# HOI4 Italy Guide 2026: Every Focus Path (By Blood Alone)

> A tour of Italy's 314-focus By Blood Alone tree across twelve distinct playthroughs, from the historical Axis collapse and a competent-Mussolini Axis Victory through diplomatic, republican, papal, socialist, communist and novelty endings. Explains what triggers each path, what it becomes, and the two mechanics — a fast Ethiopian war and the Italian Civil War reset — that gate most of them.

- **Game:** Hearts of Iron IV
- **Category:** Nations
- **Author:** LongBeam (https://guides-factory.com/about)
- **Difficulty:** Intermediate
- **Reading time:** 44 min
- **Published:** 2026-08-09
- **Updated:** 2026-08-31
- **Tags:** Achievements, Economy, Focus tree, Single player
- **Adapted from:** [AtlasProductions - Every Way To Play Italy In Hearts of Iron 4](https://www.youtube.com/watch?v=X6d4mtNWKXA)
- **Canonical URL:** https://guides-factory.com/guides/hoi4-italy-guide

---

<p class="note">Up to date for the "By Blood Alone" DLC — named explicitly in narration ("every DLC up to Peace in Our Time active, but By Blood Alone is the one that updates Italy") and confirmed by a focus icon of that name in the tree itself. No patch number is spoken or shown. Checked against the video dated 2026-06-17.</p>

**How to play Italy in HOI4** is really twelve questions rather than one. Italy's By Blood
Alone tree carries one of the widest sets of endings in the game, and deciding which one you
are steering toward is most of the work &mdash; the first two years are nearly identical
either way. So this 2026 guide does the shared half first: the early game, a focus order that
fits every branch, the Regia Marina, and the division types Italy's own national spirits
actually reward. Then it walks the twelve finished playthroughs the source video runs back to
back, and what triggers each one.

## 🎯 The core idea

This isn't one build — it's a map of Italy's whole 314-focus tree (up from 51 before its
rework), played as roughly a dozen branches back to back rather than one "best" build.
Below is every path the video shows, what triggers it, and what it turns Italy into.

<ul class="legend">
  <li><span class="badge free">free</span> costs nothing</li>
  <li><span class="badge cheap">cheap</span> small cost</li>
  <li><span class="badge setup">setup</span> needs preparation</li>
  <li><span class="badge grind">grind</span> pays off slowly</li>
  <li><span class="badge skip">skip</span> the thing to avoid</li>
</ul>

![Four sub-branches of Italy's focus tree tiled together: the Ethiopian War branch, the Foreign Affairs branch with its Pact of Steel/Italy First fork, Towards a Greater Italy, and Mare Nostrum ending in the By Blood Alone focus](/media/guides/markdown/48f7f5e1-97c2-4714-8d3b-955e348b16e0.webp)
Four of the tree's political sub-branches, mixed and matched independently. The
bottom-left branch ends in a focus literally named **By Blood Alone** — on-screen
confirmation of the DLC named above.

## Two rules that decide almost everything else

<ol class="checklist">
  <li class="ch setup">
    <label><input type="checkbox"><span class="body"><span class="name">Capitulate Ethiopia before its emperor flees the country</span> <span class="badge setup">setup</span><br><span class="desc">This one timing gate changes outcomes across Axis Victory, Italy First, Stresa Front and Christian Democracy — miss it and Balkan diplomacy fails, Allied terms get worse.</span></span></label>
    <em><a class="jump" href="https://www.youtube.com/watch?v=X6d4mtNWKXA&t=544s" target="_blank" rel="noopener">9:03 ↗</a></em>
  </li>
  <li class="ch grind">
    <label><input type="checkbox"><span class="body"><span class="name">Treat the Italian Civil War as a tree reset, not a disaster</span> <span class="badge grind">grind</span><br><span class="desc">Losing enough legitimacy (a botched Ethiopian war is the usual trigger) hands you a different tree afterward — it's how the socialist, communist and republican paths below are reached.</span></span></label>
    <em><a class="jump" href="https://www.youtube.com/watch?v=X6d4mtNWKXA&t=24s" target="_blank" rel="noopener">0:24 ↗</a></em>
  </li>
</ol>

<table>
<thead><tr><th>Path</th><th>How you reach it</th><th>What it becomes</th></tr></thead>
<tbody>
<tr><td>Historical</td><td>Do nothing unusual</td><td>Loses the war, switches sides, ends up a NATO republic</td></tr>
<tr><td>Axis Victory</td><td>Rush Ethiopia, stay Axis, move fast</td><td>Greater Italy — Mediterranean empire beside Germany and Japan</td></tr>
<tr><td>Italy First</td><td>Oust Mussolini for Italo Balbo</td><td>Imperium Romanum — independent fascist faction, not an Axis partner</td></tr>
<tr><td>Stresa Front</td><td>Oust Mussolini for Dino Grandi</td><td>Italian Empire — joins the Allies, absorbs Germany and the USSR as puppets</td></tr>
<tr><td>Christian Democracy</td><td>King restores free elections</td><td>United Italian Empire — neutral until late, measured Allied entry</td></tr>
<tr><td>Papal State</td><td>King cedes power to the Pope</td><td>Regnum Romanum — a literal world-conquering theocracy</td></tr>
<tr><td>Socialist Democracy</td><td>Civil war, back the industrial north</td><td>Democratic Italian Republic with communist advisors</td></tr>
<tr><td>European Democracies</td><td>Same civil war, played for speed</td><td>Free States of Europe — ends up puppeting everyone anyway</td></tr>
<tr><td>Communist</td><td>Civil war, back the agrarian south</td><td>Italian Union under Antonio Gramsci, Comintern-aligned</td></tr>
<tr><td>Anti-Stalinist</td><td>Same civil war, refuse the Comintern</td><td>United Socialist Front — invades the USSR instead</td></tr>
<tr><td>Roman Republic</td><td>King keeps his title, replay the Papal conquest</td><td>Roman Republic plus European Federation — cores to the Urals</td></tr>
<tr><td>Deunified</td><td>Reverse unification in game setup</td><td>Kingdom of the Two Sicilies — permanently fragmented, novelty only</td></tr>
</tbody>
</table>

<div class="tipbox video"><span class="tag">In the video</span>
No division templates, equipment designers, or production screens appear anywhere in this
video — it's told entirely through the focus tree, decisions, and the world map. For an
actual [division template](/guides/hoi4-defensive-division-templates) to hold these wars
with, that's covered in the linked guide rather than here.
</div>

## How to play Italy in HOI4: the early game

Every HOI4 Italy strategy below runs through the same 1936, because Italy is the one major
that starts the game already at war. Italy's Ethiopia war in HOI4 is live on day one, and
almost everything you can reach later is gated on how it goes.

