Dutch East Indies

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Dutch East Indies
Netherlands.png
Capital:
Batavia

Government Type:
Democratic, Socialist

Faction:
Neutral

The Dutch East Indies is a minor nation in Asia. They start out as an integrated puppet of the Flag of Netherlands Netherlands.

Technology[edit]

The Dutch East Indies starts with 2 research slots.

Army Technology Naval Technology Air Technology Electronics & Industry
  • Basic Eq.
  • Support Eq.
  • Recon Company I
  • Destroyer II
  • Light Cruiser II
  • Heavy Cruiser I
  • Submarine I
  • Transport Ship
  • Interwar Fighter
  • Interwar Bomber
  • None
Doctrines
  • None
  • None
  • None


Politics[edit]

The Dutch East Indies begins as a puppet of the Flag of Netherlands Netherlands. They have a Stabilitystability of 51% and War supportwar support of 50%.

Alliances[edit]

In the 1936 start date, the Dutch East Indies is not part of any alliances.

National focus[edit]

Generic national focus tree.
Main article: Generic national focus tree

The Dutch East Indies isn't a major nation, and therefore uses the generic national focus tree.

The generic focus tree has 5 main branches:

  • Army Effort gives army experience and research bonuses to army research.
  • Aviation Effort gives air experience, builds air bases, and research bonuses to air research.
  • Naval Effort gives navy experience, builds naval dockyards, and research bonuses to navy research.
  • Industrial Effort builds civilian and military factories (usually even if building slots are already full)and grants extra research slots.
  • Political Effort gives the country choices on which political path they will take.


Ideology[edit]

Democracy PNI (Democratic)

  • No Can declare war on country with the same ideology group without a war goal.
  • Yes Can guarantee other ideologies
  • Yes Lowers world tension with guarantees
  • No Can puppet a country
  • No Can justify war goals against a country that have not generated world tension

Political Parties[edit]

Political Party Ideology Popularity Party Leader Is Ruling?
PNI Democratic 10% A. T. van Starkenborgh Stachouwer Yes
PKI Communist 30% Amir Sjarifuddin Harahap No
New Order Fascist 10% Suharto No
Democrats Non-Aligned 50% Sutan Sjahir No

No elections.

Laws[edit]

The Dutch East Indies starts with following laws in 1936:

Conscription Law Economy Law Trade Law
Volunteer Only.png Volunteer Only
  • 1.5% Recruitable population
Civilian Economy.png Civilian Economy
  • 35% Consumer Goods factories
  • –30% Factory construction speed
  • +30% Factory (type) conversion cost
  • -40% Fuel Gain per Oil
  • -25% Fuel Capacity
Export Focus.png Export Focus
  • 50% Resources to market
  • +5% Research speed
  • +10% Factory/Dockyard output
  • +10% Construction speed

Ministers[edit]

Political Advisors
Advisor Type Effect Cost (Political Power)
Bozo Landzaat Captain of Industry
  • Civilian Factory Construction Speed: +10 %
  • Infrastructure Construction Speed: +10 %
  • Refinery Construction Speed: +10 %
150
Communist Politician Communist Revolutionary
  • Daily Communism Support: +0.10
  • Gain Event Communism On The Rise
150
Fascist Politician Fascist Demagogue
  • Daily Fascist Support: +0.10
  • Gets event Fascism on the Rise.
150
Democratic Politician Democratic Reformer
  • Daily Democracy Support: +0.10
  • Gain Event Move Towards Democracy
150
Albert Sandberg Fortification Engineer
  • Land Fort Construction Speed: +20%
  • Coastal Fort Construction Speed: +20%
  • Anti Air Construction Speed: +20%
150
Frits Best War Industrialist
  • Military Factory Construction Speed: +10 %
  • Dockyard Construction Speed: +10 %
150

Economy[edit]

Factories[edit]

In 1936 they start with

0 Military factoryMilitary Factories 1 Naval dockyardNaval Dockyard 2(2) Civilian factoryCivilian Factories

*The number in the bracket are the total amount of factories when including those from trading and those given to the overlord.
In 1939 they start with

0 Military factoryMilitary Factories 4 Naval dockyardNaval Dockyard 3(2) Civilian factoryCivilian Factories

Resources[edit]

OilOil RubberRubber SteelSteel AluminumAluminum TungstenTungsten ChromiumChromium
18 (37) 275 (550) 0 18 (36) 0 0

*These numbers represent the available resources for production at start of the game. In the bracket are the complete numbers including those lost for trading.

