United States

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United States
United States.png
Washington D.C.

Government type:
Democratic, Liberal


The United States is one of the largest and richest countries in the globe in 1936 and the only major power outside of Europe and Asia. However, despite its immense wealth in resources and infrastructure assets, the USA is heavily restrained by its laws and national spirits at the start of the game. But should the U.S. remove these restrictions and build up its military might (and optionally get allies by creating or joining a faction), it can easily become a world superpower, similarly to its real-life counterpart.


The United States of America is a vast nation in central and north North America. Bordering to the north and east via Alaska is the Dominion of Canada, a British dominion, and the south borders Mexico. Just like these neighbours (neighbours), the US has both Atlantic and Pacific coastlines, with Florida in the southeast of the nation just over Cuba, and the Aleutian Islands of Alaska in the northwest, very close to the USSR. Also in its territories is the Panama Canal, which is used to transit ships.


Main article: American events

National focus[edit]

American national focus tree.
Main article: American national focus tree

The American national focus tree can be divided into 4 branches and 3 Sub-Branches:

Continue the New Deal/ Reestablish the Gold Standard Branch
This branch allows the United States to remove the effects of the Great Depression, increase research, change political leanings or increase production. The closer the focus is to the edge of the branch, the more communismCommunist or fascismFascist the focus is while the closer to the center, the more DemocracyDemocratic the focus.
Suspend the Persecution Sub-branch
The communismCommunist sub-branch. It focuses on changing the political party to Communism under threat of Civil War, allying with other Communist Factions and decolonizing the Pacific. It requires Man the GunsMan the Guns.
America First Sub-branch
The fascismFascist sub-branch. It focuses on changing the political party to Fascism under threat of Civil War and gaining war goals against other American countries and all other major powers. It requires Man the GunsMan the Guns.
War Plans Division Branch
This Branch mainly gives the the United States decisions that give attack and defense bonuses against certain countries.
War Department Branch
This Branch gives army and air technology research boosts
Two Ocean Navy Act Sub-branch
This Branch gives naval technology research boosts and production cost modifiers


The USA starts in 1936 with four research slots, and can acquire two more slots from its national focuses - Scientist Haven and either American Institute of Sciences or Scientific Research & Development Office. Compared to the rest of the world's countries, the option to have a total of 6 slots is almost unique.

The democratic path of the national focus tree ends with Scientist Haven. This can either crop up halfway down the tree if Alf Landon is elected in 1936 or at the very end if Roosevelt remains. Conversely, the Scientific Research & Development Office comes up early in Roosevelt's side of the democratic tree, while American Institute of Sciences is at the end of Landon's side. The six slots give it a significant advantage in the late game to be able to research nuclear, jet and rocket technology and still maintain its research in other areas. Scientist Haven focus represents the scientists and engineers who escaped from the war in Europe and travelled to the USA to continue their work.

Further, as a democratic nation there is a decision to grant refuge to scientists from the Flag of German Reich German Reich and Flag of Italy Italy, trading a minor hit to stability for a boost to research speed.

Army technology Naval technology Man the Guns Air technology Electronics & industry
  • M1 Garand (Infantry Eq. I)
  • GMC CCKW (Motorized)
  • Marines I
  • Engineer Company I
  • Recon Company I
  • Great War Tank
  • 75 mm Gun M1897 (Towed Artillery I)
  • 37 mm Gun M1 (Towed Anti-Air I)
  • 1936 Destroyer Hull
    • Mk 1 Mod 1 DC Rack (Depth Charges I)
    • QCA Sonar/JK H.phone (Sonar I)
  • 1936 Cruiser Hull
    • Type P Mk 6 Catapult (Aircraft Facilities II)
    • 4in Belt/1.75in Deck (Cruiser Armor II)
  • Early Heavy Ship Hull
    • 12.8in Belt/5.5in Deck (Battleship Armor II)
    • 9in Belt/4in Deck (Battlecruiser Armor II)
  • 1936 Carrier Hull
  • 1936 Submarine Hull
  • 5in/38 Mk 12, Mk 21 mt (Light Battery II)
  • 8in/55 Mk 11 (Medium Battery II)
  • 6in/47 Mk 16 (Light Cruiser Battery II)
  • 16in/45 Mk 5 (Heavy Battery II)
  • 46 cm Cannon (Superheavy Battery)
  • 5in/51 Mk 15 (Secondary Battery II)
  • Contact Mine
    • Minelaying Submarine
  • Transport Ship
  • Curtiss P-1 Hawk (Interwar Fighter)
    • Grumman FF 'Fifi' (Interwar Carrier Fighter)
  • Douglas B-18 Bolo (Interwar Bomber)
  • Northrop A-17 (Close Air Support I)
    • Northrop BT (Carrier CAS I)
  • PBY Catalina (Naval Bomber I)
    • Douglas TBD Devastator (Carrier Naval Bomber I)
  • Fuel Storage
  • Fuel Refining I
  • None
Without Man the Guns
  • Clemson Class (Destroyer I)
    • Upgraded Farragut Class
  • Brooklyn Class (Light Cruiser II))
  • Pensacola Class (Heavy Cruiser I)
    • Upgraded Portland Class
  • Lexington Class (Battlecruiser I)
  • New York Class (Battleship I)
    • Upgraded New Mexico Class
    • Upgraded Colorado Class
  • Ranger Class (Carrier II)
    • Upgraded Yorktown Class
  • Porpoise Class (Submarine II)
  • Transport Ship

Cosmetic names[edit]

The USA has several unique names and appearances for various technologies and equipment, listed here. Note that generic names are not listed.