What you are handed:

<table>
<thead><tr><th>1936</th><th>What Italy actually starts with</th></tr></thead>
<tbody>
<tr><td>Army</td><td>46 divisions and 264,000 manpower: 17 <em>Infantry Division</em>, 7 <em>CC.NN. Infantry Division</em> militia, 5 <em>Mountain Division</em>, 3 <em>Cavalry Division</em>, and the rest colonial <em>Ascari</em>, <em>Spahis</em> and <em>Irregular Bands</em></td></tr>
<tr><td>Navy</td><td>154 ships: 2 battleships, 8 heavy cruisers, 11 light cruisers, 82 destroyers, 51 submarines, plus 200 convoys. No carriers at all.</td></tr>
<tr><td>Air force</td><td>708 aircraft: 300 fighters, 288 tactical bombers, 72 naval bombers, 48 close air support</td></tr>
<tr><td>Research</td><td>4 slots. <em>Expand National Universities</em> in the industry branch is the fifth.</td></tr>
</tbody>
</table>

A lot of that army is decoration. The colonial and irregular formations are lightly equipped
and fine against Ethiopia; the handful of light tank divisions behave closer to cavalry than
to armour. Against France or Britain this is a starting position, not a force.

And then there is what Italy is handed that actively hurts. Eight national spirits are
running on day one, and most of them are bills:

<table>
<thead><tr><th>Starting spirit</th><th>What it does</th></tr></thead>
<tbody>
<tr><td><strong>Victor Emmanuel III</strong></td><td>The other good one, and the only spirit here that is purely a gift: +5% stability</td></tr>
<tr><td><strong>Military Industry</strong></td><td>&minus;15% research speed across armour, weapons, artillery, air and naval; &minus;10% factory output; &minus;10% production efficiency cap; &minus;5% production efficiency growth</td></tr>
<tr><td><strong>Regio Esercito</strong></td><td>&minus;10% division speed, &minus;10% division organisation, +15% org loss when moving, +10% land doctrine cost &mdash; against +10% max entrenchment</td></tr>
<tr><td><strong>Regia Marina</strong></td><td>&minus;10% naval detection, &minus;10% spotting speed, &minus;5% fleet coordination, +10% naval doctrine cost &mdash; against +5% screening efficiency</td></tr>
<tr><td><strong>Regia Aeronautica</strong></td><td>+15% night operations penalty, +15% bad weather penalty, &minus;10% naval mission efficiency &mdash; against +10% ace generation and +5% air superiority bonus in combat</td></tr>
<tr><td><strong>Vittoria Mutilata</strong></td><td>&minus;5% justify war goal time, +10 acceptance of fascist diplomacy, &minus;10 for communist and democratic</td></tr>
<tr><td><strong>Ricostruzione Industriale</strong></td><td>The good one: +5% construction speed, &minus;15% on every designer, &minus;35% industrial concern cost</td></tr>
<tr><td><strong>London Naval Treaty Signatory</strong></td><td>Design cost caps: 11,500 for a heavy ship, 10,250 for a carrier, 5,700 for a cruiser</td></tr>
</tbody>
</table>

### How the Ethiopian war is scored

Italy is given two conquest missions from January 1936, one for northern Ethiopia and one
for southern Ethiopia, and the tree resolves the war for you into exactly one of three
mutually exclusive focuses:

<table>
<thead><tr><th>Outcome</th><th>Focus that fires</th><th>Effect</th></tr></thead>
<tbody>
<tr><td>Both missions succeeded</td><td><strong>Solid Progress</strong></td><td>+5% fascism, +3% war support, +3% stability, +25 political power</td></tr>
<tr><td>The middle result</td><td><strong>Struggle in Ethiopia</strong></td><td>&minus;5% fascism, &minus;3% stability, &minus;25 political power</td></tr>
<tr><td>Both missions failed</td><td><strong>The Abyssinian Fiasco</strong></td><td>&minus;15% fascism, &minus;3% war support</td></tr>
</tbody>
</table>

That fascism swing is the same dial the civil war paths further down are turning. A run that
means to stay fascist wants Solid Progress; a run that wants the Italian Civil War does not
mind the Fiasco at all.

Whichever fires, **Servizio Informazioni Militare** follows it and builds Italy's
intelligence agency, and then **Triumph in Africa** pays the war off properly: +5% war
support, +5% stability, +50 political power, the Italian Occupation decisions, and the
National Balance of Power opening at 35% toward Mussolini. Two follow-ups behind it are
worth the political power &mdash; **Devalue the Lire**, which shaves 3% off consumer goods
for a year, and **Anglo-Italian Agreements**, which unblocks the Suez Canal if Britain has
closed it, once Ethiopian compliance is over 40%.

<div class="tipbox"><span class="tag">Tip</span>
The timing rule in "Two rules that decide almost everything else" above is about the
<em>emperor</em>, not these missions &mdash; capitulating Ethiopia before he flees is what
the video's diplomacy depends on. The three focuses here are the separate, mechanical
scoring of the same war. A good run wants both.
</div>

One habit worth building during this war specifically: Italy fights in mountains and desert
for the rest of the game, so push a general toward Mountaineer and Desert Fox now. Holding
both terrain traits is what opens Adaptable, which cuts terrain penalties across the board,
and Ethiopia is the cheapest place in the game to farm the experience for it.

### The WW1 revanchism question

There is no branch in the tree called anything like a HOI4 Italy WW1 revanchism path &mdash;
the revanchism is a national spirit you already have, not a choice you make. **Vittoria
Mutilata** is the "mutilated victory" grievance modelled directly, and it never expires on
its own. It does two jobs at once: it makes Italy quick to declare war, and it makes the
democratic and left-wing paths further down measurably harder to negotiate from, because the
same spirit is &minus;10 acceptance for both.

Where the grievance actually gets *spent* is the claim focuses. **Bend the Bars** and
**Subdue the Sentinels** in the Greater Italy ladder, **Masters of the Aegean** and
**Masters of the Mediterranean** behind them, and in Foreign Affairs the Balkan set &mdash;
**Albanian Occupation**, **War with Greece**, **Claims on Turkey**. If you came looking for
an irredentist Italy that takes back what 1919 withheld, that is the list, and Towards a
Greater Italy is its branch.

## HOI4 Italy focus order: an opening that fits every path

Italy's tree splits into an industrial and military half that every run wants, and a
political half that decides the ending. Take the first half in roughly this order and you can
still turn into any of the twelve paths below.

