# HOI4 Soviet Union Guide: Purges, Industry and Encirclements

> A historical, Iron Man Soviet Union playthrough covering the Political Paranoia purge mechanic, a purge-avoidance focus order, division and tank/plane designer builds, and the mass encirclement tactics that break the Wehrmacht once Barbarossa starts. No ship designer appears in the source video.

- **Game:** Hearts of Iron IV
- **Category:** Nations
- **Author:** LongBeam (https://guides-factory.com/about)
- **Difficulty:** Intermediate
- **Reading time:** 20 min
- **Published:** 2026-08-09
- **Updated:** 2026-08-13
- **Tags:** Combat, Division templates, Focus tree, Soviet Union
- **Adapted from:** [Bitt3rSteel - Building the Ultimate Soviet Union in 2026 - HoI4 USSR Guide](https://www.youtube.com/watch?v=g7YYWzKaDic)
- **Canonical URL:** https://guides-factory.com/guides/hoi4-ussr-guide

---

<p class="note">Up to date for patch 1.18, DLC No Step Back (required), By Blood Alone, and — per the video's audio, garbled by auto-captions into a non-word and reconstructed here — likely Götterdämmerung. Checked against the video dated 2026-06-06.</p>

## 🎯 The core idea

This is a historical-mode, Iron Man playthrough of the Soviet Union: survive the Political Paranoia purge mechanic while it's active, farm army and air experience as a volunteer in the Spanish Civil War, industrialize past 100 factories before the opening focuses even finish, build a tank and plane line from scratch in the Tank and Plane Designers, grab the Baltics and Finland for free land and war support before 1941, then out-produce and encircle the Wehrmacht once Barbarossa lands historically in May 1941. Nothing here is a non-historical shortcut — the creator states plainly this is a historical-timeline guide, no early wars, no meta-gaming the AI.

<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>

## Sorting out the starting mess

![Construction tab open over the Donbas region showing build-slot counts and infrastructure percentage on Kharkov and Stalino-area states](/media/guides/markdown/2692449b-4cd7-4b31-9384-f30e8c4c7b33.webp) The 95-division starting army is not organized for anything. Split off the locked NKVD template and park it near Leningrad, split off the 13 mountaineer divisions to Stalingrad, and split off the 11 tanks plus 1 truck division to Moscow. Convert what's left — 73 infantry and 22 cavalry — to the Strelkovaya Diviziya (rifle division) template, which produces roughly four field armies. In production, cut the ship queue to one hull each, delete light tanks and every airframe except the basic small one, and put the freed factories on support equipment, artillery, trucks and towed AA.

<ol class="checklist">
  <li class="ch free">
    <label><input type="checkbox"><span class="body"><span class="name">Split the starting divisions into three side groups</span> <span class="badge free">free</span><br><span class="desc">NKVD to Leningrad, 13 mountaineers to Stalingrad, 11 tanks + 1 truck division to Moscow, before converting the rest.</span></span></label>
    <em><a class="jump" href="https://www.youtube.com/watch?v=g7YYWzKaDic&t=114s" target="_blank" rel="noopener">1:54 ↗</a></em>
  </li>
  <li class="ch setup">
    <label><input type="checkbox"><span class="body"><span class="name">Build infrastructure only where it pays for itself</span> <span class="badge setup">setup</span><br><span class="desc">Look for states with both spare build slots and real resource yield — Kharkov and the Stalino area both qualify — max infrastructure there before laying down civilian factories.</span></span></label>
    <em><a class="jump" href="https://www.youtube.com/watch?v=g7YYWzKaDic&t=261s" target="_blank" rel="noopener">4:21 ↗</a></em>
  </li>
  <li class="ch grind">
    <label><input type="checkbox"><span class="body"><span class="name">Push toward 100 factories before finishing the opener</span> <span class="badge grind">grind</span><br><span class="desc">Stagger infrastructure and civilian-factory construction so builds are always finishing, rather than one giant infrastructure block followed by one giant factory block.</span></span></label>
    <em><a class="jump" href="https://www.youtube.com/watch?v=g7YYWzKaDic&t=321s" target="_blank" rel="noopener">5:21 ↗</a></em>
  </li>
</ol>

