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Good Division Templates Hoi4

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The template a division uses can be changed at any time by selecting the unit helmet, tank or other unit symbol icon in the Unit Details screen when that division's template is open and choosing any of the templates available there. Each division consists of up to five combat regiments and five support companies. In turn, each combat regiment. Need an actual template since bad template will bleed all the tanks. Need to pick proper attacking locations and micro correctly. Requires a lot of game mechanic knowledge. (fuel, supply, equipment levels, Air, understanding of unit stats) 7/2. Make a frontline, make a battle plan, click execute, watch. Hearts of Iron IV Motorized Division Design Guide – War College 205 T.J. Hafer No comments Hearts of Iron IV Motorized Division Design Guide – The fifth entry in our HoI4 War College course on division design goes over how to design effective motorized and mechanized divisions.

Dec 28, 2017

You just started playing and keep losing in singleplayer ? This guide will teach you how to easily win with the following nations: Germany, France, Romania, China, Brasil, Italy, Spain. If you learn to win with those nations you can win with almost any other nation. Each section has both specific advice as well as general advice.

Intro


This guide assumes you have finished the in-game tutorial with Italy.

Unlike other Paradox games where the larger army usually means victory, Hearts of Iron IV is much more complex. Although it can be successfully played by massing infantry, at least in singleplayer, a few tricks will make your singleplayer experience easier and also teach you some basics of the game.
Since you've finished the tutorial you already know how to move and produce units and how factories work, but the game has a lot more mechanics than that, I will not even scratch the surface here, I will only teach you what you need to know for an easy singleplayer victory.
The game is easy to learn and hard to master, once you get to know how divisions work in-depth, how supply lines work, and how air and sea combat works as well, you will discover a whole new game that's especially fun in multiplayer. That being said, let's learn how to beat the singelplayer.
The AI plays poorly and doesn't do most of the things I will mention below, giving you a huge advantage over him.

One Division Exploit


Reduce your army to one division and then train it to farm army experience.

This may sound like a joke but it isn't. Unless you're playing Germany, Italy or Spain. As soon as the game starts, select your whole army and delete everything except for one infantry division. If you play with nations that have colonies such as France or UK check for troops in colonies too. Once you are left with only one division, assign it to a general and start training it.
To quickly do this, select your whole army then hold SHIFT and click on the unit you don't want to disband. Keep the infantry division that has as much battalions as possible, if you don't know what a battalion is you'll find out in the Division Designer section.

Best Division Templates Hoi4 Japan


This gives you army experience. You will need army experience to costumize your divisions. You gain army experience based on how much of your army is currently training, if you only have 1 division that is training basically 100% of your army is currently training so you get a lot of army experience.
You don't lose manpower or equipment, when you disband your divisions their manpower returns to the manpower pool and their equipment to the equipment section.
You don't need to do this with Germany because you need troops in the field for focus trees, with Italy you can gain army experience from the war with Ethiopia and with Spain from the civil war.
Technically it's not an exploit because the devs know about this and they allow it, but it's called an exploit because it makes no sense in real life.

Generic Focus Tree Picks


Germany, Italy, Japan, UK, France, US, Russia and Poland have their own focus trees. If you have Together for Victory DLC: Canada, South Africa, British Raj, Australia and New Zeeland will also have their own focus trees. If you have Death of Dishonor DLC: Czechoslovakia, Hungary, Yugoslavia and Romania will also have their own focus trees.
But every other nation has a generic focus tree. This is what to pick in a generic focus tree:
  • The red ones are the picks if you want to go Democratic or stay Neutral.
  • The brown ones are the extra picks if you want to go Fascist or Communist.

Start with the Political Effort focus for early Political Power. If you want to go Fascist/Commie go to Nationalism / Internationalism focus so you can get an early Fascist / Communist influence. If you don't, follow the industrial path right away until you unlock another Research Slot. The research that other one that gives you 2 extra civillian factories. Then complete the military factories focus trees. Then if you're fascist or communist follow the politica focus trees until Ideological Fanaticism. If now, start with the military focus tree right away, the equipment ones reduce the time you need to research infantry equipment and the land doctrine ones reduce the research time for land doctrines.
  • Militarism and Military Youth are overpowered since they increase you military manpower by +5.00% and then by +2.00%, that's huge, but you can only get them if you are fascist.
  • If your country isn't landlocked take a Naval Effort focus too as it gives you 3 Dockyards.
  • Almost all focus unlocks take 70 days. Civilian factories are more important early on because they help you build other factories faster.