<ol class="checklist">
  <li class="ch free">
    <label><input type="checkbox"><span class="body"><span class="name">Italian Highways</span> <span class="badge free">free</span><br><span class="desc">+25% infrastructure construction speed for a year and +1 infrastructure in every controlled state. It is also a hard prerequisite for Ministry of Italian Africa later, so opening with it unlocks two branches for the price of one.</span></span></label>
  </li>
  <li class="ch cheap">
    <label><input type="checkbox"><span class="body"><span class="name">Steel Industry in Terni, or Power Plants in Terni</span> <span class="badge cheap">cheap</span><br><span class="desc">Mutually exclusive. Steel gives 2 building slots and 2 civilian factories in Terni plus +2% military factory construction speed; Power gives 1 slot, 1 civilian factory and +2.5% civilian factory construction speed. Steel is the pick when you intend to fight before 1939.</span></span></label>
  </li>
  <li class="ch cheap">
    <label><input type="checkbox"><span class="body"><span class="name">Industria della Gomma Sintetica</span> <span class="badge cheap">cheap</span><br><span class="desc">Two 50% research bonuses toward synthetic oil, plus a synthetic refinery and the building slot for it. Italy's fuel problem starts here and never really stops.</span></span></label>
  </li>
  <li class="ch setup">
    <label><input type="checkbox"><span class="body"><span class="name">Strengthen Northern Industry, or Modernize the Mezzogiorno</span> <span class="badge setup">setup</span><br><span class="desc">Mutually exclusive again. North is the raw factory answer &mdash; twelve building slots and a mix of factories across the northern states. South trades that for infrastructure, naval bases and 12 steel if you hold Tuscany. North for a war economy, South for a Mediterranean naval game.</span></span></label>
  </li>
  <li class="ch grind">
    <label><input type="checkbox"><span class="body"><span class="name">Expand National Universities</span> <span class="badge grind">grind</span><br><span class="desc">+1 research slot, taking Italy from four to five. Slow to pay off and worth it in every single run, which is exactly the kind of focus people keep postponing.</span></span></label>
  </li>
  <li class="ch free">
    <label><input type="checkbox"><span class="body"><span class="name">Army Primacy and Naval Power Projection, early, for the doctrine discounts</span> <span class="badge free">free</span><br><span class="desc">Army Primacy is +25 army experience and a 50% land doctrine cost reduction; Naval Power Projection is +25 navy experience and the same 50% off naval doctrine, with no prerequisite at all. Both partly cancel the +10% doctrine cost the Regio Esercito and Regia Marina spirits charge you.</span></span></label>
  </li>
  <li class="ch setup">
    <label><input type="checkbox"><span class="body"><span class="name">Ministry of Italian Africa, the moment the Ethiopian war ends</span> <span class="badge setup">setup</span><br><span class="desc">It cannot be taken while a war is ongoing, and it needs Italian Highways done. It pays +75 political power and unlocks the Colonial Police occupation law &mdash; &minus;30% resistance target, &minus;40% garrison damage, &minus;30% required garrisons, at the price of slower compliance.</span></span></label>
  </li>
  <li class="ch grind">
    <label><input type="checkbox"><span class="body"><span class="name">Regional Development, then Prospect for Oil</span> <span class="badge grind">grind</span><br><span class="desc">Develop Ethiopia, Libya, Eritrea or Somaliland first &mdash; any one of them opens Regional Development, which upgrades Colonial Police with +15% local resources and +15% local factories. Prospect for Oil behind it adds 8 oil production, and Libyan Refineries adds another 4 plus two synthetic refineries. This is the cheapest fuel in the tree.</span></span></label>
  </li>
</ol>

<p class="note">Two focuses in the African branch are mutually exclusive and easy to click
past: <strong>Polizia dell'Africa Italiana</strong> tunes the Colonial Police law further,
while <strong>Strengthen Ascari Corps</strong> instead hands you free colonial infantry,
cavalry and camelry divisions and the Reorganize Ascari decision. Take the Ascari if you
intend to garrison Africa with Africa and send Italians north.</p>

### Supporting Germany: the Pact of Steel line

How to play Italy to support Germany in HOI4 is one focus and a short branch behind it. In
Foreign Affairs you first take **Balkan Ambition** or **Potential Allies in the Balkans**,
and either one opens **Pact of Steel** &mdash; which is mutually exclusive with both **Italy
First** and **Guarantee Austrian Independence**, so this is the click that commits the run.

Pact of Steel needs you at peace with Germany, sharing its ideology, outside any faction,
and with Germany already leading one. It pays +30 opinion with Germany and +10% factory
output for a year. Behind it:

- **German Military Cooperation** &mdash; &minus;5% air and land doctrine cost
- **Sea Wolves** &mdash; +25 navy experience and a submarine research bonus
- **Secret Weapons** &mdash; +5% special project speed
- **Treaty with Germany** &mdash; equipment subsidies running both ways, with the DLC

<p class="note">Supporting Germany and <em>being useful</em> to Germany are different jobs.
Italy's real contribution is the Mediterranean: closing Gibraltar and Suez strands the Royal
Navy inside a lake, which is worth more to the Axis than any number of divisions sent east.
The Axis Victory chapter below is that idea played out.</p>

## HOI4 Italy navy guide: the Regia Marina in the Mediterranean

Italy starts with 154 ships and the worst eyes of any major. The **Regia Marina** spirit is
&minus;10% naval detection, &minus;10% spotting speed and &minus;5% fleet coordination
against +5% screening efficiency &mdash; a fleet that fights well and finds nothing. On top
of that, **London Naval Treaty Signatory** caps what you are allowed to design at all: 11,500
for a heavy ship, 10,250 for a carrier, 5,700 for a cruiser. And there is no carrier in the
starting fleet to work around it with.

The Naval Power Projection branch is where that gets fixed:

<table>
<thead><tr><th>Focus</th><th>What it gives</th></tr></thead>
<tbody>
<tr><td><strong>Naval Power Projection</strong></td><td>+25 navy experience and a 50% naval doctrine discount, for no prerequisite at all</td></tr>
<tr><td><strong>Intensify Torpedo Manufacturing</strong></td><td>+5% submarine attack, +5% convoy raiding efficiency and +5% naval bombing on the Regia Marina spirit</td></tr>
<tr><td><strong>Expand Naval Facilities</strong></td><td>+2 naval bases in each of the coastal states it names, plus building slots and naval infrastructure for what you control</td></tr>
<tr><td><strong>Supermarina</strong></td><td>+10% ship recovery rate, &minus;5% strike force org loss, &minus;10% naval doctrine cost, +50 navy experience</td></tr>
<tr><td><strong>Incrociatori Leggeri</strong> or <strong>Incrociatori Pesanti</strong></td><td>The real fork, and mutually exclusive. Light: +5% screening efficiency, &minus;5% screen production cost, +5% screen speed. Heavy: &minus;5% capital ship production cost, +5% capital ship armour, &minus;5% strike force org loss.</td></tr>
<tr><td><strong>Decima Flottiglia MAS</strong></td><td>+5% submarine retreat speed, +2% convoy raiding, +2% critical hit chance, Junio Valerio Borghese as an admiral, and the Human Torpedo Raid decision</td></tr>
<tr><td><strong>Cruiser Submarines</strong> or <strong>Midget Submarines</strong></td><td>Behind the light cruiser fork, mutually exclusive, each a free submarine model and its own special project</td></tr>
<tr><td><strong>Cacciatorpediniere di Scorta</strong></td><td>A free destroyer model, a 25% naval doctrine discount and the Comandanti Medaglie d'Oro escort line</td></tr>
<tr><td><strong>Navi da Battaglia</strong></td><td>Behind the heavy cruiser fork: a free battleship model and two Littorio Class production lines</td></tr>
<tr><td><strong>Proper Carriers</strong></td><td>Where Italy's carrier arm comes from &mdash; a free carrier model, the 1936 carrier hull and an Aquila Class line. Mutually exclusive with <strong>Refit Civilian Ships</strong>.</td></tr>
<tr><td><strong>Flotta d'Evasione</strong></td><td>+50 navy experience, the Bold trait on two admirals, and two Costanzo Ciano Class lines</td></tr>
</tbody>
</table>

Two habits the fleet rewards. First, the thing you are actually defending is the convoy route
to North Africa: lose it and the Allies raid your supply at will while the army in Libya is
still walking. Second, Italy's screens are better value than its capitals early &mdash;
torpedo destroyers and armoured light cruisers, with heavy cruisers added as steel allows,
before anything larger. Contesting the whole Mediterranean against the Royal Navy and the
French together is possible and expensive; keeping Libya supplied is neither. For the general
version of that argument rather than the Italian one, see the
[HOI4 navy guide](/guides/hoi4-navy-guide-2026).

