From Hearts of Iron 4 Wiki
Jump to navigation Jump to search

Government type:
Non-Aligned, Centrist


Flag of Finland Finland is a minor power located in Scandinavia. It borders Flag of Norway Norway to the north, Flag of Sweden Sweden to the west and the Flag of Soviet Union Soviet Union to the east. It is bounded by the Baltic Sea to the south and southwest. With a small industrial base and a core population of 3.67 million, Finland faces an enormous challenge to survive in the face of historical Soviet pressure.


Finland lies in northern Europe. Much of the land is flat and densely forested. Lakes and marsh area is located in the south, while mountains and hills are located in the northern part of Finland. The capital of Finland, Helsinki, is the only urban area of the state.

Historical Background[edit]

Flag of Finland Finland was a large yet culturally independent region of Flag of Sweden Sweden first attached in the early 12th century. Finland was ceded to Russia after the Finnish War of 1809. Following the Bolshevik Revolution of 1917 and Russia's internal turmoil Finland declared itself independent. After a brief yet very destructive civil war in 1918 Finland was formally recognized as an independent nation.

After 20 years of independence Finland was attacked by the Flag of Soviet Union Soviet Union in 1939 leading to the Winter War of 1939-1940. Against all odds the badly outnumbered and under-equipped Finnish army was able to repel the Soviet attacks until a grand offensive in 1940 finally forced the country to sue for peace. Finland lost about 12.5% of its territory (equivalent to the states of Salla and Viipuri in-game) but survived as an independent nation, unlike the Baltic states which were annexed into the Soviet Union earlier.

In 1941, Finland joined Nazi Germany's war against the Soviet Union - officially after Soviet bombers struck Finnish military air fields from which Nazi bombers bombed Leningrad - to reconquer its lost territories, initially calling the conflict the "Summer War". After it was clear Barbarossa was unsuccessful it was renamed to the Continuation War. During this conflict Finland fought as a co-belligerent to the Flag of German Reich German Reich and Flag of Italy Italy and invaded eastern Karelia (equivalent to the states of Onega and Olonets in-game) in addition to reconquering the territory lost during the Winter War. Despite pressure from Germany, Finland refused to attack Leningrad or sever the Murmansk railway and fought the Continuation War separately from Germany. The conquest of eastern Karelia and the seemingly unstoppable Wehrmacht led many in the Finns to dream of a "Greater Finland" encompassing perhaps even all of Scandinavia and the Baltic states.

In 1944, a Soviet grand offensive involving a force larger than the Allied invasion force of D-Day forced the Finns to fall back, but the Finnish forces managed to stop the soviet attack in the battles of Tali-ihantala, Vuosalmi-äyräpää and Vyborg bay before soviet forces reached the border of the Moscow peace treaty in the Karelian Isthmus. Finland signed an armistice with the Soviets in early 1945, finns expelled the remaining Germans from Finnish soil in the Lapland War, the Second World War was finally over for Finland's part. A final peace treaty with the rest of the Allies was signed in 1947. Of note, Finland was one of only three European nations involved in the Second World War that survived the entire war without its capital being occupied even once, be it during or after the war, with the other two being the United Kingdom and Soviet Union.

After the end of the Second World War, Finland found itself playing a delicate political and diplomatic game in the succeeding decades and forming a "neutral space" between the later Cold War East and West Blocs, establishing itself as a neutral country, similar to Flag of Switzerland Switzerland.


Main article: Finnish events

National Focus[edit]

Main article: Generic national focus tree

As a minor nation, Finland uses the generic National Focus Tree, covering Army, Aviation, Naval, Industrial and Political branches.


Finland begins with few technologies, largely confined to contemporary infantry equipment and two support companies. Finland also begins with 3 research slots available; two more can be unlocked through the National Focus tree.

Technology 1936
Army Technology Naval Technology Man the Guns Air Technology Electronics & Industry
  • M/39 Ukko-Pekka (Infantry Eq. I)
  • Engineer Company I
  • Recon Company I
  • Towed Artillery I
  • 31 VKT (Towed AA I)
  • Early Destroyer Hull
  • Early Cruiser Hull
  • Early Submarine Hull
  • Naval Gunnery
  • 105mm/50 Bofors M1932 (Secondary I)
  • Contact Mine
  • Minelaying Submarine
  • None
  • None
  • None
  • None
  • None
Without Man the Guns
  • Väinämöinen Class Light Cruiser I
  • Vetehinen Class Submarine I


Finland in 1936 finds itself holding tenuous territory out in the center between the Comintern and the Axis. With no established ideology, however, this leaves plenty of room to maneuver in response to shifting world events. Finland's government faces elections every 4 years.