Research Picks


Research is basically buffs for your nation. Different nations start with different techs already unlocked but the difference is so small you won't even notice.
  • Start researching from 1 to 8.
  • The red ones are single picks.
  • The brown ones are different picks of equal importance, the pick order is optional.(It has nothing to do with democractic/fascism as in the previous red/brown combo)
  • After you start researching a Land Doctrine (number 5), always keep researching another one after you finish the previous one, they aren't limited by years and grant very powerful buffs to your army. You'll want to have as many Land Doctrines researched as possible before the war beings.
  • This plans assumes you start with a nation with 3 research slots, in case you start with a nation with 4 research slots or one that has any of the first 3 reseraches already unlocked, research a Land Doctrine right away and then proceed as usual.

General guidelines after you finish the plan above:
  • Always be up to date in Electronics and Industrial researches.
  • Concentrated Industry is almost always better.
  • Try to not research ahead of time, especially more than 6 months ahead of time.
  • 50% research bonus may make ahead of time research worth it, especially for important equipment models such as weapons, planes, ships or tanks.
  • Having a better decryption than another country's encryption allows you to see the composition of their troops and their current focus tree. They are more useful in multiplayer and kind of useless in singleplayer.
  • I didn't mention anything about Naval, Air and Tank research because they are not needed for the purpose of this guide, you can beat the AI with infantry alone, but they are very important in multiplayer.
  • Most researches take over 100 days.

Land Doctrines:
Mobile Warfare
  • Focus on speed and maneuver to cut off and disorganize enemy forces.
  • This is a great focus is you want to use many vehicles.
  • Your army will have a lot of speed and organization.
  • Organization is useful so your divisions will keep fighting.
  • When you reach the end of this tree you get a +2.00% then +3.00% recruitable manpower. (OP)

Superior Firepower
  • Focus on doing damage, hard attack and soft attack.
  • One of the most used focuses in multiplayer.
  • Best used with artilery in your division template.

Grand Battleplan
  • Offensive and defensive bonuses when you make plans with your generals.
  • You get some organization, some breakthrough, some soft attack, some defense.
  • Unique increased max entrenchment, useful when defending and have an entrenchment company in your division. (For example with the 1936 equpment and this focus you get 39% defensive bonus, with the 1939 equipemnt you get 50% defensive bonus).
  • Unique up to +60% max planing. This means that after you make a plan with your army, if you wait a couple of days, as soon as you activate the plan your army will have an offensive bonus for a short time. Normally this is only +50%, but with this focus you can make it +110%.
  • If you don't make plans with your generals a lot or tend to play flexible don't use this focus.

Mass Assault
  • Bonuses for out of supply or attirition situations. (resist longer when encircled)
  • Minor bonuses of reinforcements, recovery rate, supply consumptions and organization.
  • An OP +5.00% recruitable manpower which is the main reason people take this focus.
  • Larger combat width so you can make larger divisions.
  • A very short focus, which is not a good thing because you get to the end of it fast.

Mobile Warfare is when you want to outmanuver the enemy and also has that juicy +2.00% then +3.00% at the end. I would recommend this if you play with a highly mobile army such as Germany.
Superior firepower is the most useful focus in 90% of the situations. But it doesn't give you that +5.00 manpower like Mobile Warfare or Mass Assault.
Grand Battleplan is intereting and powerful if done right but rather rigid and if you don't use generals well you have basically little to nothing. I don't like this one because even if you use the generals right I'm still sure that the Superior firepower one is more useful. I would recommend this if you know what you're doing and have everything prepared so you won't have a new surprise front. The strength of this focus is on preparation.
Mass Assault is basically the Soviet Union in World War II, lots of troops that are despendable and don't need much care, don't need that much supplies and can survive longer without them, and you get that +5.00% really fast but the military focus also ends really fast. I would only recommend this if you play with a minor nation with small manpower and you desperately need manpower.