<div class="tipbox video"><span class="tag">In the video</span> The creator explicitly does not narrate his focus order on screen — he keeps a separate spreadsheet linked in the video's description and just says "I've made a list." What follows in the Focus order table below is reconstructed from the focuses actually named in narration, two focus tooltips caught on screen with exact day counts, and the site's own reading of the pinned-comment order — not a claim that the video itself walks through the whole tree.</div>

<div class="divider">═══ managing the paranoia and purge mechanic ═══</div>

## Living with Stalin's paranoia

![Events and Decisions tab showing the Political Paranoia mechanic explanation with the 25 percent and 75 percent purge thresholds and a list of Political Actions with their political power costs](/media/guides/markdown/d3925edb-c730-4660-b5f4-f8df2da058e6.webp) This is the Soviet Union's defining negative mechanic, and the whole early focus order exists to survive it. Political Paranoia above 25% risks random purge events; above 75% risks Great Purge events, and the longer it sits above the threshold the more likely a purge becomes. Completing The Bloc of Rights and Trotskyites focus removes the system permanently. Until then, spend "inspection" actions on the Navy and Air Force branches — never Administration, since one of its events can swap NKVD chief Yagoda for Yezhov, doubling paranoia gain every week.

![Full Soviet Union focus tree with the Behead the Snake focus tooltip open, showing a 35 day completion time, its requirements and its effects](/media/guides/markdown/a324de83-b9df-4794-ae7d-06120357907c.webp) Two focuses in this chain got their exact numbers straight from an on-screen tooltip: Behead the Snake takes 35 days and unlocks an operation to assassinate Trotsky (who needs to still be in Mexico), turning your Mexico-based spy's target Ramón Mercader into an Operative. The Bloc of Rights and Trotskyites takes 70 days, grants 25 political power, removes paranoia for good, and kicks off an unavoidable "Third Moscow Trial" Great Purge event chain on completion.

<table>
<thead><tr><th>Focus</th><th>Days</th><th>What it unlocks</th></tr></thead>
<tbody>
<tr><td>The Path of Marxism-Leninism</td><td>35</td><td>Root of the purge-avoidance path</td></tr>
<tr><td>The Centre</td><td>35</td><td>Opens Socialism in One Country / The Stalin Constitution</td></tr>
<tr><td>The Stalin Constitution</td><td>70</td><td>Political-power-generating constitution</td></tr>
<tr><td>The Zinovyevite Terrorist Center</td><td>35</td><td>Opens Secure the Administration</td></tr>
<tr><td>Secure the Administration</td><td>70</td><td>Purge-chain node, watched against a paranoia deadline</td></tr>
<tr><td>The Anti-Soviet Trotskyist Center</td><td>35</td><td>Purge-chain node</td></tr>
<tr><td>The Workers' Dictatorship</td><td>70</td><td>Purge-chain node</td></tr>
<tr><td>Socialism in One Country</td><td>35</td><td>Economic purge-path node</td></tr>
<tr><td>The Military Conspiracy</td><td>35</td><td>Purges a large slice of army high command</td></tr>
<tr><td>The Collectivization Process</td><td>70</td><td>Purge-chain node</td></tr>
<tr><td>Centralization and Discipline</td><td>35</td><td>Purge-chain node</td></tr>
<tr><td>Behead the Snake</td><td>35</td><td>Unlocks the Trotsky assassination operation, +1 operative slot</td></tr>
<tr><td>The Bloc of Rights and Trotskyites</td><td>70</td><td>Removes Paranoia permanently, +25 PP, starts a final Great Purge</td></tr>
</tbody>
</table>

<div class="tipbox alt"><span class="tag">From the comments (not in the video)</span> This order comes from the top-liked comment on the video (142 likes) — its full list of focus names independently matches every name visible in the on-screen focus tree, which is why it's trustworthy enough to build a table from even though the video itself never reads it out loud.</div>

<div class="divider">═══ farming experience in the Spanish Civil War ═══</div>

## Volunteering in Spain for experience, not territory

Send the maximum 6 mountaineer divisions plus 2 air wings (one fighter, one bomber) as volunteers, with Vatutin as general and Budyonny or Voroshilov as field marshal — both are stated to reliably avoid the historical purge RNG. The actual point isn't winning: Soviet air wings generate very little experience on their own and Red Army doctrines are unusually expensive, so this war exists to buy XP cheaply.