## Best Italy templates in HOI4: what the Regio Esercito rewards

The callout further up is still true: the video never opens the Division Designer, so nothing
in this section comes from it. What follows is read off Italy's own national spirits and army
focuses instead, which is the only honest source for a best-templates answer.

Start from the penalty. **Regio Esercito** is &minus;10% division speed, &minus;10% division
organisation and +15% org loss when moving, against +10% max entrenchment. That is a precise
description of an army that should dig in and let the enemy come, and a poor fit for anything
asked to exploit a breakthrough. Two focuses argue over which half of it you fix:

- **Preserve Army Traditions** leans in &mdash; +5% division organisation, +5% division
  recovery rate, +5% infantry defence, and mastery toward Grand Battleplan.
- **A Bandit's War** fights it &mdash; &minus;15% org loss when moving, +5% division speed,
  Alberto Pariani as a Mobile Warfare chief of army, and mastery toward Mobile Warfare.

Take Preserve Army Traditions if your line divisions are going to hold Alps, Balkan mountains
and desert, which most Italian runs are. Take A Bandit's War only once you have genuinely
committed to tanks. Either way **Superesercito** is worth reaching: +5% division organisation,
&minus;5% org loss when moving, &minus;10% land doctrine cost and +50 army experience.

### The four templates the tree actually pays for

<table>
<thead><tr><th>Template</th><th>Why Italy specifically</th></tr></thead>
<tbody>
<tr><td>Infantry with artillery, anti-tank and anti-air support</td><td><strong>Increase Artillery Production</strong> takes 10% off the production cost of towed artillery, anti-tank and anti-air. Paired with Italy's +10% max entrenchment, a line that stands still and shoots is the template the whole spirit set is describing.</td></tr>
<tr><td>Mountaineers</td><td>Five <em>Mountain Division</em> are already in the field and every Italian front is terrain. <strong>Divisioni Alpine</strong> adds +3% mountaineer defence, +5% mountaineer organisation and +2% special forces capacity, behind a 100% research bonus for mountaineers.</td></tr>
<tr><td>Camicie Nere militia</td><td>Seven <em>CC.NN. Infantry Division</em> come free and cost almost nothing to keep. On the Mare Nostrum branch, <strong>Auxiliaries</strong> raises the Camicie Nere template cap by 12 and adds +3% militia attack and +5% militia speed. Garrison and second line, never a front line.</td></tr>
<tr><td>Special forces: Bersaglieri and paratroopers</td><td><strong>Bersaglieri</strong> gives +3% special forces attack and defence and +5% special forces capacity, and unlocks bicycle infantry. <strong>Fanti dell'Aria</strong> behind it hands you three paratrooper divisions outright, plus +5% paratrooper organisation and &minus;10% out-of-supply attrition for special forces &mdash; which is how Malta, Crete and the Aegean islands get taken cheaply.</td></tr>
</tbody>
</table>

Armour is the part to be honest about. Italy's starting mechanisation is close to nothing, and
the tree's armour focuses are cost reductions rather than capability: **Italian Tankettes** is
&minus;5% light tank production cost with +5% armoured recon speed and organisation,
**Self-Propelled Guns** is &minus;5% on self-propelled artillery and [tank destroyers](/guides/hoi4-meta-division-templates-and-tank-designs), and only
**Ferrea Mole Ferreo Cuore** at the end of that line gives +5% armour defence and breakthrough
with two 100% armour research bonuses. A real Italian tank arm is a mid-game project funded
out of the industry branch, not something the 1936 army is anywhere near.

<p class="note"><strong>Vallo Alpino del Littorio</strong> is the other half of the defensive
answer: land fortifications across the Alpine states, plus decisions to extend them. If
Germany is ever going to be the enemy &mdash; Stresa Front, Christian Democracy, and every
left-wing path below &mdash; that border is where the war starts.</p>

<div class="divider">═══ the fascist paths ═══</div>

## Historical — what happens if you touch nothing

The baseline everyone already knows: Italy fights a second Ethiopian war, sends
volunteers to Spain, joins the Axis, and gets dragged along behind Germany — losing ground
in Africa and needing German/Bulgarian help just to take Greece — before switching sides in
an Italian Civil War once the Allies land in Sicily.

![Cold War-era map showing Italy inside the NATO bloc, bordering the Warsaw Pact across the Adriatic](/media/guides/markdown/90df703c-fd5f-4cb4-984f-b95d2aa11aee.webp)
The payoff for switching sides: peacetime NATO membership rather than sharing Germany's
fate, at the cost of the colonies and some land to Yugoslavia.

<ol class="checklist">
  <li class="ch setup">
    <label><input type="checkbox"><span class="body"><span class="name">Take the democratic option when the civil war offers it</span> <span class="badge setup">setup</span><br><span class="desc">Non-aligned, democratic, or communist are all on the table — democratic is what leads to the NATO ending above. Expect to get pushed out of North Africa once American troops arrive, well before this point.</span></span></label>
    <em><a class="jump" href="https://www.youtube.com/watch?v=X6d4mtNWKXA&t=459s" target="_blank" rel="noopener">7:38 ↗</a></em>
  </li>
</ol>

## Axis Victory — a competent Mussolini

The premise is "what if Mussolini didn't waste time" — rush Ethiopia, join the [Pact of
Steel](/guides/hoi4-germany-guide) on schedule, and move faster than the historical AI
ever does.

![Map showing the Italian Social Republic controlling France, Yugoslavia and the whole western Mediterranean rim as puppet states](/media/guides/markdown/e1fa9862-da69-44e4-a69a-dfcf83d5311c.webp)
The result by the time Mussolini ends the monarchy and declares the Italian Social
Republic: Corsica, both Mediterranean exits, and puppet states running from France to the
Balkans.

<ol class="checklist">
  <li class="ch cheap">
    <label><input type="checkbox"><span class="body"><span class="name">Trade the Balearic Islands request for a Gibraltar staging ground</span> <span class="badge cheap">cheap</span><br><span class="desc">Spain hands them over as thanks for civil war support; a naval invasion from there into Gibraltar traps most of the British navy inside the Mediterranean. Take Corsica and push out of Libya early, before Germany even invades France, to reach this point on pace.</span></span></label>
    <em><a class="jump" href="https://www.youtube.com/watch?v=X6d4mtNWKXA&t=652s" target="_blank" rel="noopener">10:52 ↗</a></em>
  </li>
</ol>

<div class="tipbox video"><span class="tag">In the video</span>
Closing both Mediterranean exits traps the [Royal Navy](/guides/hoi4-navy-guide-2026) in
place — it's what turns Malta and Cyprus into easy naval invasions minutes later, and what
makes the eventual Britain invasion mostly a formality.
</div>

## Italy First — Mussolini gone, Germany kept at arm's length

If Ethiopia drags on too long, the Grand Council of Fascism ousts Mussolini for aviation
hero Italo Balbo — who builds an independent faction, the Italian League, instead of
following Germany into the Axis.