Infantry & motorized techs
Type 1918 1936 1938 1939 1940 1941 1942 1943 1944
Support Weapons BAR & Stokes mortar M1917 Browning MG & M2 60 mm mortar M1919 Browning MG & M1 mortar M1941 Johnson MG & M2 4.2 inch mortar
Infantry Equipment M1903 Springfield M1 Garand M1 Thompson M2 Carbine
Infantry Anti-Tank M1 Bazooka M20 recoilless rifle
Motorized GMC CCKW
Motorized Rocket Artillery Xylophone
Mechanized M2 Half Track Car M3 Half-Track M5 Half-Track
Armor techs
Tech year Amphibious Man the Guns Light (TD/SPG/AA) Medium (TD/SPG/AA) Modern (TD/SPG/AA) Heavy (TD/SPG/AA) Super-Heavy (TD/SPG/AA)
1918 Great War Tank
1934 M2 Light (M6 GMC / NA / NA) T1 Heavy
1936 M3 Stuart (T56 GMC / M8 HMC / T65 GMC)
1939 M3 Lee (M10 Wolverine / (M7 Priest / NA)
1940 LVT-1(A)
1941 Chaffee (T48 GMC / M41 HMC / M19 GMC) M4 Sherman (M18 Hellcat / M12 GMC / NA) M6A1
1942 Sherman DD
1943 T20 M27 (M36 Jackson / M40 GMC / NA) M26 Pershing (NA / T92 HMC / NA) T95
1945 M46 Patton (NA / NA / M42 Duster)

Artillery techs
Tech year Anti-Air Artillery Rocket Artillery Anti-Tank
1934 75 mm Gun M1897
1936 37 mm Gun M1 37 mm Gun M3
1939 105 mm M101A1
1940 40 mm M1 M8 57 mm Gun M1
1942 155 mm M114
1943 90 mm Gun M3 M16 3-inch Gun M5
Naval techs (Without Man the Guns)
Type 1922 1936 1940 1944
Destroyer Clemson Class Sims Class Fletcher Class Allen M Summer Class
Light Cruiser Omaha Class Brooklyn Class Gleveland Class Fargo Class
Heavy Cruiser Pensacola Class Wichita Class Baltimore Class Oregon City Class
Battlecruiser Lexington Class Alaska Class
Battleship New York Class North Carolina Class Iowa Class Illinois Class
Super-Heavy Battleship Virginia Class Montana Class
Carrier Lexington Class Ranger Class Essex Class Midway Class
Submarine S Class Porpoise Class Tambor Class Balao Class
Aircraft techs
Tech year Close Air Support (Carrier) Fighter (Carrier) Naval Bomber (Carrier) Heavy Fighter Tactical Bomber Strategic Bomber Scout Plane
1933 P-1 Hawk (FF "Fifi") B-18 Bolo
1936 A-17 (Northtop BT) P-40 Warhawk (F3F) PBY Catalina (TBD Devastator) P-38 Lightning B-23 Dragon B-17 Flying Fortress
1940 A-20 (SBD-2 Dauntless) P-39 Airacobra (F4F Wildcat) PBM Mariner (TBF-1C Avenger) P-47 Thunderbolt B-25 Mitchell B-24 Liberator
1944 A-26 (SB2C-1s Helldiver) P-51 Mustang (F6F Hellcat) PB4Y-2 Privateer (BTD Destroyer) XP-58 Chain Lightning XB-28 Dragon B-29 Superfortress
Jet Engine Technology
1945 P-80 Shooting Star NA
1950 F-86 Sabre XB-51 B-45 Tornado I


The United States controls several islands in the Pacific such as Guam, Wake, and Midway to name a few. Puerto Rico, Alaska and Hawaii are treated as colony states at the start, However, the USA can take statehood decisions to grant them cores. The Flag of Philippines Philippines is a U.S. puppet.

Every country in North, Central, and South America is guaranteed by the USA under the Monroe Doctrine. This limits the USA in its diplomatic options: Guaranteeing one more country would cost the USA 550 political power.

The USA does not start as a member of a faction.

