New Zealand

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New Zealand
New Zealand.png
Capital:
Wellington

Government type:
Democratic, Socialist

Faction:
Allies

New Zealand is a British Dominion and minor country located east of Australia and is one of only two countries located in the Oceania region. As a subject of the British Empire, New Zealand begins the game as a member of the Allies.

Geography and infrastructure

New Zealand in the Pacific Ocean

New Zealand is located in the Pacific Ocean, just east of Australia and south of France's New Caledonia and the United Kingdom's Fiji islands. The country itself is composed of 40 provinces organized into two moderately-sized island states connected by a single strait. New Zealand also owns Samoa, an island chain composed of two provinces, both of which are plains, located northeast of Fiji.

The northern state, called North Island, is composed of 24, mostly forested, provinces. However, there are some hills in the northeast and plains dotting the island, as well as two mountain provinces: one in the center and one in the uppermost northeast near the hills. This state is the location of Wellington, New Zealand's 10 victory point capital, which is also the location of a level two naval base. In the northeast of the state is a level three air base, which is level eight at the start of the 1939 scenario. To the northwest is Auckland, a five victory point city that houses a level three naval base. North Island's infrastructure level is six in the 1936 scenario, eight in the 1939, and it's population is 900.93K in both.

The southern state of South Island is made up of 16 provinces. This state is mostly mountainous, but contains some hills, plains, and a single forest in the south and southeast, as well as one additional forest in the north. Like North Island, it also has an air and naval base, but both are level one and located on the east side of the island and on single victory point provinces — the air base in Dunedin in the south and the naval base in Christchurch in the north. In 1936, South Island has an infrastructure level of five, which is increased to seven when starting in 1939. In both dates, the state's population is 547.86K.

Events

Main article: New Zealand events

National focus

New Zealand's unique NF tree (part of the Together for Victory expansion).
Main article: New Zealand national focus tree

Flag of New Zealand New Zealand, along with other nations of the British commonwealth, gets a unique national focus tree (part of the Together for Victory expansion). Without the expansion New Zealand utilizes the Generic national focus tree.

New Zealand's unique focus tree has five main branches:

The First Labour Government
Acts as the political tree, providing both a means to deal with internal issues, and mutually exclusive branches on whether to remain within the Commonwealth, or to push for Independence as a Democratic, Fascist or Communist country.
Transfer the New Zealand Division
Focuses on developing a navy through construction of dockyards and bonuses to ship and naval doctrine research.
Expand the NZPAF
Provides bonuses to aircraft and air doctrine research.
National Roads Board
Acts as the industrial tree, buffing industrial capacity, resource extraction and research slots.
Army Reforms
Focuses on bonuses for Infantry, Armour and Artillery, and construction of military industry capacity.


Technology

New Zealand starts with only 2 research slots; however, with the Together for Victory Together for Victory expansion, it can gain 4 more research slots from its national focuses, bringing the total slots to 6, which is matched only by the Flag of United States United States and democratic West Germany.png Germany.

In addition, if the Together for Victory Together for Victory expansion has been enabled, then through the Commonwealth Research technology sharing bonus, New Zealand also gets a research time reduction for 31 different technologies across various research trees.

Army Technology Naval Technology Air Technology Electronics & Industry
  • Infantry Eq. I
  • Engineer Company I
  • Recon Company I
  • Great War Tank
  • Towed Artillery
  • Early Destroyer Hull
    • Basic Depth Charges
  • Early Cruiser Hull
  • Basic Torpedo
  • Naval Gunnery
  • Transport Ship
  • Contact Mine
  • Naval Bomber I
  • None
Doctrines
  • None

Politics

National spirits

New Zealand does not start with any national spirits in either the 1936 or 1939 scenario.