![The Foreign Affairs branch of the focus tree with the Pact of Steel and Italy First forks visible, plus follow-up focuses like Befriend Japan, War with Greece and Claims on Turkey](/media/guides/markdown/ebba0938-0e91-4091-a853-ba749127dcac.webp)
The actual fork: **Pact of Steel** on one side, **Italy First** on the other. Everything
downstream — Spanish-Italian Alliance, Italian Irredentism, the Balkan wars — comes from
this single choice.

<ol class="checklist">
  <li class="ch skip">
    <label><input type="checkbox"><span class="body"><span class="name">Don't try to flip the Balkans to fascism before Ethiopia is fully capitulated</span> <span class="badge skip">skip</span><br><span class="desc">The first attempt fails outright — Yugoslavia, Greece and Romania all go fascist but join the Axis instead of the Italian League while Italy is still at war with Ethiopia's government-in-exile. Selling Turkey the Dodecanese Islands is the other reliable recruit once that's fixed.</span></span></label>
    <em><a class="jump" href="https://www.youtube.com/watch?v=X6d4mtNWKXA&t=972s" target="_blank" rel="noopener">16:12 ↗</a></em>
  </li>
</ol>

<div class="tipbox video"><span class="tag">In the video</span>
A League member (Austria) independently annexes Hungary mid-game and justifies its own war
on Germany — Italy isn't obligated to join and instead signs a non-aggression pact with
Germany rather than open a second front it doesn't need.
</div>

## Greater Italy vs Mare Nostrum: the fork the forums argue about

Both fascist runs above end in a Mediterranean empire, and the argument about which one is
"right" usually skips the part that decides it: **Greater Italy** and **Mare Nostrum** are
not the same kind of thing at all.

**Towards a Greater Italy** and **Mare Nostrum** are two mutually exclusive sub-branches
hanging off the same three prerequisites &mdash; **Strengthen the Regime**, **Gain the
Blackshirt's Loyalty** or **Setting Course**. You get one per game. Greater Italy is a claims
branch: it hands you claims and a conquest casus belli and expects you to go and take the
map. Mare Nostrum is a construction-and-diplomacy branch: it builds, it recruits, and it
forms the Roman Empire out of whatever you end up holding.

<table>
<thead><tr><th></th><th>Towards a Greater Italy</th><th>Mare Nostrum</th></tr></thead>
<tbody>
<tr><td>Shape</td><td>A ladder of claims</td><td>A ladder of buildings, bonuses and allies</td></tr>
<tr><td>Extra requirement</td><td>None beyond the prerequisite focus</td><td>An owned state you control with at least one naval yard, and full independence</td></tr>
<tr><td>Formable it leads to</td><td>Greater Italy</td><td>Roman Empire</td></tr>
<tr><td>Main chain</td><td><strong>Bend the Bars</strong>, <strong>Subdue the Sentinels</strong>, <strong>A Colonial Empire</strong>, <strong>By Blood Alone</strong></td><td><strong>The Italian Legions</strong>, <strong>All Roads Lead to Rome</strong>, then <strong>The King of the Skies</strong>, <strong>Modern Musculus</strong> and <strong>Caligula's Pride</strong></td></tr>
<tr><td>Side chain</td><td><strong>Masters of the Aegean</strong> then <strong>Masters of the Mediterranean</strong>: claims on the Greek and Turkish coast, then on every Mediterranean coastal state</td><td><strong>Iberian Protection</strong> then <strong>South American Alliances</strong>: +75 opinion with a list of Latin American nations and an invitation into your faction</td></tr>
<tr><td>Best single modifier</td><td><em>A Colonial Empire</em>: +15% non-core manpower</td><td><em>All Roads Lead to Rome</em>: +10% supply range, +10% infrastructure construction speed, and an annex casus belli on non-allied European neighbours</td></tr>
<tr><td>What it costs</td><td><em>By Blood Alone</em> trades &minus;10% stability for +10% war support</td><td>Time. Nothing in the branch gives you a war goal early.</td></tr>
</tbody>
</table>

**Pick Greater Italy if you are already at war, or intend to be by 1938.** The claims are the
whole point: each focus in the ladder hands you claims on named states and a conquest casus
belli against whoever holds them, as long as they are not at war, not in a faction, not under
a non-aggression pact with you and not guaranteed by you. That is an entire diplomacy phase
skipped. And *A Colonial Empire*'s +15% non-core manpower is the modifier that makes an
African empire fieldable rather than decorative &mdash; conquering Egypt and the Horn is the
easy half, manning them is not.

**Pick Mare Nostrum if you have bought yourself time** &mdash; a fast Ethiopian war, a Germany
busy elsewhere, or a plan that does not involve fighting Britain until 1940. Its payoff
compounds instead of arriving: dockyards and building slots first, then +5% division speed and
+15% command power from *The Italian Legions*, then the supply range from *All Roads Lead to
Rome*, and three unique designs behind that &mdash; the **Aquila Magna** strategic bomber, the
**Cataphract Mortis** super-heavy tank and the **Neptunus Class** capital ship. *New Roman
Citizens* adds +5% compliance and &minus;10% resistance target everywhere you have resistance,
which is the quiet reason a Mare Nostrum empire is easier to hold than a Greater Italy one.

<p class="note">The forum version of this argument is usually "which one wins faster", and
Greater Italy does. The more useful answer is that they win different games: Greater Italy is
a snowball you have to keep pushing, Mare Nostrum is an empire that garrisons itself.</p>

## HOI4 Italy Mare Nostrum path: playing the Roman branch out

The HOI4 Italy Mare Nostrum path has one requirement people miss, and then a fixed order. The
requirement: Italy has to be fully independent and hold an owned state with at least one naval
yard for the focus to complete at all. The order matters because two of the branch's best
focuses are gated on research you should already have started.

