Teaching Paradox: Hearts of Iron IV, Part IVb: Iron Ends This is the back half of the last part (I, II IIIa, IIIb, IVa) of our series looking at the vision of history advanced by Hearts of Iron IV, Paradox Interactive’s World War II grand strategy game and one of the most popular strategy games on the market today. In the front half of this part, we looked at how Hearts of Iron IV understands industry and production, the game’s economic model. On the one hand, the military production model is interestingly nuanced and complex and the decision to simplify the civilian half of the model, in light of the game’s focus, makes a fair bit of sense. On the other hand, the game stumbles quite badly in that it – mostly for reasons of balance (a desire to make Nazi Germany more likely to win than it was historically – constructs an economic world where discredited Nazi theories of economics which were quite decisively humiliated during the war itself are instead represented as right and true. HoI4‘s economic system (unintentionally) employs the tremendous persuasive power of simulation to create the appearance that the Nazis and fascists did make the trains run on time. Industry is going to remain relevant in this part, where we’re going to talk about HoI4‘s conception of strategy and in particular strategic ends. Paradox games are deservedly famous for not featuring many explicit ‘win states’ and allowing the player to define victory. At the same time, different game systems still push players to think about ‘winning’ in different terms. To take an extreme example, few players are going to define a ‘victory condition’ to be something the game doesn’t even track or simulate. Here again, HoI4 is a victim of its streamlining: it is mostly interesting in having World War II and profoundly uninterested in the implications of World War II. It exists, in many ways, in a world without strategic ends and the strategic ends it does track – military size and map painting, primarily – are, like so many of its other design choices, fundamentally the ‘victory markers’ that mattered most to the Axis powers and least to the Allies, especially the western allies. Hearts of Iron IV thus, in its careless streamlining adopts in its strategic ends – as with so many of its other systems – an unintentionally fascistic vision of history, one in which what really matters is purely military strength and the ability to dominate. Finally, this being the conclusion, we’re going to ask what the implications for all of these choices across all four parts are. Hearts of Iron IV has a lot to recommend it – the operational simulator is very impressive – but also quite a few flaws. Most of all, viewing these flaws together, one cannot be surprised that this is a game with a serious Nazi problem. Of course any World War II game is going to attract that sort to some degree, but we can hardly be surprised if a game whose systems repeatedly, if unintentionally, adopt a fascist ideological position is going to have a particularly intense Nazi problem. Hearts of Iron IV shows World War II as modern neo-Nazis like to pretend it was and so it is unsurprising that they are drawn to the game – albeit, we must note, alongside a great many players who are not ideological Nazis. But first, if you like what you are reading here, please share it, as I rely on word of mouth to replenish my manpower pool after poorly considered post topics. If you really like it, you can support me, my academic work and my public writing, including this project on Patreon! I can’t promise to use your support to buy a division worth of tanks, but I also will not promise not to do that. If you want updates whenever a new post appears or want to hear my more bite-sized musings on history, security affairs and current events, you can follow me on Bluesky (@bretdevereaux.bsky.social). I am also active on Threads (bretdevereaux) and maintain a de minimis presence on Twitter (@bretdevereaux). Email Address Subscribe! We stopped in our United Kingdom run last time right at the formation of the Commonwealth of Nations. This is the resulting mega-Britain that forms, with Canada, South Africa, Australia, New Zealand and India all absorbed into a single state with the United Kingdom. In practice the game is basically over at this point. Massively expanding my core territory (although India is counted as non-core), gives me access to a lot more manpower and – as you can see – a huge number of effective factories, pushing me past even the United States in economic production. In terms of the war against the Axis, the outcome is, at this point, effectively decided – the question is not ‘if’ but ‘when.’ What Is It Good For? We should begin by discussing strategic ends. Countries in the real world do not wage wars (usually) simply because they like bashing their tanks and airplanes together the way a small child plays with toys (or a large child plays with Hearts of Iron), countries typically have aims they hope to achieve in war. In particular, leaders typically have a desired end state, an image in their mind of what the world is supposed to look like if they achieve all of their objectives in war. Now, war is a tricky thing that tends to get out of hand, so countries often struggle to achieve these sorts of clear end-states, often ending up with something rather different than what they had planned, even when they win. But these end-states sit at the heart of strategy because all strategic planning is meaningless if you have no conception of what you are even trying to do and so one would expect any strategy game to pay fairly close attention to strategic ends. So it is worth discussing the strategic aims of the major powers in World War II – what were they trying to achieve – and the degree to which Hearts of Iron IV is able to model those outcomes and the factors which led to them. But first we should acknowledge that Hearts of Iron IV actually has explicit scoring. When a game ends, a ‘playthrough overview’ screen pops up, presenting a ranked list of countries, with an overall score which is a product of the size of their armies, their navies and air forces. In practice, the calculation is very odd as this is effectively another dead mechanic – the air score generally overwhelms every other component of the calculation and relative scoring often makes little sense. In the screenshot below, Imperial Japan – on the verge of surrender, with the home islands having been invaded – ranks above the United States, actively in the process of invading the home islands. While factory counts are listed on this screen, from the tooltip information, they don’t seem to have any impact on actual score. As far as I can tell, the end-game score system has been like this essentially since the game launched and it is such an infrequently used feature that it has never really been updated. Nevertheless, it is worth mentioning here. The other explicit system are the achievements and Hearts of Iron IV, like many Paradox games, has a lot of achievements (293 at current count) the player can earn. That said, achievements can only be obtained playing on ‘ironman’ mode (a single save file, so the player cannot go back and undo bad choices) and it is pretty clear from the achievement stats that very few players ever play ‘vanilla’ Hearts of Iron IV on ironman. The most common achievements are joining a faction (19% of players), researching Construction V (17%) and having 1000 convoys (17%) all of which are practically guaranteed to happen in most playthroughs, suggesting the total percentage of players to ever meaningfully engage with ironman and the achievement system is sub-20%. The existing roster of achievements splits into basically two categories: a number of achievements for utilizing basic game mechanics and then the bulk of achievements which are about achieving specific things (in most cases, alternate-history things) as specific countries. Notably, very few of these achievements resemble the actual historical strategic end-states that the major powers were trying to achieve. Instead, most of the country specific achievements are, frankly, memes: a funny title to go with an unlikely outcome that is interesting either because of how absurd it is (‘Thai Fighters: as Siam have 10 aces’) or because achieving it is a demonstration of skill in the system because of how difficult or unlikely it is (‘I Didn’t Hear No Bell: As democratic Czechoslovakia, lose the Sudetenland, then grant autonomy to Slovakia, then defeat Germany’). There is a subset of players that pursue these, but very few of them are related to the historic strategic ends of the major players in WWII. Finally, of course, there is map-painting. After all, like all of Paradox’s grand strategy games, Hearts of Iron IV is played on a gigantic world map, so it makes sense for players, looking to demonstrate or compare their success at the game, look to see who has painted as much of the map their country’s color. It is the most immediately perceptible outcome of effective gameplay and so one many players focus on. But, as we’ll see, while seizing or holding territory was obviously an important aim of many countries during WWII, it wasn’t the ultimate aim – no one was simply running armies around to engage in ‘map painting,’ they had goals that went beyond lines on a map. So what were they? And can HoI4‘s systems model them? By October, 1943, I have pushed south from my initial penetration into Germany, mostly aiming to move along rail lines in good offensive territory. Carving out the heart of Germany means their armies begin to run short on equipment, making it easier to push through the harder territory. The delaying factor here is that even with logistics companies (which reduce supply weight), my armored fist (now an army made of an even mix of 13 mechanized divisions and 13 armored divisions) needs a lot of supplies to operate, which means that after each ‘push,’ I need to make sure the logistics are untangled before I can set up for the next one, at least if I want to proceed with minimal losses. Aims of the Axis Broadly speaking, the Axis powers went to war with variations on the same basic strategic principle: they wanted to seize territory in order to access sufficient resources to enable a kind of ‘national greatness’ but also – as we’ve discussed – economic self-sufficiency (‘autarky’). The goal was thus not just map-painting for map-painting’s sake, but specific programs of conquest designed to secure specific resources in order to create a specific kind of state – a fully internally self-sufficient empire, based on racial hierarchies in all three cases. The Nazi version of this approach is often encapsulated into the Nazi slogan Lebensraum (‘living space’), but it is important to be clear here that Lebensraum was about resources as much as territory. Had Hitler been offered the