With the Waking the Tiger Waking the Tiger expansion, Finland has a special Decision to form the Flag of Nordic League Nordic League which is shared with the other nations that make up the League.

National spirits[edit]

Finland starts with one National Spirit:

Sisu icon
  • Division Recovery Rate: +25%
  • Division Attrition: −10%
  • Division Attack on core territory: +20%
  • Division Defense on core territory: +20%
Sisu is the uniquely Finnish expression for the resilience of the nation's people. Finland has faced harsh odds and will do so again.

Ruling party[edit]

neutrality Maalaisliitto (Non-Aligned)

Centrism is a form of government which wants to achieve common sense solutions that appropriately address current and future needs, that support the public trust and serve the common good with consideration of risk and capacity in context of these needs.


  • No Can’t impose its ideology on other countries
  • No Can’t puppet countries in a peace conference
  • Ideology drift defense: -30%

World tension limits[edit]

  • Generate war goal : 50%
  • Join faction: 40%
  • Lend-lease: 40%
  • Send volunteers: 40%
  • Guarantee: 40%

Political parties[edit]

Political Party Ideology Popularity Party Leader Country Name Is Ruling?
Maalaisliitto neutrality Non-Aligned 79% Kyösti Kallio Finland Yes
Suomen Sosialidemokraatinen Puolue democracy Democratic 10% Risto Heikki Ryti Republic of Finland No
Suomen Kommunistinen Puolue communism Communist 1% Aimo Aaltonen Peoples Republic of Finland No
Isänmaallinen Kansanliike fascism Fascist 10% Vilho Annala Greater Finland No

Staff and designers[edit]

These are choices of advisors and design companies for Finland. Unless otherwise noted choices for designers are restricted to generics like "Armor Company" or "Industrial Concern".

Political Advisors
Advisor Type Effect Cost (Political Power)
Antti Hackzell Silent Workhorse
  • Political Power Gain: +15%
Åke Henrik Gartz Captain of Industry
  • Civilian Factory construction speed: +10 %
  • Infrastructure construction speed: +10 %
  • Refinery construction speed: +10 %
Ralf Törngren Ideological Crusader
  • Same ideology monthly opinion: +100%
Onni A. Hiltunen Democratic Reformer
  • Daily Democracy Support: +0.10
Otto Ville Kuusinen Communist Revolutionary
  • Daily Communism Support: +0.10
Bruno Salmiala Fascist Demagogue
  • Daily Fascism Support: +0.10
Eljas Olli Illusive Gentleman
  • Operative slots: +1
  • Agency upgrade time: +15 %

No Has created an Intelligence Agency

150 pp
Ship Designers
Designer Type Effect Cost(Political Power)
Crichton-Vulcan OY Ship Designer
  • Naval Research Speed: +15%
Aircraft Designers
Designer Type Effect Cost(Political Power)
Valtion Ientokonetehdas Light Aircraft Designer
  • Air Research Speed: +15%
  • Fighter:
    • Agility: +10%
    • Max Speed: +10%
  • Carrier Fighter:
    • Agility: +10%
    • Max Speed: +10%
Designer Type Effect Cost(Political Power)
Akseli Anttila Military Theorist
  • Army Experience Gain: +0.05 daily
  • Land Doctrine Research Speed: +10%
Väinö Valve Naval Theorist
  • Naval Experience Gain: +0.05 daily
  • Naval Doctrine Research Speed: +10%



The nation starts with the following laws:

Conscription Law Economy Law Trade Law
Limited Conscription.png Limited Conscription
  • 2.5% 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
  • +20% Civilian intelligence to others
  • +10% Navy intelligence to others


Finland has a small industrial base to start with and virtually all of it is concentrated around the capital.