Laws and Government Picks


Mobilization -> Silent Workhouse -> Backroom -> Military Theorists -> Industrial Conceren -> Army

Once you reach 150 Political Power you can hire a minister. Each country has different types of ministers to pick from. If you don't find the mentioned minister for the country you picked skip the step.
The best way to start is to hire the Silent Workhouse since he gives you +0.30 more political power if you have any. And then the Backroom Backstaber since he gives you +0.10 more political power. Be careful with the Backroom Backstaber though as he gives you Ideology Drift Defense which is not good if you want to change your ideology. If you want to change your ideology hire the Backroom Backstaber only after you've changed your ideology.
You can also check if your country has Old Guards in Navy and Aviation. They give you +0.20 more political power. However, they are rare. I only know of Czechoslovakia who has an Air Old Guard and Poland who has a Navy Old Guard. If you have both an Old Guard and a Backroom Backstaber, hire the Old Guard first.
After you got all extra Political Power politicians you should now hire politicians that influence facist / communist / democratic ideology if you want to change ideology.
Hire a Military Theorist now. He gives you more army experience. Every contry has a military theorist.
Now Industrial Concerns. This allows you to research industry faster.
Now start with the army, first the Chief of Army then Military High Command. After that at least for the purpose of the singleplayer it becomes less important, you can pick the Infantry Equipment research reduction then the tanks, navy and air.
I left this one for the ending because it's the most important yet the most ignored law by new players. It is even more important than Silent Workhouse - Economy Law. It makes wonders for your industry. It increases your construction speed by +20% (a lot) and descreases the consumer goods, the less consumer goods you have the more Civillian Factories will work in building new factories. By far the most important law. You will want to reach War Economy as soon as possible.
However, there's a catch. Unless you're communist or facist you will need: 5% World Tention for Early Mobilizaiton, 15% World Tension for Partial Mobilization and being at war for War Mobilization. In some singleplayer games, if you're lucky the world tension will reach 6% after a few 70 days or so, keep your political power so you can pick Early Mobilization as soon as possible. Unless you're playing Japan, at the end of 1937, Japan will declare war on China which will increase World Tension over 15% allowing you to pick Partial Mobilization.
Also, whenever you're out of manpower you can increase the Consciption Law (top left) for more manpower. The quality of your units doesn't change based on the conscription law.

Useful Information about War


  • The more world tension there is, the less wargoal justification time required.
  • Democracies can't justify war against countries that didn't increased world tension.
  • Territorial claims make justifications faster.
  • There are 2 type of regional control: core territories where you get to enjoy the manpower from the population and 100% of factories slots, and colonies where you don't get more manpower from the population and have only 50% of the normal factory slots for that region. Click on a territory and hover over the flag to see whether it's a core or a colony territory.
  • Justify war for a single state as it takes less time, you can still take the whole country in the peace treaty anyway.
  • The amount of volunteers you can send depends on the number of divisions you have.
  • Guaranteeing independence costs more for every active guarantee and each guarantee lowers World Tension by 1,7%
  • If a nation is in a faction it will surrender only its core regions, it will keep the colonies and there will be resistance on its lands.
  • If a nation surrenders without being in a faction it doesn't produce resistance and the peace treaty will begin.
  • A faction surrenders when all its major members surrender. Hover over surrender bar in the war screen for details.
  • Faction members that haven't been invaded cannot be annexed or affected by the peace treaty. They will end up out of faction, at peace and with a peace treaty with the victor.

Factories, Buildings, Production


Your Civillian Factories build other factores. The more civillian factories you have the faster you build. I usually build until I have 8 - 11 Civillian Factories then I start building the Military Factories. With the extra Civilian Factories from focus tree and economic laws I will end up with over 15 Civillian Factories. When I play with small nations with limited factories slots I usually make less Civillian Factories before I start making Military Factories.
When it comes to production I usually start with a few Weapons and a bit less Infantry Equipment then a lot of Artilery. If I notice I don't have enough weapons or not as much as I need to train the troops I want I will add more Weapons / Infantry Equipment factories. It's all about having a nice balance.
Notice the White/Red line in Production picture, that's Production Efficency. When you make a new producation line the production efficency starts at 10% and gardually increases over time. The more Production Efficency you have for an item the more it is produced for the same number of factories.
When you switch to a different level of the same equipment, such as Infantry Weapons I to Infantry Weapons II, your efficiency is cut in half.
If you are missing some resources needed for production the item will still be produced but slower.
This shows how much equipment you have for each item. Everything that happens in production goes here. When you train new troops part of what is here goes in the hand of those new troops.
What items and how much a division needs is mentioned in the Division Design.