Diplomatic rules[edit]

The rules are controlled by their ideology, the ideology of their faction and their national spirit(s). Due to The Great Depression and Undisturbed IsolationUndisturbed Isolation the U.S. requires a higher amount of world tension to join a faction. The latter also raises the world tension limit for other diplomatic actions.

Rule Whether it applies Reason
Can declare war on country of the same ideology group without a war goal No Democracy
Can Guarantee other Ideologies Yes Democracy
Can join Factions led by another Ideology No National spirit: Home of the Free
Can create Factions Yes National spirit: Home of the Free
Lowers World Tension with Guarantees Yes Democracy
Can puppet a country No Democracy
Can justify wargoals against a country that have not generated world tension No Democracy


National spirits[edit]

The Great Depression icon
The Great Depression
  • Daily Political Power cost: +1.00
  • Resource Gain Efficiency: -20%
  • Recruitable Population Factor: -50%
  • Consumer Goods Factories: +30%
  • Join faction tension limit: +20%
Although a worldwide phenomenon, the Great Depression started with a stock market crash in the United States and has caused unemployment rates to soar and tax revenue to plummet. The American people and its government have enough to worry about without getting involved in another war.
Home of the Free icon
Home of the Free
  • Ideology drift defense: +20%
  • No.png Cannot join factions lead by another ideology
  • Yes.png Can create factions
USA considers itself a bastion and maybe even the cradle of democracy and liberty. Whatever they choose to be, their values are difficult to compromise, however tempting some opportunities might seem.

In the 1936 election, the USA can choose the party to lead it. Depending on the choice, another National Spirit can be added:

  • If Democratic Party, New Deal
    • Infrastructure construction speed: +20%
    • Stability: +10%
  • If Republican Party, there is no change to the national spirits, but:
    • They gain the Industrial Concern Standard Oil of California, which gives Industrial Research Speed: +5% and Refining Research Speed: +15%
    • The new leader of the USA becomes Alf Landon, who has the trait Staunch Constitutionalist - Ideology Drift Defense: +50%

With the Man the GunsMan the Guns expansion enabled, the United States starts with an additional national spirit:

London Naval Treaty Signatory icon
London Naval Treaty Signatory
  • Carrier Max Cost: 9500Production cost (naval).png
  • Cruiser Max Cost: 5300Production cost (naval).png
  • Heavy Ship Max Cost: 10000Production cost (naval).png
We have signed the London Naval Treaty and accordingly are restricted in the size of our capital ships.


USA starts 1936 as a democracy, with elections every four years. The ruling party is the Democratic Party led by Franklin Delano Roosevelt.

Elections are held every four years; in-game, this applies to 1936, 1940, and 1944. Each time, the player will be prompted to choose the outcome. FDR, as the incumbent, will run for the Democrats each time even if he has been unseated in a previous election. The Republicans run three candidates: Alf Landon in 1936, Wendell Willkie in 1940, and Thomas E. Dewey in 1944. Each grant different bonuses and the player can select them. Note that the Republican candidate will not change if they won the previous election, as they will be running as the incumbent. For example, if the player were to choose Alf Landon in 1936, they will not be able to choose Wendell Willkie in 1940. The USA has no national focus that allows it to change ideology unless Man the Guns Man the Guns is active. If the player wants to try to change the ideology then they should appoint political advisors either:

  • Charles Coughlin, who is a Fascist Demagogue: Daily Fascism Support: +0.1
  • Earl Browder, who is a Communist Revolutionary: Daily Communist Support: +0.1

Both cost 150 political power to appoint. Support for the fascist Silver Legion of America led by William Dudley Pelley, or for the communist Communist Party USA led by Earl Browder himself, will steadily increase. Because of the USA's national spirit Home of the Free, this will be slower than normal - Ideology Defense Drift: +20%. The result of this will be to convert the USA to a fascist or communist country. The party and leader of the country will change, and they will change the name and flag. Once this has happened, the diplomatic rules applied to fascist or communist countries apply to the USA. There will be no more elections.

Depending on how the player handles this - various events will pop up asking them how they would like to proceed - the player may end up in a civil war, against the forces of democracy. The more political support the player builds up, the more of the country they will control if that happens. At 33% support, the player will be asked if they would like to have a civil war and at 50% support, they can choose to switch governments to either fascist or communist, depending on which ideology is the most dominant.

Man the Guns introduces the Second American Civil War branch, which is pursued either by going down the "Suspend the Persecution" sub-branch or the "America First" sub-branch. Regardless of whichever branch is chosen, the same broad path begins as a timer starts ticking down to war - Industrialists begin moving factories to their preferred region (North or South), government arsenals are raided, tax income is withheld from the federal government, National Guard formations are mobilized and trained, until secession is declared. Shortly after this point, unless a specific focus is taken, the states of Illinois, Indiana, Michigan, Minnesota, Wisconsin and Ohio declare "neutrality" in the war, becoming the "Neutral States of America". They will no longer be controlled by the player and will sell weapons and equipment to both sides while forming their own defence force and acting as a de facto independent faction. Once the Civil War ends, they will rejoin whichever side won.