entirety of Antarctica or the Sahara Desert, this would not have qualified as Lebensraum. Instead, Hitler’s aim was about securing not just physical space but resources – critically, farmland – for an expanding (racially defined) German Volk. To some modern ears, the idea that the emphasis here was often on farmland of all things may seem strange, but recall that the Allied blockade of Germany during the First World War had inflicted significant suffering and demonstrated Germany’s lack of agricultural self-sufficiency. Moreover, the Nazi ideal – remember, this is a reactionary ideology – placed a fair bit of stock in the ideal of the (‘racially pure’) German farming family as the bedrock of the Volk. Consequently, Nazi designs were directed towards seizing huge swaths of Eastern European territory – mostly for farmland (but also other resources) – and mass murdering or enslaving the existing inhabitants in order to replace them with German settler-colonists. The basic ideological foundations of these plans reach back into the pre-WWI period, but find clear expression in Adolf Hitler’s Mein Kampf (1925), so they are very early components of Nazi ideology. Perhaps the clearest (and most horrifying) vision of this end is in Generalplan Ost (‘General Plan East’), crafted in 1940 and 1941 in preparation for the invasion of the Soviet Union but building on earlier thinking. This plan – of which the Hunger Plan already mentioned was a component – proposed murdering tens of millions of Eastern Europeans in order to facilitate a mass program of German colonial settlement. Italian fascists had their own vision of ‘living space’ – Spazio vitale in Italian. It envisaged both a campaign of settler colonization over the ‘small space’ (piccolo spazio) at the core of this new empire and then resource extraction from the ‘large space’ (grande spazio) of imperial dependencies. Once again, resources – viable agricultural land, raw materials and so on – were of core importance in defining the extent of this ‘living space.’ As with the German conception of Lebensraum, fascist Italy sought to conquer a region large enough to sustain an imperial state without trade, by creating a system of ethnic subjugation and resource extraction. Japan’s conception of its war aims were only modestly different, albeit complicated by the fact that whereas Germany and Italy had singular leaders with singular ideologies, Japan’s belligerence was driven by competing factions within its government. Thus, for instance, the ignition of major war with China in 1937 was not the product of the central Japanese government but the actions of elements of the Kwantung Army. That said, the Japanese government backed these sorts of actions so I am going to take a view here, as it were, that ‘the purpose of a system is what it does.’ Thus, even if Japanese actions ‘bubbled up’ from junior officers or resulted from competition between the IJN and the IJA, the fact that Imperial Japan backed and justified those actions make them state polity. Viewed in that light, combined with the (sometimes retroactive) justifications, Imperial Japanese state policy is quite clear and, again, only modestly different from the other Axis powers. Japan’s “Greater East Asia Co-Prosperity Sphere” – the euphemistic label Japan applied to its empire – was primarily focused on resource extraction rather than colonial settlement. The Japanese home islands were densely populated and – by the standards of the time – highly developed, but relatively resource poor. Rather than trade for these resources or resettle the Japanese population en masse outside of Japan itself, the Japanese aim was to construct an empire (composed substantially out of puppet occupation governments) where the conquered populace would serve as an expendable labor force for the extraction of raw materials for Japan’s industry and a captive market for the finished goods Japan produced. The main difference here is that whereas the Nazis imagined an empire almost entirely of colonial settlement with very little resource-extraction-overlordship and the Italian fascists imagined an empire split between the two, Imperial Japan’s aims were almost entirely for resource-extraction-overlordship, with very little colonial settlement. In all three cases, these aims were fundamentally economic more than territorial. The end goal was not ‘buffer states’ or a return to some past territory (even Italian aims included territory never ruled even by the Romans, such as Ethiopia), but rather an empire whose brutal extraction could sustain a certain standard of living for the ruling racial class through the subjugation or murder of other racial classes. Which then leads us to… In order to clear up my logistics situation and to complete the effective destruction of the Wehrmacht, I spend the fall of 1943 cutting southward out of my massive salient, eventually connecting to the Maginot line by taking Baden. This creates an enormous pocket with roughly 200 Axis divisions trapped in it. The pocket is out of supply basically instantly, with the result that attrition will weaken these forces as the perimeter closes and they’ll all end up total losses. Of course with so much of the Axis forces trap https://acoup.blog/2026/10/30/teaching-paradox-hearts-of-iron-iv-part-ivb-iron-ends/?utm_source=rss&utm_medium=rss&utm_campaign=teaching-paradox-hearts-of-iron-iv-part-ivb-iron-ends #rss #feeds #linksharing #qwibbit