Political parties

Party name Ideology Popularity Leader Ruling
New Zealand Labour Party democracy Democratic 100.00% Michael Joseph Savage Yes
Communist Party of New Zealand communism Communist 0.00% Elsie Farrelly No
New Zealand Legion fascism Fascist 0.00% John Ormond No
New Zealand National Party neutrality Non-Aligned 0.00% Adam Hamilton No

Staff and designers

Political Advisors
Advisor Type Effect Cost (Political Power)
A.E. Davy Ideological Crusader
  • Same ideology monthly opinion: +100.00%
150
W.A. Veitch-Milne Prince of Terror
  • Non-core Manpower: +2.00%
  • Foreign subversive activities efficiency: -30%
  • Damage to Garrisons: -25.00%
150
Walter Nash Armaments Organizer
  • Civilian to Military Factory conversion cost: -20.00%
150
Fred Freeman Communist Revolutionary
  • Daily Communism Support: +0.10

Has completed focus The Lee Affair
Is not Supervised State

150
Adam Hamilton Democratic Reformer
  • Daily Democracy Support: +0.10

One of the following must be true:

  • Has completed focus Strengthen the Commonwealth
  • Has completed focus Constitution Amendment Act

Is not Supervised State

150
Arthur Nelson Field Fascist Demagogue
  • Daily Fascism Support: +0.10

Has completed focus In the Darkness
Is not Supervised State

150
Tank Designers
Designer Type Effect Cost (Political Power)
New Zealand Railways Mobile Tank Designer
  • Armor Research Speed: +15%
  • Armor:
    • Max Speed: +5%
    • Reliability: +10%
150
Christchurch Workshops Heavy Tank Designer
  • Armor Research Speed: +15%
  • Armor:
    • Armor: +5%
    • Hard attack: +5%
150
Ship Designers
Designer Type Effect Cost (Political Power)
Saint Mary's Bay Shipbuilding Escort Fleet Designer
  • Naval Research Speed: +15%
  • Screen:
    • Max Range: +30%
    • Sub detection: +10%
    • Max Speed: +10%
    • Production Cost: +10.00%
150
Port Chalmers Shipbuilding Pacific Fleet Designer
  • Naval Research Speed: +15%
  • Carrier:
    • Deck size: +25%
    • Armor: -15%
    • Max Range: +25%
  • Capital Ship: Max Range: +25%
  • Screen: Max Range: +25%
  • Submarine: Max Range: +25%
150
Aircraft Designers
Designer Type Effect Cost (Political Power)
Light Air Company Light Aircraft Designer
  • Air Research Speed: +15%
  • Fighter:
    • Agility: +10%
    • Max Speed: +10%
  • Carrier Fighter:
    • Agility: +10%
    • Max Speed: +10%
150
Medium Air Company Medium Aircraft Designer
  • Air Research Speed: +15%
  • Heavy Fighter: Reliability: +20%
  • Tactical Bomber: Reliability: +20%
150
Heavy Air Company Heavy Aircraft Designer
  • Air Research Speed: +15%
  • Strategic Bomber: Strategic Bombing: +10%
150
Naval Air Company Naval Aircraft Designer
  • Air Research Speed: +15%
  • Naval Bomber:
    • Range: +10%
    • Naval Attack: +10%
  • CV Naval Bomber:
    • Range: +10%
    • Naval Attack: +10%
  • Carrier Fighter:
    • Range: +10%
    • Agility: +10%
  • Carrier CAS:
    • Range: +10%
    • Naval Attack: +10%
150
Materiel Designers
Designer Type Effect Cost (Political Power)
Charlton Motor Workshops Motorized Equipment Designer
  • Motorization Research Speed: +15%
150
Small Arms Company Infantry Equipment Designer
  • Weapons and Equipment Research Speed: +15%
150
Artillery Company Artillery Designer
  • Artillery Research Speed: +15%
150
Industrial Concerns
Concern Type Effect Cost (Political Power)
Wairarapa Ranches Industrial Concern
  • Industrial Research Speed: +15%
150
Electronics Company Electronics Concern
  • Electronics Research Speed: +15%
150
Theorists
Theorist Type Effect Cost (Political Power)
Keith J. Holyoake Military Theorist
  • Army Experience Gain: +0.05 daily
  • Land Doctrine Research Speed: +10%
150
R.A. Cochrane Air Warfare Theorist
  • Air Experience Gain: +0.05 daily
  • Air Doctrine Research Speed: +10%
150
Arthur Dawes Naval Theorist
  • Naval Experience Gain: +0.05 daily
  • Naval Doctrine Research Speed: +10%
150