<ol class="checklist">
  <li class="ch setup">
    <label><input type="checkbox"><span class="body"><span class="name">Fight only in states without the Unplanned Offensive debuff</span> <span class="badge setup">setup</span><br><span class="desc">Every Spanish Civil War state starts with it; the AI clears it on a timer, so scout for a clean state before committing.</span></span></label>
    <em><a class="jump" href="https://www.youtube.com/watch?v=g7YYWzKaDic&t=766s" target="_blank" rel="noopener">12:46 ↗</a></em>
  </li>
  <li class="ch grind">
    <label><input type="checkbox"><span class="body"><span class="name">Deliberately drag the war out</span> <span class="badge grind">grind</span><br><span class="desc">Split the Nationalist front toward the Portuguese border, encircle where you can, and win slowly (or lose slowly) — the XP is the entire reason to be there.</span></span></label>
    <em><a class="jump" href="https://www.youtube.com/watch?v=g7YYWzKaDic&t=828s" target="_blank" rel="noopener">13:48 ↗</a></em>
  </li>
</ol>

![Plane Designer window with a Basic Small Airframe variant's full stat sheet and the MiG Design Bureau military industrial organization bonus tooltip open](/media/guides/markdown/3d2093b3-77a5-4b35-9b94-9a524ab192d9.webp) Even a terrible starting airframe is worth upgrading rather than skipping air entirely, because Soviet industry can afford it. Assigning the design to the MiG Design Bureau adds a further +5% Agility, +5% Max Speed and +5% Air Attack on top of the airframe's own stats — here 531.2 km/h speed, 42.0 Air Attack, 80.0% Reliability, for a 29.00 IC production cost.

<div class="divider">═══ building an economy that can win the war ═══</div>

## Growing the industry that decides the war

![Political tab with the Industrial Modernization focus tooltip open, showing 30 of 70 days progress and its production efficiency bonuses](/media/guides/markdown/09f5dcc2-8dc8-4c4f-9ad9-e392bd2d709b.webp) Industrial Modernization is worth planning around once factory count clears 150: it's a 70-day focus (shown here 30 days in) that adds +5% to the production efficiency cap, +10% to efficiency retention, and knocks 2 years off the "ahead of time" research penalty with a +100% bonus on the next Industry tech researched. It cancels itself if the USSR enters a war against a major power before it finishes, so time it for a quiet stretch.

![Production tab over the Finnish front showing multiple queued production lines with their daily output rates and remaining IC costs, alongside 82 of 82 military factories in use](/media/guides/markdown/38f2eb9b-4a9d-4b35-9f18-f1afa4704fbb.webp) By the time the Finnish war starts, military factories are maxed at 82/82 and the queue is running six separate lines simultaneously — towed AA, support equipment, artillery, trucks and infantry rifles all producing in parallel rather than one line hogging every factory.

<div class="divider">═══ designing the army's core templates ═══</div>

## Building the division templates

The default Strelkovaya Diviziya (rifle division) template barely needs touching — just add support anti-air and engineer companies. ![Division Designer window showing the full base stats, combat stats and equipment cost of the edited Strelkovaya Diviziya rifle division template](/media/guides/markdown/eae43b48-c92e-49c5-bba9-0c51df8c95bc.webp) With those two support companies added it comes out to 86.4 Soft Attack, 261.8 Defense, 46.6 Organization and an 18-width combat footprint, for 633 to 740 IC to produce — a template built for holding a long front cheaply, which is most of what the USSR needs to do until the tanks are ready. Readers who want a template purpose-built around holding a line rather than pushing one should also look at a dedicated [defensive division template](/guides/hoi4-defensive-division-templates) breakdown, since the numbers here trade some soft attack for that extra organization and defense.

