# HOI4 Turkey Guide

> What Turkey starts with in Hearts of Iron IV, what its national spirits cost it, where the focus tree leads, and the openings the wiki's own editors recommend. Written for a nation with almost no video coverage, from the game's reference wiki.

- **Game:** Hearts of Iron IV
- **Category:** Nations
- **Author:** LongBeam (https://guides-factory.com/about)
- **Difficulty:** Intermediate
- **Reading time:** 5 min
- **Published:** 2026-09-07
- **Updated:** 2026-09-07
- **Tags:** Focus tree, Hearts of Iron IV, hoi4, nation guide, national spirits, turkey
- **Adapted from:** [Turkey — Hearts of Iron 4 Wiki](https://hoi4.paradoxwikis.com/Turkey)
- **Canonical URL:** https://guides-factory.com/guides/hoi4-turkey-guide

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Turkey is one of the nations the guide sites skip, which is exactly why the starting position is worth reading before the first pause. This page covers what Turkey begins with, what its national spirits do to that, where the focus tree can take it, and the openings the wiki's own editors recommend.

## Quick answer

| What | Answer |
| --- | --- |
| Starting military factories | 4 |
| Starting civilian factories | 11 (-4) |
| National spirits at the start | Kemalist Officers, Sectarian Woes, Disorganized Armed Forces, Widespread Illiteracy, Birinci Beş Yıllık Sanayi Planı |
| Main paths | The Turkish national focus tree can be divided into 2 branches and 1 joint branch. |
| Source | Hearts of Iron 4 Wiki, patch 1.17 |

## What you start with

| Industry at the 1936 start | Amount |
| --- | --- |
| Military Factories | 4 |
| Naval Dockyards | 2 |
| Civilian Factories | 11 (-4) |
| Building Slots | 61 |

| Resources at the 1936 start | Amount |
| --- | --- |
| Oil | 0 |
| Aluminum | 0 |
| Rubber | 0 |
| Tungsten | 0 |
| Steel | 58 (-46) |
| Chromium | 300 (-240) |
| Coal | 12 (-10) |

## National spirits

Turkey does not start from a clean sheet — these are on before the first day passes:

| Spirit | What it does |
| --- | --- |
| **Kemalist Officers** | Army exp gain: -10.0%; Stability: +5.00%; Max Planning: +10.0% |
| **Sectarian Woes** | Stability: -15.00%; War Support: -15.00% ----; Turkey's internal divisions are represented geographically through State Modifiers: the File:Kemalism icon.pngKemalists can be found in the west and in the north, the religious File:Traditionalism icon.pngTraditionalists can be found in the central hinterlands as well as in the south, while the File:Kurdistan icon.pngKurdish people can be found in the south-east of the nation.; Interactions with the different Factions can be accessed through the Decisions Tab, as well as through some Focus Effects and Event Options. |
| **Disorganized Armed Forces** | Fleet Coordination: -15%; Divisions speed: -10.00%; Divisions Organization: -8.00%; Air Accidents Chance: +15.0%; War Support: -15.00%; Training time: +25.00%; Minimum training level: -10% |
| **Widespread Illiteracy** | Political Power gain: -5%; Stability: -5.00%; Research Speed: +5.00% |
| **Birinci Beş Yıllık Sanayi Planı** | Civilian Factory Construction Speed: +5.00%; Construction Technology Research Speed: +5% |

## The focus tree

as part of the Battle for the Bosporus expansion. Without the expansion, Turkey utilizes the Generic national focus tree . The Turkish national focus tree can be divided into 2 branches and 1 joint branch. The second can be divided into 3 sections with multiple sub-branches within: The Saadabad Pact Branch This joint branch shared with Afghanistan , Iraq and Iran builds up the The Saadabad Pact national spirit with industry an military bonuses.

## Turan guide

Establishing Turan in game will require attacking the Comintern, and along with it, either Axis, or Allies for the last part of Syrian Turcoman territory. Since the communist Turkey path guarantees insane levels of industrial buildup, it's often one of the best ways is to go "Communist Turkey", take all the heavyweight Etatist decisions (coup de grace with nationalizing everything) and rush Greece (and if possible, Romania and/or Bulgaria) for the extra land and industry to confront the USSR. Attack Greece as early as possible to draw Romania as a co-defender, eat Greece and invade Romania through the black sea. Eat all the neighboring neutrals like Iraq, Iran, Afghanistan (Turan Requirement)until Barbarossa starts but use the German "Join the Axis" focus branch for the "Increase German Military Aid" and drop out of the Axis. If you can time your Communist sub branch industrial buildup along with German Axis aid, Clodius Agreement (be sure to increase chrome mines) and Chester Concession, you should have bulked up considerably, and armed enough to surprise and swarm the Soviet lines. Just keep pushing as north and past Crimea as early possible to block the Axis advance and make the Reich focus on defending the West.

## Balkan Entente war guide

Follow the Balkan Entente line of the focus tree and be ally with Greece, Yugoslavia and Romania before Italy declares war on Greece. When joined to war, kick Italians out of Balkans, hold Bulgaria back of the war (Balkan Entente's existence is an enough threat to hold it back) or invade, support Allies to conquer Northern Africa to secure southern front. Support Yugoslavia to hold Axis in the northern front. Attack Italy with naval invasion through Adriatic Sea to Taranto and capitulate it. You can also attack to German Reich from Yugoslavia to Eastern Austria, which has better terrain to move your troops than the Western side.

## Quick take over Vichy France guide

After you became fascists and were guaranteed by German Reich and joined Axis you can start 1 vs 1 war against Vichy France which Germany will not join. You can start quick war goal against Hatay as it is Turkish core. Then you will easily invade French Syria, and if you have enough air force and navy you can quickly finish off French mainland and north Africa by naval invading through Italy. With this method you can puppet many French colonies as well as Occitania so you will have access to many steel and aluminum resources.

## Finishing UK early guide

You can very easily jump and naval invade Denmark over Germany and after war is over you will have Faroe Islands. With Faroe you can easily invade Ireland next and can become neighbor to the UK for future naval invasion. You can also use Greenland for quick access to British lands in Canada, North America.

## Also worth knowing

- **The starting numbers above are the 1936 start.** A 1939 start hands you a different army and a different industry, and most written advice assumes 1936.
- **National spirits are removable.** Several of them are the first thing a focus tree clears, and the order you clear them in is usually the whole opening.
- **Wiki strategy is written by players, not by the developers.** It is the best free advice there is for a nation nobody films, and it can still be out of date with the current patch.

Source: [Turkey](https://hoi4.paradoxwikis.com/Turkey) on the Hearts of Iron 4 Wiki.

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## FAQ

### What does Turkey start with in HOI4?

The tables above list Turkey's factories, dockyards and resources at the 1936 start, taken from the game's wiki. A 1939 start differs, and most written advice assumes 1936.

### What are Turkey's national spirits?

Turkey begins with Kemalist Officers, Sectarian Woes, Disorganized Armed Forces, Widespread Illiteracy, Birinci Beş Yıllık Sanayi Planı. Each one is a modifier applied before the first day, and clearing them is usually what the early focus tree is for.

### Is Turkey good for a beginner?

A minor nation teaches the parts of the game a major hides — supply, manpower limits and industry order all matter immediately. The starting tables above are the honest measure of how much room there is.