<ol class="checklist">
  <li class="ch setup">
    <label><input type="checkbox"><span class="body"><span class="name">Take Mare Nostrum instead of Towards a Greater Italy</span> <span class="badge setup">setup</span><br><span class="desc">Irreversible, and the two are mutually exclusive. It turns on faction creation for Italy, drops building slots and dockyards into states you control, and adds research bonuses toward super-heavy tank chassis and heavy aircraft &mdash; which are exactly the prerequisites the branch checks later.</span></span></label>
  </li>
  <li class="ch cheap">
    <label><input type="checkbox"><span class="body"><span class="name">The Italian Legions before Auxiliaries</span> <span class="badge cheap">cheap</span><br><span class="desc">+5% division speed, +5% defence on core territory and +15% command power &mdash; the most direct answer in the whole tree to the Regio Esercito penalties every Italian run carries. Auxiliaries is the militia focus and can wait unless you are leaning on Camicie Nere.</span></span></label>
  </li>
  <li class="ch setup">
    <label><input type="checkbox"><span class="body"><span class="name">All Roads Lead to Rome, with Rome itself fully under control</span> <span class="badge setup">setup</span><br><span class="desc">The gate is full control of your own capital state, which is not automatic if a civil war has been through it. It pays +10% infrastructure construction speed, +10% supply range and an annex casus belli against non-allied European neighbours &mdash; this is the focus that turns the branch from tall into wide.</span></span></label>
  </li>
  <li class="ch grind">
    <label><input type="checkbox"><span class="body"><span class="name">Start the research for the three unique designs early</span> <span class="badge grind">grind</span><br><span class="desc">The King of the Skies wants advanced large airframes and engines, Modern Musculus wants a super-heavy tank chassis, and Caligula's Pride wants the Super Heavy Battleship special project finished. Arrive without them and the focuses sit there greyed out while the branch stalls.</span></span></label>
  </li>
  <li class="ch free">
    <label><input type="checkbox"><span class="body"><span class="name">New Roman Citizens as soon as you are holding foreign land</span> <span class="badge free">free</span><br><span class="desc">+5% compliance and &minus;10% resistance target in every controlled state that has resistance. Free, permanent, and it stacks with the Colonial Police law the African branch already gave you.</span></span></label>
  </li>
  <li class="ch cheap">
    <label><input type="checkbox"><span class="body"><span class="name">Iberian Protection while Spain and Portugal are still at peace</span> <span class="badge cheap">cheap</span><br><span class="desc">It only fires on a target that is at peace, not in a civil war, not already in a faction and not justifying against you &mdash; so the Spanish Civil War is a clock running on it. South American Alliances behind it adds +75 opinion with a list of Latin American countries and invites them in.</span></span></label>
  </li>
</ol>

The branch ends at the **Roman Empire** formable, which grants cores across the old imperial
map once you actually control it &mdash; Italy, Greece, the Balkans, North Africa and the
Levant. Worth reading next to the Roman Republic chapter further down: that path reaches a
comparable map as a *democracy*, through the European Federation decisions, while Mare Nostrum
is the fascist route to the same idea. Running both is the only way to feel how differently
they get there.

<div class="divider">═══ the diplomatic pivot ═══</div>

## Stresa Front — joining the Allies instead

A second way to remove Mussolini: diplomat Dino Grandi takes over, explicitly anti-German,
and steers Italy toward the historical Allies instead.

<ol class="checklist">
  <li class="ch setup">
    <label><input type="checkbox"><span class="body"><span class="name">Pre-build a collaboration government inside Germany before declaring war</span> <span class="badge setup">setup</span><br><span class="desc">Whoever holds the pre-built collab government inherits the whole defeated country as a puppet — this is how Italy gets all of Germany instead of splitting it with France and the UK. Resolving African territorial disputes with the UK first is a hard requirement for the alliance that gets you here.</span></span></label>
    <em><a class="jump" href="https://www.youtube.com/watch?v=X6d4mtNWKXA&t=1332s" target="_blank" rel="noopener">22:11 ↗</a></em>
  </li>
</ol>

<div class="tipbox video"><span class="tag">In the video</span>
Capitulating Ethiopia early directly changes what France and Britain hand over here. Done,
they hand over North/East African territory, Malta, and Balkan claim recognition for free.
Not done, Italy instead gives up roughly half of Ethiopia and gets only an Austria
guarantee back — the creator admits he doesn't know the mechanical reason, only that the
link is real.
</div>

## Christian Democracy — sitting the war out on purpose

The king cedes power and allows free elections instead of naming a new strongman. The
strategy that follows is deliberately passive: no rush to pick a side, time spent building
industry and pacifying Ethiopia instead of steamrolling it.

![The Revoke the Acerbo Law focus completing next to King Victor Emmanuel III's portrait, restoring free elections](/media/guides/markdown/b12c9dd6-0850-46e5-b944-802f93393550.webp)
This is the mechanical moment the fork happens — revoking the Acerbo Law is what hands
power to elected government instead of a new dictator.

<ol class="checklist">
  <li class="ch grind">
    <label><input type="checkbox"><span class="body"><span class="name">Expect full Ethiopian control to take until late 1941 at this pace</span> <span class="badge grind">grind</span><br><span class="desc">Properly building compliance instead of rushing the war is slow — Germany is already deep into Barbarossa by the time this path is ready to join the Allies at all.</span></span></label>
    <em><a class="jump" href="https://www.youtube.com/watch?v=X6d4mtNWKXA&t=1571s" target="_blank" rel="noopener">26:10 ↗</a></em>
  </li>
</ol>

<p class="note">This is the one path in the whole video where NOT rushing Ethiopia is the
deliberate choice — every other fascist or diplomatic path treats a fast Ethiopian war as
close to mandatory.</p>

<div class="divider">═══ the papal and roman endings ═══</div>

## Papal State — from king to Pope to world conquest

A branch off the same fork as Christian Democracy: instead of restoring elections, the
king becomes an absolute monarch (needs 50% support) and then hands all power to the
Catholic Church.

![Text overlay reading "7,850,000x" above a map showing the new Papal State's territory across southern Europe](/media/guides/markdown/b9eef153-ded1-498b-b971-99be2f87898b.webp)
The narration rounds this to "about 7 million times" — the tooltip behind it gives the
exact multiplier, 7,850,000×, for how much the Pope's domain grows overnight.

<ol class="checklist">
  <li class="ch setup">
    <label><input type="checkbox"><span class="body"><span class="name">Get Yugoslavia, Albania, Spain and Portugal through diplomacy first</span> <span class="badge setup">setup</span><br><span class="desc">All four submit or become subjects before any war starts — the Holy Land comes from Britain the same way.</span></span></label>
    <em><a class="jump" href="https://www.youtube.com/watch?v=X6d4mtNWKXA&t=1741s" target="_blank" rel="noopener">29:00 ↗</a></em>
  </li>
</ol>

![Full world map labeled "Regnum Romanum," showing Papal State control extending across Europe, Africa and most of Asia](/media/guides/markdown/d7251279-4ef3-49ba-9c28-d40bee0ac9f2.webp)
The "final crusade" that closes this path: Germany falls in about a month, the Soviets in
about three, then Japan and China, then the United States — full world conquest under the
Pope.

<div class="tipbox video"><span class="tag">In the video</span>
The old Pope reportedly dies of shock from the sudden expansion; the new Pope — shown as
Pius XII — wants Catholicism "brought back to its former glory." The game actually names
the state the "Roman Kingdom," which the creator calls "kind of dumb" for a Pope-led realm.
</div>

## Roman Republic — the strongest single result in the video

A hybrid: reachable when the king keeps his title even under a democracy, then the same
conquest pattern as the Papal State (Eastern Mediterranean, puppet Spain and Portugal, beat
the Allies) gets replayed to found the "Roman Republic" — a constitutional monarchy with an
Augustus as its figurehead.