Division Designer


If everything so far only gave you an advantage over the AI, this will make you wipe the floor with the AI because it's one of the most important mechanics of the game yet one the AI doesn't care about. Almost as if the devs wanted this to be a game simple in singleplayer yet complex in multiplayer.
Here is where you spend all that army experience you've been farming so far.
A Division (1 unit on the map) is made of regiments (columns) that are made of battalions. Regiments don't affect the game mechanics at all, but it's nice to know what a regiment is.
You can rename, duplicate and change equipment options of a division for free.
You can mark divisions as Reserve, Regular or Elite - it affects the order they get their equipment.
Adding a battalion costs 5 army experience. Adding a support brigade costs 10 army experience.
A new type of unit in a division costs 25 army experience, the next ones cost 5 army experience.
Support brigades have no effect on width or speed. Tanks need infantry to counter low organization.
Recon and Engineer are worth it for almost every division. Anti-air is useless in both support and front.
The organization of the division is an average of the organization of all its battalions.
The speed of your division is the speed of the slowest battalion.
Your division should always have a Combat Width of 20, 10 or 40. (remember the magic numbers)
If your Field Marshal has 'Offensive Doctrine' ability then you can have a Combat Width of 22 or 11.
You can experiment with Division Designer and learn from the internet a lot, but for the purpose of winning World War II in singleplayer you only need to know 2 infantry divisions: A 7 - 2 offensive one.
And a 10 defensive one for France and China in the early stages of the war.
With these divisions your units will be superior to the AI's units.
After you make your new divisions (the division you change should be the same division type as that only unit in the field you used to farm army experience, so that that division will change too) stop the training and start recruiting units of this division. Make sure you don't do this within a few months before the war starts because you won't be able to train as many divisions as you want right away.

How to Win with Various Nations


Germany:
  • (1) Conquer Switzerland.
  • (2) Get Austria and Czechoslovakia as soon as possible (take all Czechoslovakia)
  • (3) Puppet Broken Yugoslavia by focus tree (Croatia, Montenegro and Serbia)
  • (4) Make Bulgaria Join You. (by focus tree)
  • (5) Puppet Greece. (by focus tree)
  • (7) Send a few troops to defend the Italian fronts in Africa.
  • (8) Attack Poland.
  • (9) Attack France. (If you want to take their territory after you win don't create Vichy France)
  • (10) Invade UK in Cornwall. (You need naval superiority, spam submarines)
  • (11) As soon as you land manually rush some troops through Wales then Scotland.
  • (12) Try to occupy their ports.
  • (13) After the Allies are defeated go for Russia.
  • (14) Congratulation, you won!
  • (15) You can annex USA then just for the sake of it.

Additionally, if you want more allies before attacking Poland you can go for 'Plan Z' focus tree and influence Netherlands, Denmark, Norway and Sweden.
France:
  • (1) Start with the factories focus in Algeria.
  • (2) Continue with the Poltical focus to 'Strengthen the state'.
  • (3) Followed by the Military focus to get rid of that 'Victors of the Great War' spirit.
  • (4) Extend Magriot line. (focus tree)
  • (5) Build forts on the western borders.
  • (6) Make fallback lines on the Magriot line.
  • (7) Have some troops in Africa to defend against the italians.
  • (8) When the war begins if you did everything right your troops should hold Germany and Italiy.
  • (9) Build forts on the border with Spain as well.
  • (10) Make new troops and place them on Spian's border to defend.
  • (11) Start creating offensive troops. (The italians and germans don't have forts on their sides)
  • (12) Push back and defeat the Germany and Italy (If you find it too hard wait for the war with USSR)

Romania:
  • (1) First make the Silent Powerhouse politician followed by the facist politician.
  • (2) Go fascist as soon as possible.
  • (3) Annex Bulgaria
  • (4) Join the Axis before 'Second Vienna Award'.
  • (5) Mass troops on USSR's border.
  • (6) When they demand Bessarabia, refuse it.
  • (7) Invade them and win.