Military factory
3 Military Factories
Naval dockyard
1 Naval Dockyard
Civilian factory
7 (-3) Civilian Factories
Military factory
4 Military Factories
Naval dockyard
4 Naval Dockyards
Civilian factory
8 (-4) Civilian Factories

Numbers in red indicate the number of civilian factories required to produce consumer goods, based on economy laws and the total number of military and civilian factories, rounded up.


Finland begins with very low natural resources and over half of those are being exported, leaving just 6 units of steel and 1 unit of chromium for military use.

1936, 1939
0 0 0 0 13 (-7) 2 (-1)

Numbers in red indicate how many resources are reserved for foreign trade due to trade laws.


In 1936, Finland starts with a total of 18 divisions, giving it the largest land army out of the Nordic countries. Out of these 18 divisions, 17 are infantry, with 7 of those being at Trained experience made up of 3 infantry battalions with a support engineer company and 10 of at Regular experience made up of 6 infantry battalions with a support engineer company. There is also 1 Cavalry division at Trained experience consisting of 2 battalions with a support recon company. Remaining recruitable Manpowermanpower is at 3.16k at the 1936 starting date. All the land divisions are suffering from significant equipment shortages.

The Finnish navy is very small, consisting of just 2 Heavy Cruiser I and 4 Submarine I docked in Helsinki. Finland does have the technology to build both submarines, destroyers and cruisers so naval expansion is possible.

Finland has no airplanes built nor any technologies to build them in 1936.

Type No.
Infantry cropped.png Infantry 17
Cavalry cropped.png Cavalry 1
Army experience.png Total divisions 18
Manpower.png Manpower used 88.60k
Type No.
Heavy Cruiser.png Heavy cruiser 2
Submarine.png Submarine 4
Navy experience.png Total ships 6
Manpower.png Manpower used 4.40k
Infantry equipment list
Name Type Techyear
M/27 Pystykorva Basic Eq. 1918
M/39 Ukko-Pekka Weapons I 1936
Suomi KP/-31 Weapons II 1939
KP m/44 Weapons III 1942


Land commanders
Name Rank Skill Traits
Carl Gustaf Emil Mannerheim Field Marshal 5 Inflexible StrategistInflexible Strategist, CautiousCautious, War HeroWar Hero, TricksterTrickster, Winter SpecialistWinter Specialist, Defensive DoctrineDefensive Doctrine
Erik Heinrichs General 4 Winter SpecialistWinter Specialist, RangerRanger
Vilho Petter Nenonen General 4 CommandoCommando, Winter SpecialistWinter Specialist

Military Staff[edit]

These are the Military Staff candidates for appointment in Finland.

Chief of Army
Candidate Type I Type II Effects Cost (Political Power)
Lauri Malmberg Army Drill (Expert)
  • Division training time: -10%
Hugo Österman Army Offense (Expert)
  • Division Attack: +10%
Carl G. Mannerheim Army Defense (Genius)
  • Division Defense: +15%
Chief of Navy
Candidate Type I Type II Effects Cost (Political Power)
Olavi Arho Commerce Raiding (Expert)
  • Commerce Raiding Efficiency: +15%
Eero Rahola Decisive Battle (Expert)
  • Capital Ship Attack: +10%
  • Capital Ship Armor: +10%
  • Screen Attack: +10%
  • Screen Defense: +10%
Chief of Airforce
Candidate Type I Type II Effects Cost (Political Power)
Jarl Lundqvist All-Weather (Expert)
  • Bad Weather Penalty: -20%
Olavi Sarko Ground Support (Expert)
  • Air Superiority: +10%
Military High Command
Candidate Type I Type II Effects Cost (Political Power)
Karl Oesch Army Regrouping (Genius)
  • Division Recovery Rate +12 %
Valio Porvari Air Superiority (Expert)
  • Air Superiority Attack: +3%
  • Air Superiority Defense: +3%
  • Air Superiority Agility: +3%
Lauri Tiainen Commando (Expert)
  • Special Forces Attack/Defense: +15%
Harald Öhquist Army Regrouping (Expert)
  • Division Recovery Rate +8 %

Strategies and Guides[edit]

Finland is one of the harder minors to play, but the potential for a great nation is there, the nation has good military advisors and generals, in addition, the national spirit of Sisu makes Finnish units hard-hitting in combat. If the player knows what they are doing, they can beat the Soviets 1 vs 1. If the player wants to play a longer campaign it is recommended to go for either fascist, or the communist ideology, the democratic or non-alinged paths are poor options, because Finland has a tiny industrial base and very limited manpower, as at the start of the game Finland is at limited conscription, with about 88 thousand manpower. Having 88 thousand manpower means it is almost impossible to defend against any kind of aggression, since the player will be getting more only after they are at war.