<ol class="checklist">
  <li class="ch grind">
    <label><input type="checkbox"><span class="body"><span class="name">Open Decisions and scroll to the bottom once democratic</span> <span class="badge grind">grind</span><br><span class="desc">The European Federation chain only shows up there — it's what lets a democratic Roman Republic core territory the Papal path's forced-conversion war never reaches.</span></span></label>
    <em><a class="jump" href="https://www.youtube.com/watch?v=X6d4mtNWKXA&t=2636s" target="_blank" rel="noopener">43:56 ↗</a></em>
  </li>
</ol>

![World map with a green core-claim overlay extending from Italy across all of Europe to the Ural Mountains](/media/guides/markdown/5bb3b752-146b-446b-b992-c815cddbcaf5.webp)
"Way better because we can core everything up to the Urals" — cores running past Poland and
the Baltics into Perm and Tobolsk.

<p class="note">There's a skippable decision to release a "useless" Bosporan Republic
partway through this chain — the creator declines it and keeps the territory instead.</p>

<div class="divider">═══ the left-wing paths ═══</div>

## The civil war split: north or south

Every path below starts the same way — a fascist regime that loses enough legitimacy
(usually by struggling badly against Ethiopia) triggers an Italian Civil War, and the side
you back decides both the fight and which tree follows.

![Map of Italy split during the civil war between "Italian Republic" in the north and "Repubblica Sociale Italiana" in the south](/media/guides/markdown/4143e7d4-4cc8-4e63-95cd-c5ebfa860e87.webp)
The Socialist Democracy run backs the industrial north — the Communist run below backs the
agrarian south instead, which the creator says is a noticeably stronger start.

<ol class="checklist">
  <li class="ch free">
    <label><input type="checkbox"><span class="body"><span class="name">Don't worry about the fascist side's army in this civil war</span> <span class="badge free">free</span><br><span class="desc">In this run every fascist division had already been converted to artillery-only before the war started, so the civil war itself is short regardless of which side is picked.</span></span></label>
    <em><a class="jump" href="https://www.youtube.com/watch?v=X6d4mtNWKXA&t=1932s" target="_blank" rel="noopener">32:11 ↗</a></em>
  </li>
</ol>

## Socialist Democracy — a democratic republic, not a communist one

Backing the industrial north and letting the moderate socialists win the internal power
struggle produces a democratic Italian Republic that still leans on communist advisors
"because they're so much better."

<ol class="checklist">
  <li class="ch skip">
    <label><input type="checkbox"><span class="body"><span class="name">Don't take the 90% puppeting discount just because it's there</span> <span class="badge skip">skip</span><br><span class="desc">The socialist balance-of-power meter offers a steep discount on puppeting every defeated Axis country — this run declines it as "unbecoming," splitting Germany and converting the rest to democracies instead. Sending at least 9 volunteer divisions to the Spanish Republicans earlier is a separate step on the same path.</span></span></label>
    <em><a class="jump" href="https://www.youtube.com/watch?v=X6d4mtNWKXA&t=2101s" target="_blank" rel="noopener">35:00 ↗</a></em>
  </li>
</ol>

<div class="tipbox video"><span class="tag">In the video</span>
The creator flags parts of the Republican tree as visibly broken — a follow-up
mafia-cooperation focus does "literally nothing," and a focus called "Enemies of
Capitalism" is what actually gets the war goal on the USSR, despite this being the
socialist path.
</div>

## European Democracies — the same civil war, played for speed

A faster version of the same north-backing civil war, redirected into founding the "Free
States of Europe" instead of letting Italy simply absorb territory.

<ol class="checklist">
  <li class="ch setup">
    <label><input type="checkbox"><span class="body"><span class="name">Guarantee Austria's independence during the civil war build-up</span> <span class="badge setup">setup</span><br><span class="desc">Austria still submits to Germany anyway, but the guarantee is what generates a liberation war goal afterward.</span></span></label>
    <em><a class="jump" href="https://www.youtube.com/watch?v=X6d4mtNWKXA&t=2185s" target="_blank" rel="noopener">36:25 ↗</a></em>
  </li>
</ol>

<div class="tipbox video"><span class="tag">In the video</span>
Only Spain, France and Switzerland actually join this faction — everyone else stays
neutral or leans Allied. The creator's own verdict: "there's basically nothing else to do
with this path," and it closes the same way Axis Victory does — by puppeting everyone.
</div>

## Communist — Antonio Gramsci and a decolonization loophole

Backing the agrarian south produces the "Italian Union" under Antonio Gramsci, joining the
Comintern and running a decolonization mechanic that gains territory while staying
technically anti-colonial.

![Focus tooltip for "Liberate Gramsci" showing a 35-day completion time and its requirements, including "Not: Italian Anti-Fascist Civil War has happened"](/media/guides/markdown/53529964-e968-426d-b067-cc167946308a.webp)
This is exactly the requirement the creator says doesn't actually get enforced: the
tooltip states the focus should be blocked once the civil war has happened, but he reports
it still completes afterward anyway.

<ol class="checklist">
  <li class="ch grind">
    <label><input type="checkbox"><span class="body"><span class="name">Let colonies vote after decolonizing instead of abolishing them outright</span> <span class="badge grind">grind</span><br><span class="desc">A year after the focus, each colony votes independent or core — in this run East Africa chose independence and Libya chose to stay, becoming a full core. Only after decolonizing does "Condemn Colonialism" unlock, demanding every European power leave Africa — refusal generates three simultaneous war goals at once.</span></span></label>
    <em><a class="jump" href="https://www.youtube.com/watch?v=X6d4mtNWKXA&t=2337s" target="_blank" rel="noopener">38:57 ↗</a></em>
  </li>
</ol>

<div class="tipbox alt"><span class="tag">From the comments (not in the video)</span>
- @Madmuli reports their own decolonization vote came out 5 of 6 regions choosing to stay
as cores, with only North Africa refusing — a real outcome the video's own single
playthrough doesn't show, since this run's own vote tally isn't narrated in full. <span class="note">— @Madmuli</span>
</div>

## Anti-Stalinist — communist, but invading the USSR

Same civil war start, but this time refusing the Comintern in favor of a much weaker
faction of its own — and eventually invading the [Soviet Union](/guides/hoi4-soviet-union-guide-2026)
instead of allying with it.

![Diplomacy panel showing relations with the German Reich, a list of diplomatic actions with political power costs, and an army group panel with division counts by type](/media/guides/markdown/99cebcdc-760a-4a63-9fe7-9bf879e4b51f.webp)
None of this is narrated: relations sit at -10/-20 with 100%/100% trust, diplomatic actions
cost 10-100 political power depending on the action, and the visible army group runs
4/24/24/24/4 divisions by type.

