can turn around. Declaring on all three simultaneously just means fighting the version of Belgium that had time to get ready.
France is simple: never touch the Maginot Line head-on. Level 10 forts eat armies for nothing. Your armor goes through the northern French plains, rushes the coast, then cuts south toward Paris. France carries a disjointed government penalty that roughly halves its surrender threshold, so read the actual number on their country screen before you declare. In practice Paris plus a coastal victory point or two ends it and the Vichy event fires. Say yes to Vichy.
Speed matters more than perfection here. A clean Poland takes about ten days, and the whole western campaign runs similar. Every week shaved off is a week your consumer goods penalty isn't compounding toward that 100% ceiling.
And take the gold. Every capital you occupy, Amsterdam, Brussels, Paris, pays a chunk of the rearmament debt down. That's the Four-Year Plan working exactly the way it was designed to.
Operation Weserübung, for Denmark and Norway, unlocks off Danzig or War once you're fighting the UK. Denmark folds in hours, so puppet it. Norway takes a couple of small naval invasions hopping up the coast toward Oslo before the British reinforce. Do this after France, not before.
Preparing for Barbarossa
The classic window is summer 1941. If the west is genuinely finished, meaning France is gone and Britain is either dead or contained, going earlier is strictly better. The Red Army spends the early years shaking off the purges, and every season you wait, its division count climbs and its officers get their legs back. Stall too long and you're fighting a completely different country.
Supply decides this campaign, not combat. Before you cross the border:
- Upgrade the railways from Berlin out to the front to max level. Supply hub capacity scales with rail level, and a starving spearhead stops a hundred kilometers short of its target every time.
- Plan the armor to hop from supply hub to supply hub, Warsaw, then Minsk, then Kiev, rather than drawing straight lines across the map.
- Learn the motorization button. When the tanks outrun the hubs, raising the army group's motorization priority extends supply reach at the cost of trucks.
Fuel is what actually stalls a German push east, not steel. Take Coal Liquefaction and Subsidize Hoesch-Benzin from the Four-Year Plan branch for synthetic refineries, build fuel silos during the buildup, and import oil from the US and the Soviets while trade is still open. There is no low-fuel alert in this game. A panzer army at zero fuel is just a row of very expensive bunkers.
The diplomatic checklist before the invasion:
- Molotov-Ribbentrop signed and intact. Don't break the Poland split early.
- Non-aggression with Japan, in place before early 1941. Otherwise you get stabbed in the back while your army is deep in Russia.
- Collaboration governments inside the USSR if you have La Résistance. Two rounds of collaboration before the war drop the capitulation threshold hard. With them in place, taking Leningrad, Moscow, and Stalingrad can end the war outright.
The economic finish line is Autarky Achieved. It needs 800 steel, 200 aluminum, 150 oil, 100 tungsten, 100 chromium, and 50 rubber across Germany and all its subjects, and it pays out by clearing consumer goods to 0% and swapping MEFO Bills for Wirtschaftswunder. This is why you puppet instead of occupying. Subject resources count toward those thresholds, direct occupation feeds the conquest timer, and garrison duty eats manpower you need at the front. Same logic at the peace table: puppet the Soviet state, spin territory off as Reichskommissariats, hold only what you truly must.
Once you're deep in the war and war support is high, Form the Zentrale Planung and the focuses under it hand you War Economy and eventually Totaler Krieg, which runs 15% consumer goods and 20% faster military factory construction. Take each one the day it unlocks; there's no reason to wait.
On the ground, fight on plains, go around the Pripyat marshes, and wait for spring rather than attacking through snow. Stop and restart offensives when a spearhead gets ahead of its supply. Done right, the casualty ratio runs around ten to one and the pockets count in the hundreds of thousands.
Before you cross the border, open the production screen and count your steel against that 800. Hitting the Autarky number mid-war flips the whole economy from a ticking clock into a permanent buff, and that's the difference between a Barbarossa that stalls outside Moscow and one that keeps rolling.