![Division Designer window showing the base stats, combat stats and equipment cost of an upgraded Mekhanizirovaniy Korpus mechanized corps template dated August 1940](/media/guides/markdown/5dfec790-9160-45e4-b30f-40362debd76b.webp) The mechanized corps template gets rebuilt as the tank line matures — by August 1940 it reaches 568.2 Soft Attack and 386.1 Defense at a 36-width footprint, though it costs 3,616 to 7,707 IC and 17,900 manpower to field. The plan stated on screen is to keep swapping remaining motorized infantry battalions for medium tanks as doctrines improve the unit's organization ceiling.

<table>
<thead><tr><th>Template</th><th>Width</th><th>Soft Attack</th><th>Breakthrough</th><th>Org</th><th>Cost (IC)</th></tr></thead>
<tbody>
<tr><td>Strelkovaya Diviziya (rifle)</td><td>18</td><td>86.4</td><td>42.0</td><td>46.6</td><td>633–740</td></tr>
<tr><td>Mekhanizirovaniy Korpus (mech. corps, Aug 1940)</td><td>36</td><td>568.2</td><td>not legible on screen*</td><td>31.7</td><td>3,616–7,707</td></tr>
</tbody>
</table>

<p class="note">*An in-game tooltip covers the Breakthrough/Armor/Piercing figures in the captured mechanized corps screenshot. Rather than guess, that cell is left blank.</p>

<div class="divider">═══ designing tanks from scratch ═══</div>

## Designing the tanks

<ol class="checklist">
  <li class="ch setup">
    <label><input type="checkbox"><span class="body"><span class="name">Build a cheap, unremarkable first medium tank</span> <span class="badge setup">setup</span><br><span class="desc">A good radio, heavy machine guns for now, and whatever chassis is available — the point is a foundation to iterate on, not a good tank yet.</span></span></label>
    <em><a class="jump" href="https://www.youtube.com/watch?v=g7YYWzKaDic&t=1652s" target="_blank" rel="noopener">27:32 ↗</a></em>
  </li>
  <li class="ch cheap">
    <label><input type="checkbox"><span class="body"><span class="name">Swap the suspension to Christie once available</span> <span class="badge cheap">cheap</span><br><span class="desc">Saves engine investment points and improves the tank without much extra cost, once the medium howitzer replaces the starting machine gun armament.</span></span></label>
    <em><a class="jump" href="https://www.youtube.com/watch?v=g7YYWzKaDic&t=1756s" target="_blank" rel="noopener">29:16 ↗</a></em>
  </li>
</ol>

![Tank Designer window with the Basic Medium Tank's module slot selection open next to its full base and combat stat sheet](/media/guides/markdown/ea9c801e-750c-44e5-9868-12186a2ff324.webp) That first pass is explicitly not meant to be good: 6.0 km/h speed, 70.4% reliability, 16.0 Soft Attack, 40.0 Armor for a 9.76 IC production cost. "Is it the world's greatest tank? No. Not by a country mile" — but it's a chassis the rest of the war can be built forward from.

The heavy tank line is a different design philosophy entirely: slow, armored, and expensive on purpose. ![Tank Designer window with the Inter-War Heavy Tank's stat sheet and the Additional Machineguns special module tooltip open, listing its defense, soft attack and production cost bonuses](/media/guides/markdown/34080891-563c-4b0d-9463-48bb2ed50abd.webp) Max out armor with welded or cast plating, fit the improved heavy cannon if it's researched, and cram special-feature modules that push piercing and breakthrough before designating the variant a tank destroyer. The stats mid-build here — 5.3 km/h, 91.1% Hardness, 74.7 Armor, 48.9 **Breakthrough**, at 30.84 IC — explain the on-screen admission that "this is going to be a very expensive tank."