Military[edit]

The remaining Manpowermanpower is at 874K in the 1936 starting date. It can be raised by changing the conscription law by spending 150 Political powerpolitical power per level.

Army[edit]

The Dutch East Indies starts in 1936 with 7 infantry divisions.

Navy[edit]

In 1936 they don't have a navy, but there are 12 submarines owned by The Netherlands in Java.

Air Force[edit]

In 1936, The Dutch East Indies has no air force.

Military Staff[edit]

These are the military staff candidates for appointment of Flag of Dutch East Indies Dutch East Indies:

Chief of Army
Candidate Trait I Trait II Effects Cost (Political Power)
Freek van Helsdingen Army Offense (Specialist)
  • Army Offense : +5 %
150
Christiaan Folmer Army Defense (Specialist)
  • Army Defense : +5 %
150
Chief of Navy
Candidate Trait I Trait II Effects Cost (Political Power)
Jacob Kraak Decisive Battle (Expert)
  • Capital Ship Attack: +10 %
  • Capital Ship Armor: +10 %
  • Screen Attack: +10 %
  • Screen Defense: +10 %
150
Antonius Scherpenhuijzen Anti Submarine (Expert)
  • Submarine Detection : +15 %
150
Chief of Airforce
Candidate Trait I Trait II Effects Cost (Political Power)
Gerard Jacometti Close Air Support (Expert)
  • Close air support attack: +3 %
  • Close air support defense: +3 %
  • Close air support agility: +3 %
150
Johannes van Voorst tot Voorst All-Weather (Expert)
  • Bad Weather Penalty: -20 %
150
Military High Command
Candidate Trait I Trait II Effects Cost (Political Power)
Jan Giesen Artillery (Specialist)
  • Artillery Attack: +10 %
  • Artillery Defense: +5 %
150
Jacobus Kraak Army Logistics (Expert)
  • Division Attrition : -8% %
150
Govert Tebrunsvelt Fleet Logistics (Expert)
  • Naval max range : +5 %
150
Mathias de Visser Air Combat Training (Expert)
  • Ace generation chance : +10 %
150

Strategies and Guides[edit]

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Two Paths to Independence

The Dutch East Indies (also known as the Netherlands East Indies or NEI) is one of the most resource-rich minor nations in the world. With massive room for industrial growth, the country faces one major problem: it is a Puppet (or, if laying with the Death or Dishonor DLCs enabled, an Integrated Puppet) of the Netherlands.

If you do not have Death or Dishonor, only one path to independence exists: that of Civil War. Note, however, that you will not have the problem of the Netherlands taking your industry and deployed divisions as you will with the Death or Dishonor DLC enabled.

If you have Death or Dishonor enabled, you have a second option, that of the slow and painful increase of Autonomy from Integrated Puppet to Freedom. If you choose this path, you will need to build at least 3 Military Factories in order to have 1 to use to produce Infantry Equipment using your civilian industry. It is not recommended to use the focuses to obtain Military Factories, as this will delay your use of the constant focus Raise Autonomy. It is also best to place the three Military Factories in Java, Sumatra, and the Lesser Sunda Islands, as these will be the easiest islands to defend against any foe and will ensure your control over at least two of them in a Civil War.

Strategy for Obtaining Independence Peacefully (Note: this strategy is designed without Man the Guns in mind.)

The player should begin the game by blitzing the Civilian Industry branch of the Minor Power Focus Tree, obtaining the Extra Research Slot as soon as possible and maximizing construction resources. Then, he should perform the Naval Effort focus and all Army/Doctrine Effort focuses (he should have researched the first stage of Mass Assault Doctrine first). By now, the player should have completed all the necessary focuses to unlock the Increase Autonomy focus. This should be started ASAP.

Meanwhile, the player should focus his political power getting a Communist Revolutionary, an Military Industrialist, switching his Trade Law to Free Trade, and obtaining a Military Theorist and Industrial/Infantry Equipment companies. Once Communist support has built up enough, switch ideology to Communist and change your Economy Law to War Economy.

As far as research is concerned, the player should focus on researching the latest Infantry Equipment and Industry technologies in order to attend to his massive deficit of equipment and keep ahead of the Netherlands. Once the Netherlands joins the war, lend-lease all produced Infantry Equipment and Convoys and send an Attache as soon as possible. However, do not send any troops to support the Dutch until they (hopefully) capitulate, giving you a nice boost to your autonomy when they fall. The huge increase in Autonomy you will receive from these efforts should push you out of Integrated Puppet like a rocket, allowing you full use of your industry. Once this occurs, you may choose to continue your current policy or build up your own military and fight in the war.