The following is just one strategy, but I have found out it works quite well in singleplayer at least. The strategy will contain a lot of small details and it might be required to find ones inner Sisu in order to finish reading this guide. If any DLC mechanics are used, they will be mentioned as: TFV (Together for Victory), DOD (Death or Dishonor) and WTT (Waking the Tiger), and the name or function of the mechanic. The dates mentioned are not a must, they are just a guideline of when the player should have certain things done, but if they have a few hundred hours of the game under their belt they can start making their own decisions, this is just “a very specific overall guide”.

Going fascist and making Suur-Suomi (Greater Finland), reality

Facist path is the best option for a tiny nation such as Finland. This option will mostly likely mean a war with the Soviets, but as they are going to attack Finland anyway, it doesn`t matter. If historical focus is on and Germany does the Molotov-Ribbentrop pact, the player can expect the Soviet invasion about 6 to 12 months after Soviets get the claims, but it can vary a lot.

The player should start by doing the national focuses from “Political Effort” to “Militarism” and getting a facist advisor right after the first focus. At the start the player's production should be focused on building infantry equipment and convoys. It is recommended to delete most of the dockyards, as the player will accumulate later when invading other nations, since they are going to need the building slots. It is also possible to start building warships after the player has gained more dockyards, and beat the Soviet Baltic Fleet, but it is not too useful, since the Soviet AI doesnt't do naval invasions against the player and the player doesn't really have the capability to do naval invasions themselves.

Construction can be started by building a few civilian factories before going for military ones, or start to build military factories straight away. After this they should just build military factories until there is enough of them (I'll focus on this later), and then start building forts. For reseach the player should get (before June 1939), all the following techs that are not ahead of time, Fighter I (VL Myrsky), all the infantry weapon upgrades and Infantry weapons II (Suomi KP/-31), all anti-tank and artillery upgrades, motorized and the following support companies and their upgrades; engineer, maintanance, field hospital and logistics company, all engineering and industrial techs (not the radar, synthetic oil & rubber and conversion techs), but radio and as much from the land doctrine tree “Superior Firepower” as possible. Its is recommended to always have research on the doctrine going. It is also recommended to go for “Dispersed Industry”, “Dispersed Support” and “Shock and Awe” techs and their respective branches.

After finishing “Militarism” the player should go for industrial focuses and get the free research slot and the civilian factories, after that the player should take “Military Youth” and after that the “Army Effort” and “Doctrine Effort” focuses. And when it can be taken, the “Extra Research Slot II”, it is also important to for the player to have completed the focus “Ideological Fanaticism” before the war with the Soviets, since it grants a bonus to defence on core territory.

The player can expect the facists to take power somewhere in the beginning of 1937, if the player has the facist advisor and has completed the focus “Nationalism Focus”. Next advisors should be the “Silent Workhorse” and “Military Theorist”, in the order that the player chooses. Army XP is going to be important, but there is also a lot of uses for that extra political power. When the facists take power through a coup, (Dont do the civil war, it is not useful), the player should have about 120 free political power (PP) ready, and then start the justifications on first Sweden and then Norway. If the player thinks they can invade Denmark with less or the same effort, they should take it over Norway, but it should take no more time than invading Norway. Going to war with the Allies over Norway or Denmark is a bad option, because oil and rubber need to be bought from somewhere when the player is at war with the Soviets. If the player gets lucky, they will get both Sweden and Norway/Denmark before the allies can quarentee them, but, if not, Sweden will do, it will just take more to produce all the equipment they'll need. Before going to war with the Swedes, remember to garrison the ports of Vaasa, Turku, Helsinki and Åland, since the Swedish AI loves to navally invade them. Manpower should not be wasted when fighting agaisnt the other Nordic countries, as it's going to be needed later.