<ol class="checklist">
  <li class="ch skip">
    <label><input type="checkbox"><span class="body"><span class="name">Don't abolish colonies right away on this path</span> <span class="badge skip">skip</span><br><span class="desc">Holding off means the only ready-made war goal available is on the USSR — geographically distant — so a war on Germany has to be manually justified instead of coming from a focus.</span></span></label>
    <em><a class="jump" href="https://www.youtube.com/watch?v=X6d4mtNWKXA&t=2507s" target="_blank" rel="noopener">41:47 ↗</a></em>
  </li>
</ol>

<div class="tipbox video"><span class="tag">In the video</span>
This path is reachable even after fully conquering Ethiopia rather than only after letting
the war fail — the civil war start is worse that way, but keeping Ethiopia matters later
for the same decolonization-cores mechanic used above.
</div>

<div class="divider">═══ the novelty ending ═══</div>

## Deunified — playing a fragment on purpose

The opposite of everything above: a game-setup toggle (not a focus) reverses Italian
unification, putting the player in charge of the Kingdom of the Two Sicilies instead of a
unified Kingdom of Italy.

![Map of the Italian peninsula split into Kingdom of Lombardy-Venetia, Papal States, and Kingdom of the Two Sicilies, with a "12. Deunified" chapter banner](/media/guides/markdown/3348cd13-e35a-4c21-9fda-7532d733431c.webp)
Starting from the Two Sicilies with the historical military and the Ethiopian war already
inherited, the default tree can still conquer the other Italian mini-states one at a time.

<div class="tipbox video"><span class="tag">In the video</span>
Unlike Germany's mini-kingdoms, there is no decision anywhere to reform a unified Italy —
conquering every other Italian state grants no new cores and no name change. Creator's own
verdict: "is there a reason anyone should play like this? Not really. I just wanted to show
it off."
</div>

<div class="tipbox alt"><span class="tag">From the comments (not in the video)</span>
- A reported bug specific to this path: designing any tank or aircraft (light tanks
possibly excepted) reportedly crashes the game, persisting a while without a fix. <span class="note">— @Leyte_Gulf_69</span>
</div>

<div class="divider">═══ what the comments add ═══</div>

<div class="tipbox alt"><span class="tag">From the comments (not in the video)</span>
- @NotARealHuman14 disputes the Axis Victory chapter's "the entire world has been carved"
line at 13:15, pointing out South America is shown unchanged on the very same map.
- @themakebelieverproductions6342 asks "what happened to my screen?" at the same moment the
world map goes near-white during the Papal "final crusade" — confirms that flash is shared,
not a one-off capture artifact.
</div>

<p class="note">Not independently verified: a comment citing "55 days at London" during the
Italy First UK invasion has no matching screenshot, so it's reported only as a comment
claim. Also unresolved: an unlabeled 50% indicator in the diplomacy-panel screenshot's top
bar, and most in-path day counts, which this video simply never states.</p>

## Sources

Channel: AtlasProductions. Video: "Every Way To Play Italy In Hearts of Iron 4" (46:13).
Top comments reviewed; substantive ones credited above.

---

## FAQ

### What is the best focus tree path for Italy in HOI4?

There isn't a single best path — this guide covers twelve distinct ones the video plays back to back, from a fast Axis conquest to diplomatic, republican, papal, socialist, communist and novelty endings. The strongest single territorial result shown is the Roman Republic path, which combines the Papal State's conquest pattern with the democracy-only European Federation decisions to core land as far as the Urals.

### Why does capitulating Ethiopia quickly matter so much for Italy?

Capitulating Ethiopia before its emperor flees the country changes outcomes across multiple paths: it's what makes Balkan fascist-flip diplomacy succeed in Italy First, and it's what determines whether the Stresa Front negotiation hands over free African territory or costs Italy half of Ethiopia in return for only an Austria guarantee. Several paths treat rushing this war as close to mandatory.

### How does the Italian Civil War mechanic work?

Losing enough legitimacy — usually by struggling badly in the Ethiopian war — triggers an Italian Civil War that replaces Italy's focus tree entirely. Which side you back (the industrial north or the agrarian south) determines both the fight itself and which of the socialist, communist, or European-democracy trees follows, effectively resetting the game into a different playthrough.

### What is the Papal State path in HOI4 Italy?

It's reached when the king becomes an absolute monarch and cedes all power to the Pope instead of restoring elections. The new Papal State's territory grows by a stated 7,850,000x overnight, and the path ends in a "final crusade" that conquers the entire world under the Pope — Germany falls in about a month, the Soviets in about three, then Japan, China and the United States.

### Is there a real division template or tank/ship design in this Italy guide?

No. The source video never opens the Division Designer, the equipment designers, or the production tab — it's told entirely through the focus tree, decisions and the world map, so no template or design numbers are reported here. Readers who want an actual division template are pointed to this site's dedicated defensive-templates guide instead.

### Greater Italy or Mare Nostrum — which should you pick in HOI4?

They are two mutually exclusive sub-branches hanging off the same prerequisite focus, so you get one per game. Towards a Greater Italy is the claims branch: Bend the Bars, Subdue the Sentinels and Masters of the Mediterranean each hand you claims on named states plus a conquest casus belli against whoever holds them, and A Colonial Empire's +15% non-core manpower is what makes an African empire fieldable rather than decorative. Mare Nostrum is the building branch: dockyards and building slots first, then +5% division speed and +15% command power from The Italian Legions, +10% supply range from All Roads Lead to Rome, and three unique designs, ending at the Roman Empire formable. Pick Greater Italy if you intend to be at war by 1938, Mare Nostrum if you have bought yourself time.

### How do you play Italy to support Germany in HOI4?

Take Balkan Ambition or Potential Allies in the Balkans in the Foreign Affairs sub-branch, then Pact of Steel — which is mutually exclusive with Italy First and Guarantee Austrian Independence, so that focus is the commitment. It needs you at peace with Germany, sharing its ideology, outside any faction and with Germany already leading one, and it pays +30 opinion and +10% factory output for a year. German Military Cooperation, Sea Wolves, Secret Weapons and Treaty with Germany sit behind it. The most useful thing Italy can actually do for the Axis, though, is close Gibraltar and Suez rather than send divisions east.

### What focus order should Italy open with in HOI4?

Italian Highways first — it is +25% infrastructure construction speed for a year and a hard prerequisite for Ministry of Italian Africa later. Then the Terni fork, Industria della Gomma Sintetica, either Strengthen Northern Industry or Modernize the Mezzogiorno, and Expand National Universities for the fifth research slot. Army Primacy and Naval Power Projection are worth taking early purely for their 50% doctrine discounts, which offset the +10% doctrine cost the Regio Esercito and Regia Marina spirits charge. The political half can wait until the Ethiopian war resolves itself into Solid Progress, Struggle in Ethiopia or The Abyssinian Fiasco.

### How should you use Italy's navy in HOI4?

Italy starts with 154 ships — 2 battleships, 8 heavy cruisers, 11 light cruisers, 82 destroyers and 51 submarines — and no carriers, while the Regia Marina spirit gives it −10% naval detection and −10% spotting speed, so it fights well and finds nothing. Take Naval Power Projection for the free 50% naval doctrine discount, then Supermarina, then choose Incrociatori Leggeri for cheaper, faster screens or Incrociatori Pesanti for cheaper, better-armoured capital ships. The job that actually matters is protecting the convoy route to North Africa; contesting the whole Mediterranean against Britain and France at once is a far larger commitment.