Leader Ideology Party In power (1936) Popularity Country name Unique portrait? Leader trait
Franklin Delano Roosevelt democracy Democracy/Liberalism Democratic Party Yes 99% United States Yes Dislikes Germany:
AI Modifier: +200 to antagonize Germany
Harry S. Truman democracy Democracy/Liberalism Democratic Party No, can come to power via event (Death of FDR event) --- United States Yes ---
Edmund Gano democracy Democracy Democratic Party No, can come to power by civil war --- Constitutionalists Yes Quatermaster Trainee:
Air Base Construction Speed +5%
Naval Base Construction Speed +5%
Radar Station Construction Speed +5%
Rocket Site Construction Speed +5%
Nuclear Reactor Construction Speed +5%
Alf Landon democracy Democracy/Conservatism Republican Party No, can come to power via event (1936 Election event) --- United States Yes Staunch Constitutionalist: Drift Defence Factor +50%
Wendell Wilkie democracy Democracy/Liberalism Republican Party No, can come to power via event (1940 Election event) --- United States Yes Willkie's New Deal
Thomas E. Dewey democracy Democracy/Conservatism Republican Party No, can come to power via event (1944 Election event chain) --- United States No ---
Douglas MacArthur democracy Democracy/Conservatism Republican Party No, can come to power via event (1944 Election event chain) --- United States Yes ---
Earl Browder communism Communism/Marxism Communist Party USA No, can come to power by coup 1% Communist States of America Yes ---
William Potter neutrality Non-Aligned Non-Aligned No, can come to power by civil war 0% Loyalists Yes War Profiteer:
Military Factory Construction Speed +5%
Dockyard Construction Speed +5%
Douglas MacArthur neutrality Non-Aligned Non-Aligned No, can come to power via event (MacArthur offers for Governement) --- Loyalists Yes American Caesar:
Division Attack on core territory: +10%
Division Defense on core territory: +10%
Army Chief Cost: -25%
Air Chief Cost: -25%
Navy Chief Cost: -25%
High Command Cost: -25%
William Dudley Pelley fascism Fascism/Fascism Silver Legion of America No, can come to power by coup 0% Free American Empire Yes ---
Adam Hilt fascism Fascism/Fascism Silver Legion of America No, can come to power via event (William Dudley Pelley challenges Douglas MacArthur) 0% Free American Empire Yes Great Architect: Construction Speed +1%
Charles Lindbergh fascism Fascism/Fascism Silver Legion of America No, can come to power via event (William Dudley Pelley challenges Douglas MacArthur) 0% Free American Empire Yes ---

Staff and designers[edit]

These are choices of ministers and design companies for the United States.

Political Advisors
Advisor Type Effect Cost(Political Power)
Earl Browder Communist Revolutionary
  • Daily Communism Support: +0.10
Charles Coughlin Fascist Demagogue
  • Daily Fascism Support: +0.10
Harold L. Ickes Democratic Reformer
  • Daily Democracy Support: +0.10
John Winant Compassionate Gentleman
  • Improve relations opinion: +15 %
Robert Taft Silent Workhorse
  • Political Power Gain: +15.0%
Cordell Hull Smooth-Talking Charmer
  • Trade deal opinion factor: +10 %
Henry Morgenthau Jr. Economic Reformer
  • Consumer Goods Factories: -5 %
Henry Stimson War Industrialist
  • Military Factory Construction Speed: +10.0%
  • Dockyard Construction Speed: +10.0%
Donald Nelson Armaments Organizer
  • Civilian to Military Factory conversion cost: -20 %
Tank Designers
Designer Type Effect Cost(Political Power)
Marmon-Herrington Mobile Tank Designer
  • Armor Research Time: -10 %
  • Armor:
    • Max Speed: +5 %
    • Reliability: +10 %

By selecting this Design Company it will permanently affect capabilities on all equipment researched while they are hired.

Chrysler Medium Tank Designer
  • Armor Research Time: -10 %
  • Armor:
    • Reliability: +5 %
    • Soft Attack: +5 %

By selecting this Design Company it will permanently affect capabilities on all equipment researched while they are hired.

Army Ordnance Department Heavy Tank Designer
  • Armor Research Time: -10 %
  • Armor:
    • Armor: +5 %
    • Hard Attack: +5 %

By selecting this Design Company it will permanently affect capabilities on all equipment researched while they are hired.

Ship Designers
Designer Type Effect Cost(Political Power)
Norfolk Naval Yard Coastal Defense Fleet Designer
  • Naval Research Time: -10 %
  • Carrier:
    • Production Cost: -25 %
    • Deck size: -20 %
    • Max Range: -50 %
  • Capital Ship:
    • Production Cost: -25 %
    • Armor: -20 %
    • Naval firepower: -20 %
    • Max Range: -50 %
  • Screen:
    • Production Cost: -25 %
    • Max Range: -50 %
  • Submarine:
    • Production Cost: -25 %
    • Max Range: -50 %

By selecting this Design Company it will permanently affect capabilities on all equipment researched while they are hired.