China:
  • (1) Go for a truce with Communis China.
  • (2) Remove all your troops but one and train that one. (You should do this with every nation except the facist ones but with China is a must)
  • (3) When you get 30 experience go to divisions and add infantry troops until you have 20 width. (The position on the table is purely esthetic)
  • (4) Start making new divisions at the start of 1937.
  • (5) After the divisions are out in the field train them until they get level 3.
  • (6) Send 10 divisions to the fortified ports and the rest of your divisions to the border with Japan.
  • (7) When the war starts even if you lost some territory if you reach a stalemate you should be fine.
  • (8) When China unites don't send the new divisions yet, convert them to the 20 width divisions then train them level 3 then send them.
  • (9) Start making offensive troops (7 infantry and 2 artilery).
  • (10) Use the offensive troops to push Japan out of the continent.
  • (11) Naval invade Japan and win the war.
  • (12) Declare war to USSR and expand your territory.

Brasil/Argentina:

Good Division Templates Hoi4 Online


  • (1) Conquer all of South America. (USA's guarantee is only against non-south american nations)
  • (2) Use the new territory and factories to conquer the world.

Italy:
  • (1) Puppet Ethiopia. (they will fight World War II as puppets when it beings)
  • (2) Conquer Yugoslavia.
  • (3) Place divisions in Africa, Sardegna and the border with France.
  • (4) Invade France as soon as the war starts.
  • (5) Do the same you did with Germany but with Italy this time.

Spain:
  • (1) Win the civil war with whatever side you like.
  • (2) Annex Portugal.
  • (3) Attack France.

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Intro

In this video I will cover several Infantry Division Layouts from World War II. Although certain parts of the content is tailored for Hearts of Iron players most of the information is military history, only the initial remarks are mostly Hearts of Iron and methodology specific, so just skip ahead on click on the annotation on the screen.

Hearts of Iron IV

Be aware though that these layouts are aimed at being as historical as possible within the Hearts of Iron division builder, thus I am not sure how well they work in HOI 4. This is first and foremost a military history channel, thus I am mainly here for the historical flavor, the German accent and not to support your ambitions in conquering the world, at least for now.
I won't use the division builder, since I generally try to avoid any copyrighted material and it would actually make everything more complicated and time-consuming. Yet, you will get in one shot the proposed HOI 4 setup and the historical setup together, so you can basically copy it and also learn a bit about the real units too. On the homepage, you can find the proper high resolution screenshots of these layouts see the link on screen and in the description.

Methodology & Accuracy

Some words about methodology and accuracy, if you want to discuss these layout listen to this section very carefully and if you can't wait for the layouts, you might skip ahead by clicking the button on screen.

Well, figuring out the correct layouts can be quite complicated. Here are a few reason why. You need to be aware that some divisions – especially tank divisions – changed quite considerably throughout the war, thus I usually provide a date for each layout. Another major pitfall is the naming, what one country called a regiment was sometimes something different in another, thus this it was not as straightforward as it seems. Also there were even quite some difference within each country, e.g., a German tank division in 1939 had way more tanks than in 1941, or an US Army Battalion in 1942 was usually larger than an US Army Battalion after the reorganization of September 1943, well, except for two divisions of sixteen armored divisions.
Hence my approach was as follows, it consisted of looking at the data in hearts of Iron, checking the historical division layouts then compare these information to equipment and manpower tables to see if the numbers match for different units.

This process revealed quite some interesting information about hearts of Iron too. First I looked at the data of Hearts of Iron, namely how many manpower and equipment each unit had. This confirmed my assumption that the so called support companies are more like support battalions, only the three smallest ones the engineer, AA and artillery company have 300 men, the others have 400 or even 500 men. Whereas companies were usually around 100 to 200 men. Furthermore, the number of artillery guns for an artillery battalion in game is 36, whereas in real life this was the number of three battalions at least for the German and US Army Infantry division. I don't know if this is an error on behalf of paradox or if an artillery battalion in game actually should represent a regiment or maybe it is for gameplay balancing reasons. For this video I assume that an artillery battalion in game, is also an artillery battalion historically, if this is not the case, just divide the number of proposed artillery battalions by 3 and you should be fine.