Economy

Laws

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
  • +20% Civilian intelligence to others
  • +10% Navy intelligence to others

Industry and resources

Resources
Type No.
Aluminum.png Aluminum 0
Chromium.png Chromium 0
Oil.png Oil 0
Rubber.png Rubber 0
Steel.png Steel 0
Tungsten.png Tungsten 6
Industry
Type No.
Civilian factory Civilian factory 4
Military factory Military factory 1
Naval dockyard Naval dockyard 0
Industry
In 1936, New Zealand has a very low production capacity, with only one military and four civilian factories located in North Island in 1936, and no factories in South Island . It can gain four more civilian and six more military factories through their unique national focus tree available with Together for Victory Together for Victory, as opposed to three military and four civilian factories through the generic national focus tree. In the 1939 scenario, North Island has three military and six civilian factories with the Bureau of Industry and Domestic Army Industry national focuses already unlocked.
Resources
New Zealand is also extremely resource poor at game start, only producing 6 units of tungsten in South Island. By completing the New Zealand Steel and Taranaki Oil national focuses, North Island can respectively produce 10 steel and 5 oil. Both of these national focuses are automatically unlocked at the start of the 1939 scenario.

Military

At the start of the game, New Zealand has the smallest military of all of the British Dominions and the smallest DLC country army in the world. In total, New Zealand utilizes 22.18K manpower and has an additional 3.94K available for use.

Army
Type No.
Infantry cropped.png Infantry 3
Army experience.png Total divisions 3
Navy
Type No.
Navy experience.png Total ships 0
Air force
Type No.
Naval bomber.png Naval bomber 12
Air experience.png Total planes 12

Army

The entirety of the military consists of only three District Force infantry divisions made up of three infantry and cavalry battalions each.

Tank units list
Name Type Techyear Variants TD / SPA / AAA
Mark V Great War Tank 1918
Bob Semple Light Tank I 1934 Deacon / Birch / Vickers II AA
Schofield Tank Light Tank II 1936 Valiant / Pries / Matilda AA
Valentine Light Tank III 1941 Archer / Bishop / Valentine AA
Crusader LP Medium Tank I 1939 Cavalier / Centaur / Crusader AA
Cromwell LP Medium Tank II 1941 Charioteer / Avenger / Cromwell AA
Comet LP Medium Tank III 1943 AC IV / Sexton / Comet Marksman
Vickers Heavy Tank I 1934 None / Gun Carrier Mk. I / None
Churchill LP Heavy Tank II 1941 Churchill Gun Carrier / Churchill AVRE / Churchill AA
Black Prince LP Heavy Tank III 1943 Hector / Black Prince AVRE / Black Prince Marksman
Big Bob Super Heavy Tank 1943 Iron Duke / None / None
Centurion MBT 1945 Centurion Malkara / Centurion AVRE / Centurion Marksman

Navy

The country lacks a navy, but has 70 convoys. It can acquire relatively easily a pair of light cruisers using the Transfer the New Zealand Division focus, which has no prerequisites.

Air force

There is a small air wing of 12 1936 Fairey Swordfish naval bombers stationed in the air base in North Island.

Aircraft Types
Tech Year Close Air Support (Carrier Variant) Fighter (Carrier Variant) Naval Bomber (Carrier Variant) Heavy Fighter Tactical Bomber Strategic Bomber
1933 Gloster Gladiator (Hawker Nimrod) Armstrong Whitworth Whitley
1936 Hawker Hector Hawker Hurricane (Sea Hurricane) Fairey Swordfish (Blackburn Shark) Bristol Blenheim Vickers Wellington Handley Page Halifax
1940 Hawker Typhoon Supermarine Spitfire (Fairey Fulmar) Fairey Albacore Bristol Beaufighter Bristol Beaufort Avro Lancaster
1944 Hawker Tempest Supermarine Spiteful (Hawker Sea Fury) Fairey Barracuda de Havilland Mosquito FB de Havilland Mosquito B Avro Lincoln
Jet Engine Technology
1945 Gloster Meteor de Havilland Venom
1950 de Havilland Vampire English Electric Canberra Vickers Valiant