Electric Boat Company Raiding Fleet Designer
  • Naval Research Time: -10 %
  • Carrier:
    • Surface Visibility: -10 %
    • Max Speed: +10 %
    • Deck size: -10 %
  • Capital Ship:
    • Surface Visibility: -10 %
    • Max Speed: +10 %
    • Deck size: -10 %
  • Screen:
    • Surface Visibility: -10 %
    • Max Speed: +10 %
  • Submarine:
    • Sub Visibility: -10 %
    • Surface Visibility: -10 %
    • Max Speed: +10 %

By selecting this Design Company it will permanently affect capabilities on all equipment researched while they are hired.

ฺBrooklyn Naval Yard Atlantic Fleet Designer
  • Naval Research Time: -10 %
  • Carrier: Armor: +50 %
  • Capital Ship:
    • Armor: +10 %
    • Naval firepower: +10 %

By selecting this Design Company it will permanently affect capabilities on all equipment researched while they are hired.

Newport News Shipbuilding Pacific Fleet Designer
  • Naval Research Time: -10 %
  • Carrier:
    • Deck size: +25 %
    • Armor: -15 %
    • Max Range: +25 %
  • Capital Ship: Max Range: +25 %
  • Screen: Max Range: +25 %
  • Submarine: Max Range: +25 %

By selecting this Design Company it will permanently affect capabilities on all equipment researched while they are hired.

Aircraft Designers
Designer Type Effect Cost(Political Power)
North American Aviation Light Aircraft Designer
  • Air Research Time: -10 %
  • Fighter:
    • Agility: +10 %
    • Max Speed: +10 %
  • Carrier Fighter:
    • Agility: +10 %
    • Max Speed: +10 %

By selecting this Design Company it will permanently affect capabilities on all equipment researched while they are hired.

Lockheed Medium Aircraft Designer
  • Air Research Time: -10 %
  • Heavy Fighter: Reliability: +20 %
  • Tactical Bomber: Reliability: +20 %

By selecting this Design Company it will permanently affect capabilities on all equipment researched while they are hired.

Douglas Aircraft Company CAS Designer
  • Air Research Time: -10 %
  • Close Air Support:
    • Ground Attack: +10 %
    • Reliability: +10 %
  • Carrier CAS:
    • Ground Attack: +10 %
    • Reliability: +10 %

By selecting this Design Company it will permanently affect capabilities on all equipment researched while they are hired.

Boeing Heavy Aircraft Designer
  • Air Research Time: -10 %
  • Strategic Bomber: Strategic Bombing: +10 %

By selecting this Design Company it will permanently affect capabilities on all equipment researched while they are hired.

Grumman Naval Aircraft Designer
  • Air Research Time: -10 %
  • Naval Bomber:
    • Operational Range: +10 %
    • Naval Attack: +10 %
  • CV Naval Bomber:
    • Operational Range: +10 %
    • Naval Attack: +10 %

By selecting this Design Company it will permanently affect capabilities on all equipment researched while they are hired.

Materiel Designers
Designer Type Effect Cost(Political Power)
Springfield Armory Infantry Equipment Designer
  • Small Arms Research Time: -10 %
Ford Motor Company Motorized Equipment Designer
  • Motorization Research Time: -10 %
Rock Island Arsenal Artillery Designer
  • Artillery Research Time: -10 %
Industrial Concern
Designer Type Effect Cost(Political Power)
Standard Oil of California Industrial Concern
  • Industrial Research Time: -10 %
General Electric Electronics Concern
  • Electronics Research Time: -10 %
Designer Type Effect Cost(Political Power)
Robert Oppenheimer Nuclear Scientist
  • Nuclear Research Time: -10 %
Robert H. Goddard Rocket Scientist
  • Rocket Research Time: -10 %
Omar Bradley Superior Firepower
  • Army Experience Gain: +0.05 daily
  • Superior Firepower Doctrine: -15 %
George S. Patton Mobile Warfare Expert
  • Army Experience Gain: +0.05 daily
  • Mobile Warfare Doctrine: -15 %
DeWitt Clinton Ramsey Naval Theorist
  • Naval Experience Gain: +0.05 daily
  • Naval Doctrine Research Time: -7 %
Marc Mitscher Naval Aviation Pioneer
  • Naval Experience Gain: +0.05 daily
  • Base Strike Doctrine: -10 %
Curtis LeMay Victory Through Air Power
  • Air Experience Gain: +0.05 daily
  • Strategic Destruction Doctrine: -10 %
Harold McClelland Air Warfare Theorist
  • Air Experience Gain: +0.05 daily
  • Air Doctrine Research Time: -7 %