<div class="tipbox video"><span class="tag">In the video</span> A ship designer is never opened anywhere in this 68-minute video. The Navy gets consolidated once early on — Baltic and Murmansk fleets merged at Leningrad, Black Sea and Far East squadrons merged at the Black Sea, submarines split from surface ships — and then it is never touched again. Anyone wanting an actual Soviet naval build should look elsewhere, such as a dedicated [navy guide](/guides/hoi4-navy-guide-2026), rather than expect ship design coverage from this playthrough.</div>

<div class="divider">═══ research priorities and special projects ═══</div>

## Research slots and special projects

![Research tab showing four research slot categories, two owned special project facilities, and a Radar project detail popup listing its unlocked building and technology](/media/guides/markdown/635bcbc9-612e-4ee5-ae7a-3c78828a4ecc.webp) Two special-project facilities are running by mid-1940: a Land Warfare Facility in Moscow working on military engineering vehicles, and an Aerodynamics and Avionics Facility in Kiev researching Radar — which, once finished, sets a level-1 Radar Station, adds +1.0% Coordination, and unlocks the Cavity Magnetron technology. Politically, by this point the advisor slots across Laws & Government, Research & Production and Military Staff are mostly filled. ![Political tab showing filled advisor slots across Laws and Government, Research and Production, and Military Staff categories, plus party support percentages](/media/guides/markdown/44b92339-493d-4244-a1e5-809b3970a854.webp)

<div class="divider">═══ taking the Baltics and Finland before the real war ═══</div>

## Grabbing free land before Barbarossa

Sign the Molotov-Ribbentrop pact on the historical path, then send the Baltic states ultimatums one at a time — Lithuania gets annexed outright once it submits. Finland is a straightforward war on historical AI: a simple aggressive battle plan is enough, since the AI won't put up the defense a real player or the historical Finns did.

![Map of Finland with a large drawn offensive arrow labeled Eastern Finland Strategic Offensive Operation, 120 divisions, Army Group 1, pushing toward Helsinki](/media/guides/markdown/dcadaf85-fb37-448b-81de-d323babeebf6.webp) The battle plan pictured here — 120 divisions under Army Group 1 driving on Helsinki — captures the whole approach: overwhelm with numbers rather than finesse a clever maneuver against an AI that won't punish either choice. Karelia gets annexed outright afterward, the rest of Finland becomes a puppet, and reparations and resource rights follow — plus the option to seize their fleet for what it's worth.

<div class="divider">═══ fighting the Eastern Front ═══</div>

## Holding the line against Barbarossa

By March 1941 Germany justifies against the USSR; by May the war starts. Entrenched positions and a dispersed air force running day-and-night operations pay off immediately — Soviet fighters trade favorably in the air despite being outnumbered roughly 2 to 1, and infantry stacks hold "red bubble" battles by rotating the weakest, least-organized division out of the fight and a fresher one in. Anyone building templates or reading combat modifiers around this same red-bubble math should also see the dedicated breakdown on [soft attack and modifier stacking](/guides/hoi4-modifier-stacking-red-bubble), since the mechanics driving those red bubbles are exactly what that guide covers in depth.

<ol class="checklist">
  <li class="ch cheap">
    <label><input type="checkbox"><span class="body"><span class="name">Use Last Stand to buy time cheaply</span> <span class="badge cheap">cheap</span><br><span class="desc">Move a weak, unreinforced unit into its own army under any general and press Last Stand — a single division costs about 2.9, a full army about 69.69. Seven days of holding without retreating buys reinforcement time.</span></span></label>
    <em><a class="jump" href="https://www.youtube.com/watch?v=g7YYWzKaDic&t=2867s" target="_blank" rel="noopener">47:47 ↗</a></em>
  </li>
  <li class="ch skip">
    <label><input type="checkbox"><span class="body"><span class="name">Don't forget your coastal ports</span> <span class="badge skip">skip</span><br><span class="desc">An ungarrisoned port at Libava got naval-invaded in this playthrough purely from oversight — keep port garrisons current or expect the same.</span></span></label>
    <em><a class="jump" href="https://www.youtube.com/watch?v=g7YYWzKaDic&t=2907s" target="_blank" rel="noopener">48:27 ↗</a></em>
  </li>
</ol>