The second step was to look at the organization of these units and the third step was to look at the number of equipment tables and compare if it matches the organization, because the organization can sometimes be misleading. As an example. although an US Army infantry division didn't have a dedicated anti-tank battalion like a German infantry division, but it had 57 anti-tank guns whereas the German division had only a few more with 75, but some these were also part of the recon battalion, so one might argue that the US Army Infantry division should have a dedicated anti-tank unit in-game if the German Infantry division has one or both should have none.
As you can see it is a bit complicated, thus, take all the following information with a grain of salt, because I had to use a wide variety of sources of different quality and level of detail, which is problematic in itself, but additionally the chances for errors increases due the variety and amount of data. To balance this, I usually added a short explanation why or why not I went with the proposed setup and provide the basic data for my reasoning.

German Infantry Division 1940

So, let's get started, the Allied Grand Strategy in World War II was 'Germany First' and it worked out, so let's begin with a German Infantry Division from 1940.
It consisted of an Engineer Battalion, an Anti-Tank Battalion, a Recon battalion, an artillery regiment, which consisted of a heavy artillery battalion and 3 artillery battalions, additionally a signal battalion and finally 3 infantry regiments each with 3 infantry battalions. Now the division didn't have a dedicated medical battalion, but it had 2 medical companies, a field hospital and two medical transport columns with almost 700 men in total, thus I would say this qualifies as a medical battalion. Additionally, it also had maintenance and logistics units attached. So this unit was very well equipped, the only unit type it definitely didn't possess was an anti-aircraft unit, the division used solely heavy machine guns for anti-air defense. Now, the German infantry division had almost 17 000 men, whereas most other divisions have less than 15 000 men, thus my proposed HOI setup would be as follows:

For support units, an engineer, anti-tank, recon, signal and medical unit. The regular 3 times 3 infantry battalions should get an addition of 2 battalions due to the large amount of men in the division and finally 4 artillery battalions.
Note that for all divisions the non-combat units: logistics, medical and maintenance are the most debatable, because in my sources this information is often not included or limited. Furthermore, their functions sometimes were performed by non-divisional units in several armies.

Source: Buchner, Alex: The German Infantry Handbook 1939-1945 (amazon.com affiliate link)

Soviet Rifle Division 1941

I hope you have your Hammer and Sickle ready, next is a Soviet Rifle Division from April 1941.
It consisted of an a signal battalion, a medical battalion, a supply battalion, an Anti-tank Battalion, an anti-aircraft battalion, a Light Artillery Regiment with 2 battalions, a sapper battalion, one Howitzer Regiment with 2 battalions and 1 heavy battalion, a recon battalion and 3 infantry regiments with 3 battalions each. Yeah, this one seems to tick off all boxes. Yet, in total the division had only around 14500 (14454) men.

But let's take a closer look at the data, now the number of five artillery battalions sound impressive and the firepower is also clearly more than that of the US and German unit. The number of heavy artillery above 150mm is the same, yet whereas the US and German units use 105 mm guns, the Soviets used 122mm howitzers although 4 less, but additionally they had several 76mm howitzers and cannons, which means that the firepower in artillery at least equal if not greater than the German division. Furthermore, the total number of 54 anti-tank guns is lower than the German division, but similar to the US setup.

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Based on this data my proposed HOI setup is as follows:
For support units, an engineer, medical, recon, signal and logistical unit. Then the regular 3 times 3 infantry battalions, to these add one anti-tank and one anti-aircraft battalion. Finally, definitely 4 if not 5 artillery battalions.

Source: Sharp, Charles: Soviet Order of Battle World War II – Volume VIII

US Army Infantry Division 1943

Time for a little bit of freedom, so let's look at the US Army Infantry division layout from July 1943. It consisted of a Medical Battalion, an Engineer battalion, a divisional artillery unit with a heavy artillery battalion and three artillery battalions. And finally 3 infantry regiments each with 3 infantry battalions. In total this division had around 13000 men.
Now, here is the problem the US Army division had a recon unit, a signal company, a quartermaster company and a maintenance company, but all these units had less than 200 men unlike the German units before. Yet, looking at the data I realized that the division in total had 57 anti-tank guns, which was just short of the 75 from the German division that had some in deployed in their recon battalion, hence my proposed HOI setup is as follows:

For support units, an engineer, an optional anti-tank and a field hospital unit. Then the regular 3 times 3 infantry battalions and finally 4 artillery battalions. Now, the German recon unit consisted to large part of cavalry and only a few armored cars, whereas the US unit had halftracks and 13 armored M8 cars, thus only could also argue that a recon unit could be added as an additional support unit.