Conscription Law Economy Law Trade Law
Disarmed Nation.png Disarmed Nation
  • 1% Recruitable population
Undisturbed Isolation.png Undisturbed Isolation
  • 50% Consumer Goods factories
  • –50% Factory construction speed
  • +50% Factory (type) conversion cost
  • -60% Fuel Gain per Oil
  • -45% Fuel Capacity
World tension.png World tension limit (required for)
  • +20% Join faction
  • +20% Send volunteers
  • +50% Lend-lease
  • +75% Guarantee
  • +100% Generate war-goal
Free Trade.png Free Trade
  • 80% Resources to market
  • +10% Research speed
  • +15% Factory/Dockyard output
  • +15% Construction speed
  • +40% Civilian intelligence to others
  • +20% Navy intelligence to others


Factories 1936
Military factory
10 Military Factories
Naval dockyard
22 Naval Dockyard
Civilian factory
138 Civilian Factories

The United States boasts, without a doubt, the largest construction capability of the major powers by 1936. However, due to the immense 80% consumer factory requirements by the country's national spirits, the U.S. only has 22 civilian factories available for construction. To fully exploit the U.S.'s economic potential, one has to go to war to enable the removal of The Great Depression modifier and to change the economic laws. Another undermining factor for the country's might is the low number of military factories, rendering its army very weak at the start.


Total resources 1936
1058 0 792 262 192 1

These numbers represent the available resources, depending on trade law a certain amount may be traded away.

When it comes to resources, the Americans live in abundance. They have more than enough of OilOil and AluminumAluminum, as well as sufficient SteelSteel, and will profit greatly from their exports in the game. However, they lack RubberRubber and ChromiumChromium and so these must be imported. 10 Rubber can be added through a unique National Focus, and several prospecting Decisions are available to expand AluminumAluminum, TungstenTungsten and SteelSteel production as Excavation technologies are researched.

One long-term strategic goal for the United States is to acquire Siamese rubber or Japanese chromium by controlling the respective provinces. Also, 792 steel looks like a lot, but when using only 20% of that under the Free trade law, the massive expansion of military production will lead to shortages by late 1939. Researching Resource gain efficiency can counteract this, but only to a certain point. The United States will either have to move away from free trade by around 1940 or use its massive reserve of civilian factories to trade for steel.


The United States military of 1936 boasts the second-largest navy in the world, behind only the Royal Navy, but an army and air force hampered by limited manpower and shortages of equipment.