A quick note about manpower here; it is really important to always have manpower mobilizing, since the player is going to need a lot of it (about 560k to 620k to be precise), and the order of focuses and the choosing order of the laws should reflect this. The player should even go as far as to cause world tension to get for example the “Service By Requirement”, conscription law, this can be done, for example by justifying war on the USA, but the player should in no situation declare wars. Before the war with the Soviets the player should also have the following military high command, Carl G. Mannerheim, Karl Oesch, Valio Porvari and Harald Öhquist.

The production (June 1939), should resemble the following, 10-15 factories on Infantry Equipment, 5-7 on Support Equipment, 15-20 on Artillery, 2-3 on Anti-tank, 1-2 on Motorized and the rest on building fighters + if the player has the DLC WTT, they can build some transports for use later. The division that is best suited for a defensive war like this with the finnish national spirits and leaders looks like the following, 20 infantry battalions, 5 artillery batallions, combat-width of 55. As support there should be; an Anti-Tank, Engineer Corp, Field Hospital, Maintainence, and a Logistics company. The player should recruit 24 of these, and give them to one of their 2 starting generals, if they have the DLC WTT they should recruit a new field marshal and give them the defensive traits. If not, just promote General Nenonen and use him as the field marshal. The player can also use the historical finnish commander-in-chief C.G.E. Mannerheim as the field marshal (I just wonder why it took paradox 2 years to put him in as the highest base defence leader in the game). Recruiting 24 of these units will cost the following; 590k Manpower, 4400 Artillery, 600 AT, 50k Infantry Equipment, 700 Motorized and 2500 Support Equipment. The high combat width of the division is because of the Finnish national spirit of Sisu that gives +20% defense on core territory, 20% is more when taken from 55 width divisions, compared to for example, 40 width divisions.

The player should start building forts and start doing the continuous focus “Construction Effort”, in early 1939 or when Germany starts doing the Molotov-Ribbentrop Pact national focus. Build level 3 forts in all provinces, and level 4 forts in provinces that are connected to 3 Soviet provinces. After that the player can build whatever they want. Units can be put like the following, 4 on the Karelian Isthmus, the rest (20), with a frontline order on the rest of the border, 2 in the provinces connected to the 3 Soviet provinces. Once the Soviets invade, the player needs to pay attention to where their units are getting constantly attacked and shuffle so the frontline division can recover its organisation at some time, this is because of the high combat-width, there can most likely be only 1 division defending in battle (and for some reason its always the same division), though there is 2 in the province. If the player has the DLC WTT, they can stop building regular equipment after the war begins, since they are going to capture more than enough from the Soviets. Because of this fact, the conscription law should be raised as high as possible after the war begins, to gain more manpower to build more divisions for the invasion of the USSR. When the war starts the continuous focus should be changed to “Construction Repair”, because the soviets will try to bomb the built bunkers to the ground.

Now they just have to wait and let the Soviets endlessly attack the Finnish defensive line (yes it is this strategy again.) Until they reach 2 to 3 million casualties, wait, then after that the player can start attacking, hopefully with air superiority, and with those transports assigned to dropping supplies into the states of Onega, Olonets and Murmansk, because the supply there is bad to, say the least. It is also possible to build tank divisions from the thousands of tanks the player is going to capture during the defensive phase. Should the player lose a part of the defensive line, they should try to retake it before the Soviets can funnel troops in there, after a week for example. It can not really be taken back because of the forts and this might cause the entire line to collapse to provinces where there's no forts. The player should try to encircle as many Soviet divisions as possible when they advance into Onega and Murmansk. The city of Leningrad can be taken when the player thinks it is time, but its recommended to take it after the player has 28-30 divsions with the template mentioned above. Soviets will start constantly attacking to take back the city, so the player should have enough divisions to shuffle and defend. After this, the Soviets should be so crippled the player can, by carefully advancing, take advantage of the rivers and other easy to defend locations to wear down the Soviet forces, take Moscow and other cities to make the Soviets capitulate. After gaining the soviet industrial base it should be fairly easy to make Finland the only superpower on the planet. All the manpower problems the player might experience after removing the Soviets can be fixed by having the DLC TVF and releasing for example, Ukraine, to milk manpower off them.


Northern Light icon
Northern Light
As a Scandinavian country form your own faction, and have Denmark, Sweden, Norway and Finland in it.
Finnish Him! icon
Finnish Him!
As Finland, annex the entire Soviet Union without joining a faction.