Military staff

Chief of Army
Name Type Effect Cost (Political Power)
William Sinclair-Burgess Army Defense (Expert)
  • Division Defense: +10.0%
150
Edward Puttick Army Offense (Expert)
  • Division Attack: +10.0%
150
J.E. Duigan Army Maneuver (Expert)
  • Divisions speed: +10.00%
150
N. Weir Army Morale (Expert)
  • Division Recovery Rate: +8.0%
150
Chief of Navy
Name Type Effect Cost (Political Power)
H.E. Horan Naval Maneuver (Expert)
  • Naval Speed: +10%
150
W.H.Stratton Naval Aviation (Expert)
  • Naval Air Attacks from Carriers: +6.00%
  • Naval Air Targeting from Carriers: +7.00%
  • Naval Air Agility from Carriers: +8.00%
150
Eric Prendergast Decisive Battle (Expert)
  • Capital Ship Attack: +10.00%
  • Capital Ship Armor: +10.00%
  • Screen Attack: +10.00%
  • Screen Defense: +10.00%
150
Chief of Airforce
Name Type Effect Cost (Political Power)
A.J. Stallworthy Naval Aviation (Expert)
  • Naval Air Attacks from Carriers: +6.00%
  • Naval Air Targeting from Carriers: +7.00%
  • Naval Air Agility from Carriers: +8.00%
150
L.P. Peterson Ground Support (Expert)
  • Air Superiority: +10.00%
150
Military High Command
Name Type Effect Cost (Political Power)
Norris Stephen Falla Army Regrouping (Expert)
  • Division Recovery Rate: +8.0%
150
J.C. Nichols Cavalry (Expert)
  • Motorized Attack: +10.0%
  • Motorized Defense: +10.0%
  • Cavalry Attack: +10.0%
  • Cavalry Defense: +10.0%
  • Mechanized Attack: +10.0%
  • Mechanized Defense: +10.0%
150
H.D. McGregor Airborne Assault (Expert)
  • Paradrop attack: +2.00%
  • Paradrop defense: +5.00%
  • Paradrop agility: +5.00%
150
Trevor Handley Naval Air Defense (Expert)
  • Naval AA attack: +15.00%
150

Strategies and guides

Have a good strategy for New Zealand?
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1936 Scenario: Independence, but with the Allies and in Multiplayer


setup and focus progression:Immediately release Samoa as a puppet state. They will serve you far better as a puppet than as true territory, as in this way they can get all the free goodies that the generic focus tree provides, while still performing their role as an air and naval base in the pacific. they will be lucky to field even a single division, but that can still provide a garrison that you do not have to spend valuable manpower on. it will also result in, when you do eventually annex them, 3 military factories, 4 civilian factories, and 3 Naval Dockyards, in addition to whatever handful of destroyers they may have built. Point is, they are essentially savings bonds, with no drawback whatsoever. you cannot deploy to Samoa or any other place besides New Zealand, and they serve the exact same purpose regardless. As such, when you acquire the pacific holdings of the US, France, UK, and (if you are early enough) Japan, Immediately release them as puppet states, as they serve the same purpose as Samoa, besides Possibly Hawaii, who may provide a division or two towards the cause, as well as most likely a token naval force. You should choose for your starting focus "Transfer the New Zealand division" and continue down the naval path until you have dockyards, then set your 2 cruisers to do exercises, and the dockyards can repair them. Once that is done, rush down the "Maori affairs"(?) side of the political tree, taking the Maori volunteers route at the split at the bottom, and skipping the original Maori Affairs Act for now. Then rush down the political side that has you go independent, but do not take the final focus yet, or you will leave the allies, and be left on your own against Japan. Then complete the naval tree, choosing submarines over destroyers, and skipping light cruiser effort. Then you must start the industrial branch, and this is quite late, but it does work, rush down each tree in a bid to get all four research slots open ASAP. By this time it is 1942 or so, and you have the best research capabilities in the world, excepting maybe the US (and Germany if they go democratic), and with commonwealth research and the fact that the commonwealth is already fairly advanced into 1936, you should be able to focus on naval and air technologies, allowing you to field the most technologically advanced navy in the game. This is to the point where you can have 1 or even 2 slots dedicated to ahead of time research, while the other four benefit from commonwealth research, and you soon have a terrifying little devil on your hands. again, ignore your army past 1939, they should only be as a last resort if the Japanese ever get to you. From here, you have a variety of options you could take in the course of the war. in the game I pulled this in, midway through the war me and the Australian player left the allies and formed a nice little haven in the pacific. We were roleplaying a bit of course, so we stayed as this, while supporting the invasion of Japan. One last tip: always be building a dockyard, as they do not count towards required civilian factories, and thus you can get out around 3.5 a year with your fully focused civilian factories and the ones from your puppets.