Type No.
Infantry cropped.png Infantry 35
Cavalry cropped.png Cavalry 1
Army experience.png Total divisions 36
Type No.
Destroyer.png Destroyer 113
Light Cruiser.png Light cruiser 12
Heavy Cruiser.png Heavy cruiser 15
Battleship.png Battleship 15
Submarine.png Submarine 71
Carrier.png Carrier 4
Navy experience.png Total ships 229
Air Force
Type No.
CAS.png Close air support 168
Fighter c.png Fighter 452
Naval bomber.png Naval bomber 144
Tactical bomber.png Tactical bomber 204
Air experience.png Total planes 968
19 of the infantry divisions belong to the National Guard. These are composed of 12 infantry battalions whilst the regular army divisions are composed of 9 battalions. Four infantry divisions are forward-deployed to the Philippines, Alaska, Puerto Rico and the Panama Canal, with the garrison brigades stationed across several Pacific islands. The rest of the army is scattered throughout the continental United States. The Superior FirepowerSuperior Firepower doctrine has been pre-selected.
In Man the Guns Man the Guns, the U.S. Navy is one of the strongest navies in the game, beginning the 1936 scenario with a total of 229 vessels, emphasizing submarines over heavier ships. The US can build all Tier I vessels and produce Tier II vessels of all classes save Heavy Ships (Battleships, Battlecruisers). However, much of this starting potential is hobbled by the London Naval Treaty, which disables a number of the more recent designs without first generating, then expanding Naval Experience to remove modules. As of 1936 US naval yards are producing two New Orleans-class heavy cruisers, one Wichita-class heavy cruiser, two Yorktown-class carriers, 13 Farragut-class destroyers and one Porpoise-class submarine. The default Naval doctrine is set to Base Strike.
Naval units list
Name Type Count Production Techyear Design note
Clemson Class* Destroyer 105 1922 DD battery I, AA I, 2xTT I, DC I
Farragut Class Destroyer 8 13 1922 DD battery II, AA I, 2x TT I, DC I, Sonar I, Engine II
Omaha Class* Light Cruiser 10 1922 2xCL battery I, AA I
Oglala Class Minelayer (CL) 2 1922 CL I, AA I, mines
Brooklyn Class Light Cruiser 1936 3xCL II batteries, 2xAA I, scout plane I, AA II, Secondary I, Armor III
Pensacola Class* Heavy Cruiser 8 1922 2xCA I battery, AA I, scout plane I, Secondary I, Armor I
Portland Class* Heavy Cruiser 2 1936 2xCA I battery, AA I, scout plane I, Secondary I, Armor II
New Orleans Class Heavy Cruiser 5 2 1936 2xCA II battery, 2x AA I, scout plane I, Secondary I, Engine I, Armor II
Wichita Class Heavy Cruiser 1 1936 2xCA II battery, 2x AA I, scout plane I, Armor III
S Class* Submarine 59 1922 TT I
Barracuda Class* Submarine 9 1936 TT I, Engine I
Porpoise Class Submarine 3 1 1936 TT I, Engine II
Lexington Class* Carrier 2 1922 3xHangar, AA I, Secondary I
Ranger Class* Carrier 1 1936 3xHangar, AA I, Engine I
Yorktown Class Carrier 2 1936 3xHangar, AA I, Secondary II
New York Class* Battleship 3 1922 2xBB I batteries, AA I, scout plane I, 2xSecondary I, BB Armor I
Pennsylvania Class* Battleship 9 1922 2xBB I batteries, 2xAA I, scout plane I, 2xSecondary I, BB Armor II
Colorado Class Battleship 3 1922 2xBB II batteries, 2xAA I, scout plane I, 2xSecondary I, BB Armor II
* marks a variant as "obsolescent".
Without Man the Guns
The U.S. Navy is one of the strongest in the game. It starts in 1936 with a total of 235 ships, the same amount as the UK but with a heavier emphasis on submarines, and slightly fewer capital ships. The United States can build all Tier I vessels and is also able to produce the Tier II Ranger-class aircraft carriers, Brooklyn-class light cruisers and Porpoise-class submarines. At the start date of 1936, their naval yards are building a Portland-class heavy cruiser, a Porpoise-class submarine and 13 Farragut-class destroyers. The Base Strike doctrine has been pre-selected.
Ship classes of the United States Navy (no Man the Guns)
Type Class Amount In Production Tech
CV Yorktown Class 0 0 Carrier II (Upgraded variant, +1 all parameters)
CV Ranger Class 1 0 Carrier II
CV Lexington Class 2 0 Carrier I
BB Colorado Class 3 0 Battleship I (Upgraded variant, +4 guns, +3 all other parameters)
BB New Mexico Class 5 0 Battleship I (Upgraded variant, +2 all parameters)
BB Pennsylvania Class 4 0 Battleship I (Upgraded variant, +1 all parameters)
BB New York Class 3 0 Battleship I
BC Lexington Class 0 0 Battlecruiser I
CA Portland Class 7 1 Heavy Cruiser I (Upgraded variant, +2 all parameters)
CA Pensacola Class 8 0 Heavy Cruiser I
CL Brooklyn Class 0 0 Light Cruiser II
CL Omaha Class 10 0 Light Cruiser I
DD Farragut Class 8 13 Destroyer I (Upgraded variant, +3 all parameters)
DD Clemson Class 107 0 Destroyer I*
SS Porpoise Class 9 1 Submarine II
SS Barracuda Class 3 0 Submarine I (Upgraded variant, +2 all parameters)
SS S Class 65 0 Submarine I
Convoy 400 0
Air Force
As of Man the Guns Man the Guns, the air force consists of 968 aircraft, including 384 Curtiss P-1 Hawk fighters, 96 Northrop A-17 CAS aircraft, 108 PBY Catalina naval bombers and 204 Douglas B-18 Bolo tactical bombers. The carriers operate 68 Grumman FF 'Fifi' fighters, 72 Northrop BT CAS aircraft and 68 Douglas TBD Devastator naval bombers. The fighters and tactical bombers are of an inter-war design. There is an ongoing production line for the 'Fifi'.

Strategies and Guides[edit]

Waking the Giant[edit]

Flag of United States United States has riches in resources that are the envy of any nation. However, it must find a way to get past crippling economic limitations caused by The Great Depression which result in shortages in manpower, reduces political power and limits production. They also start with only 10 Military factory Military factories so building land forces will be slow. Patience will be needed to overcome those obstacles. To overcome the effects of the great depression, as early as possible go down the WPA line in the national focuses list. Please note that passing each stage, starting with Agricultural Adjustment Act, there is a 230 day wait period to pass the next stage. That means that you can pass three other national focuses and then will have to wait 20 days for the next stage to be available. It's worth the delay even though you are not continually running a national focus.