Source: Stanton, Shelby: Order of Battle of the US Army in World War II

British Infantry Division 1939

Next up something for those people that love tea, the British Infantry Division in 1939 of the British Expeditionary Force. Now the British unit names were a bit different, they used the names Brigades and Regiments, although those units were usually had the manpower of Regiments and Battalions, I will use the original names, but symbols that are closing in representing their actual strength.

The division consisted of a Division Cavalry Regiment that was mechanized, an Engineer Battalion, a Divisional Artillery Unit that consisted of 3 field artillery regiments and one anti-tank regiment, furthermore a Supply Unit and a medical unit. And finally 3 infantry Brigades each with 3 infantry battalions. In total the division had a bit short of 14000 men.

Based on this information my proposed HOI 4 setup would be:
For support units, an engineer, a medical, a recon, an anti-tank and a logistics unit. Now, although the number of anti-tank guns was only 48, the unit had a large amount of anti-tank rifles and the French provided anti-tank guns for the British divisions, thus an anti-tank unit seem justified. Then the regular 3 times 3 infantry battalions and finally 3 or maybe 4 artillery battalions, because the British division fielded 72 field guns of the 18 and/or 25 pounder type. Furthermore, the unit was quite well motorized and even mechanized with 140 Bren carriers, thus one actually could replace the regular infantry with motorized or mechanized infantry.

Source: Nafziger (Note: that it lists 147 pieces of the 25mm anti-tank gun, a number that seems completely off and likely is, because it was a French anti-tank gun and I doubt they received so many of them.)

Japanese Infantry Division 1940 Standard B

Now the war situation may not necessarily develop to your advantage, nevertheless let's look at the Japanese Infantry division Standard B around 1940, note that these division varied to a certain degree.

It consisted of an engineer regiment, a transport regiment, a recon or cavalry regiment, Division medical services, a field artillery regiment with 3 field artillery battalions and three infantry regiments with 3 battalions. Note that these artillery battalions were equipped with 75mm guns, thus having far less firepower than all other nations. Yet, these divisions had a very high amount of manpower, depending on the setup between 18000 to 21000 men, thus even outnumbering the German division by far.

Good Division Templates Hoi4 1

Based on this data my proposed HOI setup is as follows:
For support units, an engineer, a medical, a recon and a logistical unit. The regular 3 times 3 infantry battalions should get probably an additional 6 battalions. Finally, I think one artillery battalion or at most 2 battalions considering the rather weak firepower of the 75mm howitzer in contrast to the equipment of other nations.

Source: Rottmann, Gordon: Japanese Army in World War II – Conquest of the Pacific 1941-1942

Italian Infantry Division 1940

Everyone loves Pizza, but I only can offer you one slice, time to look at the Italian Infantry division of 1940.
It consisted of an engineer battalion, a legion of fascist militia that consisted of two battalions, a regiment of artillery with light gun battalion, a light howitzer battalion and a regular howitzer battalion, finally two infantry regiments, which consisted of three battalions each. Yes, only two infantry regiments, this was the so called binary division layout the Italians used. It also had an anti-tank company, but in total just 24 anti-tank guns. In total this division had 13000 men. (In terms of artillery it had 12 guns with 100mm and 24 with 75mm.)
Now, my sources on this one are a bit varied, I have good German source with the overall numbers and high-level organization, but for more detailed information I rely on the Handbook on the Italian Military Forces from 1943, which was created by the US Military Intelligence during the war, so it might not be 100 % accurate, but so far these handbooks are usually quite reliable in terms of unit organizations.

Based on this information my proposed HOI 4 setup would be:
For support units, an engineer unit and with three eyes closed an anti-tank unit. For infantry, we use the 2 times 3 infantry battalions and add an additional 2 battalions, but maybe a third or even fourth, because the total number of men is similar to that of an US Army infantry division, which had way more support units. Finally, I think one or maybe two artillery battalions, because in total there were 24 guns with 75mm and 12 howitzers with 100mm present.