Army:The new Zealander army is quite tiny, and should only be invested in enough to get standard 7 infantry/ 2 artillery divisions, with 6 of these in order to garrison your two airbases, all of your victory points, and all naval bases. If a naval invasion threatens, move to defend against it, but on the whole, plan on your Maori Volunteers being your main expeditionary force, along with maybe a single tank division, and possibly a division of marines. Invest minimally into army research, only up to 1939, and let the Australians and Americans handle the land side of the pacific war. your job is going to be to take out the Japanese navy.

Navy: New Zealand's navy is nonexistent at start, but with a few years can become quite formidable. You should start with a few escort destroyers to protect shipping with the US, and then a group of scout destroyers to support your patrol cruisers. You should also build 2 more classes of destroyer, a mainline medium destroyer that you can mass produce as your primary screens, but as well a heavy destroyer, almost a light cruiser, to participate as a primary combatant. For your Submarine force (and you should have one), first produce a few heavy submarines armed to the teeth. these can provide a raiding fleet that is far more effective than the same amount of time of light subs. in addition, you should have a group of tiny submarines with mine laying capability, and later on, a larger group of light submarines. After this, have your dockyards ready to produce a heavy carrier, which can field 50 aircraft and with secondary guns for defenses. Make sure you have naval aircraft researched... this should take about a year to build with 5 dockyards (which you should have 9 of, by this point), and straight after, you should build a light battlecruiser, so as to have a ship capable of supporting your destroyers and your cruisers. continue building like this, and as soon as the battle cruiser is done, it should be late 1943 by now, and with your superior research you should have 1944 carrier hulls, so design a heavy carrier with room for 100 aircraft (by the way you should be using the pacific fleet designer that grants +25% deck space), and assign your dockyards to build 2 simultaneously , and with your remaining ones continue to construct destroyers and your light submarines. By 1944, when your carriers start production, you should have the following warships...


Destroyers


- 4 1936 light escorts in 1 group of 4, protecting convoys


- 4 early light scouts in 2 groups of 2


- 3 1940 mainline heavy destroyers in the main battle group


- any number of 1940 medium front line destroyers also in the main battle group


Submarines


- 5 heavy submarines, in 2 task forces of 2 1944 and 3 1940


- 8 early light mine layers, in 1 task force


- 8 1940 light submarines, in 2 task forces, 1 of 5, and 1 of 3, with 2 more well on the way, at your digression


Light Cruisers


- just your 2 1936 starters should be fine, in a single task force that can be a patrol, escort, or a backup battle group.


Heavy Cruisers


- Far less effective, and far more time consuming than battlecruisers


Battlecruisers


- 1 1940 light battlecruiser, part of main battle group


Battleships


- don't even bother, not worth the wait or resources


Carriers


- Your 1940 carrier, part of main battle group

...Your ships should be technologically ahead enough that with a full aircraft complement you can take on navies that out number you 2 to 1 with minimal casualties. that is where your job is, as you will be facing the Japanese head on, and the Americans may, or may not be able to support you. even if they cannot, you should be able to take on an AI Japan easily, and with coordination from Australia's starting navy you should be able to narrowly beat the Japanese player on water so long as they never hit land fall. also remember to, once you get done with the focus tree (around mid-late 1943), begin to lower subject autonomy with the continuous focus, and in any other feasible means so as to be able to annex them by 1946, if the war is still on by then.

Achievements

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Rule Britannia
As any British Subject state, conquer all of Britain.