The production limitations do affect naval construction. Early construction should be a mixture Infrastructure Infrastructure along with civilian factories for the first two years. Repeat this cycle until the production issues can be solved and to grow your economy. The player will need to trade for RubberRubber and ChromiumChromium to start building battleships and carriers. Players may wish to cease submarine production as their fleet is quite extensive at the start of the game. Early research should also include Destroyer II while relegating existing Destroyers and light cruisers to small fleets, perhaps 1 CL to 15 DD, to serve as flotillas for Convoy EscortConvoy Escort in safer zones. The older DVDs will not be able to last long as screens against the Japanese Fleets. In the Atlantic the older Destroyers may also be used as screens as combat with other fleets will be less likely. Build two main fleets in the Atlantic around battleship/heavy cruiser units and another around USS Ranger. These fleets do not need to be as large as the fleets in the Pacific. Do not include Submarines in these fleets. In the Pacific, three main fleets should centre on the Asiatic Fleet in the Flag of Philippines Philippines, a Hawaiian Fleet and one on the West Coast. Assign your best Admirals to those fleets, especially the Philippines. The goal is to make carrier groups of 2 CV, 3 BB, 4 CA, 4 CL and 15 DD. Try to avoid building larger fleets than that or you will not be able to guard enough areas, South China/Philippines/Bismarck Seas plus enough to move onto new areas in an island-hopping campaign. By the time the war starts you may have four or more of these fleets created. It should be more than sufficient especially if you have a mixture of level 2 ships in your Task Forces. A second reserve fleet may be needed in the Philippines to combat losses of ships and swell the ranks of the Asiatic Fleet.

Do not try to train troops until sufficient equipment is produced.

Preparation in the Pacific[edit]

When able begins building air bases in the Pacific to ward off naval invasions. 115 each of strategic bombers and heavy fighters should do. Suggested locations would be Midway, Attu Island and Guam. Radar stations and coastal defences should be constructed as well. Flag of Japan Japan will especially attempt to take Guam but the naval bombers and defences should keep them at bay. Keeping a naval presence there is not suggested until the player plans to invade as Japan has their own significant air presence there.

While at peace it is a good strategy to occasionally send naval units to scout the Japanese islands to see which they are defending. If a single commander is chosen for all the defence brigades in the Pacific then extra units will be able to take those islands to save on the amount of time needed to take control in the Pacific. Wake Island and Palmyra make good staging areas for those invasions. A small amphibious force of say 9 divisions should be created to take the defended islands when war comes. Splitting them into small groups allows for faster planning and multiple assaults. It should only be necessary to leave a garrison on islands with an airbase or urban area.

The Flag of Philippines Philippines is the lynchpin of the Pacific. A buildup of coast defences near ports, radar, anti-air, and a large buildup of strategic bombers and heavy fighters are needed to guard the South China and Philippine Seas against naval incursion. This will also have the added effect of bringing the Philippines to direct autonomy. Keep in mind the Philippines will be generating units for its defence which will stop when annexed, although annexation will allow the player to build radar stations.

Once the war begins Japan will have their own formidable air presence in both the Philippine and South China Seas. Stay in port unless necessary. The problem in the Philippine Sea can be taken care of by taking the island of Peleliu to the southeast. Be careful when launching a naval assault from Manila as it will not show the route going through the South China Sea. If that portion of the trip is not defended an entire convoy of troops could be lost. Try to protect these convoys with 2x the number of DD than the number of divisions. It is also necessary to move newly-trained divisions to defend the Philippines.

It is also recommended to use your carrier and naval forces to help defend one's land. More divisions will have to be based, too. Note that this may NOT ward off formidable invasions.

Avoiding the Pacific War[edit]

As of the 1.7 Hydra patch (it is not clear whether this is achievable in an earlier patch), the player can avoid going to war with Flag of Japan Japan entirely if one so wishes.

The usual war between the U.S. and Japan begins with the Japanese Focus Secure the Philippines, upon the completion of which Japan gets a war goal against the Flag of Philippines Philippines. The player can reduce the autonomy of the Philippines beforehand by building factories and/or sending lend-lease, and later annex them using the puppet system. This can be done much earlier than the aforementioned Japanese Focus under historical AI, given the industrial capacity that the U.S. possesses. This way, Japan will get a war goal against the non-existent Philippines and therefore cannot declare war, thus allowing the U.S to focus entirely on the war in Europe.

It should also be noticed that this strategy does not stop Japan from declaring a war against the Allies(namely, it gets war goals against Flag of Dutch East Indies Dutch East Indies and Flag of British Malaya British Malaya through the focus Strike on the Southern Resource Area), which the U.S. is usually a member of. However, The player can simply stay out of this war by refusing any call to arms.


Arsenal of Democracy icon
Arsenal of Democracy
As the U.S.A., have more than 300 military factories.
Georgia On My Mind icon
Georgia On My Mind
As the U.S.A., own and fully control all three Georgias.
History Repeated Itself icon
History Repeated Itself
As the U.S.A., Win against the Confederate States. Again.
Team America icon
Team America
As the U.S.A., drop a nuclear bomb on Paris.
To Arms in Dixie! icon
To Arms in Dixie!
As the U.S.A., start a new civil war as the South.
Underpaid, Undersexed, and Under Eisenhower icon
Underpaid, Undersexed, and Under Eisenhower
As the U.S.A., assume faction leader of the Allies, and have over 50 expeditionary divisions from the United Kingdom.