Good Division Templates Hoi4 Game

Source: Schreiber, Gerhard: S.56-62, in Deutsche Reich und der Zweite Weltkrieg, Band 3; Germany and the Second World War – Volume 3: The Mediterranean, South-East Europe, and North Africa 1939–1942 (amazon.com affiliate link)

Soruce: Handbook on the Italian Military Forces, August 1943, Military Intelligence Service – TME 30-420

French Infantry Division 1940

Well, after some Pizza, who doesn't want to enjoy a baguette? So, let's look at a French Infantry division of 1940:
It consisted of a recon group, a field gun regiment with 3 battalions, a howitzer regiment with one heavy howitzer battalion and a regular one, 3 infantry regiments with 3 battalions each. Additionally, there were several anti-tank companies with a total of 58 anti-tank guns and 2 engineer companies, which were originally organized in a battalion but reorganized in 1939.
In total the division had around 17 500 men. But note that in this case my sources are quite sparse and of limited quality.

Hence my proposed HOI 4 layout is as follows:
For support units, an engineer unit, an anti-tank unit and a recon unit. The regular 3 times 3 infantry battalions should get an additional 3 battalions, because the division has more men than the German division and also less support units. For the artillery battalions, I think three are in order, because it had 36 field guns with 75mm, 12 howitzers with 105mm and 12 howitzer with 155mm.
Source: Sumner, Ian; et. al: The French Army: 1939-45

Source: Nafziger

Polish Infantry Division 1939

So, in case you want to go into space, here is the Polish infantry division organization for 1939. In this case my data is way more limited than with the previous divisions, especially in terms of the support units, so keep a bit more salt ready.

Good Division Templates Hoi4

The division consisted an Engineer Battalion, a light artillery regiment consisting of two light artillery battalions and one regular artillery battalion. Yet, it also had a small detachment with bigger guns, but overall it couldn't compete with the US or German division in this regard. And as usually it had 3 infantry regiments each with 3 infantry battalions. It had several medical units, but I have no numbers, nevertheless I assume it would be sufficient for a medical battalion. Similar to the German division the Polish division has more than other countries with around 16 500 men.

The division had quite many companies attached, like several anti-tank, a bicycle, an MG, and a cavalry company. Thus, one could argue that these units qualify together as a recon and/or anti-tank unit, although the total number of anti-tank guns was only 27 guns, which is less than half of the US Infantry division anti-tank guns. Based on that data my proposed HOI setup is as follows:
For support units, an engineer, a medical, maybe a recon and with two eyes closed an anti-tank unit. The regular 3 times 3 infantry battalions should get two additional battalions, 2 artillery battalions and maybe a third artillery battalion.

Sources:
Ellis, Johen World War II – A Statistical Survey – The Essential Facts & Figures for All the Combatants, Edition: 1995 reprinted with corrections

Romanian Infantry Division 1941

And the last division layout for this video, the setup of the Romanian Infantry Division of 1941.
It consisted of a recon battalion, an engineer battalion, a field artillery regiment with 2 light battalions and a regular battalion, an artillery regiment with a light field artillery battalion and regular battalion and 3 infantry regiments with 3 infantry battalions each.
Additionally, it had an anti-tank and anti-aircraft company, furthermore each of the regiments had an anti-tank company, but these units were usually not sufficiently equipped. In total it would be around 30 anti-tank guns. About the signal and medical units, my source for the layout on the Romanian units is good, but it doesn't include any non-combat units. Yet, since the author notes that the communication and many equipment was quite poor, one can assume that there was no state-of-the art signal unit present and the medical services were probably lacking. The division in total was a bit short of 17 000 men, thus it is quite a large force, especially considering the low numbers of additional units. (Source: Axworthy, Mark: Third Axis, Fourth Ally: Romanian Armed Forces in the European War, 1941-1945, p. 39-42)

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Based on this information my proposed HOI 4 setup would be:
For support units, an engineer, a recon and with two eyes closed an anti-tank unit. The regular 3 times 3 infantry battalions should get probably an additional 3 battalions. Finally, I think two artillery battalions, because in total there were 36 field guns with 75mm and 16 howitzers with 100mm present.

Source: Axworthy, Mark: Third Axis, Fourth Ally: Romanian Armed Forces in the European War, 1941-1945

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