<div class="divider">═══ mass encirclements and the collapse of the Axis ═══</div>

## Encircling and destroying the Wehrmacht

The core tactic from here on is simple: bring overwhelming local numbers to a narrow stretch of front, cut it off, and destroy what's trapped rather than pushing the entire line at once. ![Map with a large drawn offensive arrow labeled Northern Balkans Strategic Offensive Operation, 13 divisions, Army 8, driving toward Budapest through active combat](/media/guides/markdown/358ed1dc-66ba-44d0-a299-b7631f5457a7.webp) The Northern Balkans push pictured here — 13 divisions under Army 8 driving on Budapest — is one of several such operations running simultaneously across the front by mid-1941. One single pocket near Königsberg alone yields 43 trapped German divisions; a separate encirclement nets 1.1 million manpower and 559 pieces of armor in one haul. By the time Romania and Bulgaria collapse, casualties stand at roughly 260,000 Soviet dead against about 4,000,000 German — a ratio the video attributes to overwhelming Soviet industry, manpower, and exactly this encirclement discipline. Anyone still finalizing their template loadout for this stage of the war should weigh it against the general-purpose infantry template covered in the [Germany guide](/guides/hoi4-germany-guide)'s own Eastern Front section, since both sides of this exact front are covered from opposite perspectives across the two guides.

![Wide map of central Europe with green arrows plunging deep into German territory and a Radar station coverage tooltip open](/media/guides/markdown/384817e5-41f3-4af9-a0e6-8160c2c553d4.webp) The endgame is fast: Germany capitulates before mid-1942, and a string of puppet states gets carved out — a Soviet occupation zone of Germany, Polish and Czech and Slovak socialist republics, Soviet Hungary, Romania, Bulgaria, Yugoslavia, Italy and Austria all get created rather than annexed outright, since playing communist grants a puppeting discount over straight annexation.

<div class="tipbox alt"><span class="tag">From the comments (not in the video)</span> Several top comments push back on specifics rather than the overall plan. One (74 likes) recommends holding off on hiring an air advisor until 50 air experience is banked, then taking the Independent Air Force national spirit — it cuts air advisor cost by 75% and is described as "a hidden gem" the video never mentions. Another (61 likes) argues for General Vasily Chuikov over the video's own SCW pick, since Chuikov reliably avoids the historical purge and is "a brilliant strategist" for later use as an offensive field marshal — a direct disagreement with the video's stated safe-general list. A third disputes the video's own explanation of the Bold Attack army spirit, arguing it's a flat 50% chance at +1 attack rather than an "increased chance to level up attack" as stated on screen; neither claim was independently verified here.</div>

<p class="note">Not independently verified: the third DLC named in the intro (auto-captions render it as a non-word, reconstructed here as likely Götterdämmerung); the exact identity of the "Gossro Construction Company" military industrial organization heard in audio; whether "Stalino has six build slots" refers to the same node shown on screen reading 3/5, or a different/aggregate figure; and the Breakthrough, Armor and Piercing values of the upgraded mechanized corps template, which are covered by an in-game tooltip in the only screenshot available of that window.</p>

## Where to go next

the run below follows one campaign from 1936 through to Berlin. If what you want instead is the bare sequence — all 44 focuses and the full research order as lists to work down — that lives on the [Soviet focus and research order sheet](/guides/hoi4-soviet-union-guide-2026).

## Sources

Bitt3rSteel, "Building the Ultimate Soviet Union in 2026 - HoI4 USSR Guide," 1:08:42. Top comments by like count were used for the purge-focus order table and for the disagreement notes above.

---

## FAQ

### What DLC do I need for this HOI4 USSR guide?

The creator calls No Step Back vital and unreservedly recommends it, since it supplies the modern division designer and battle-planning tools used throughout. By Blood Alone is also used, for the Military Industrial Organization system behind the MiG Design Bureau and other design companies. A third DLC is named as part of his 'holy trinity' but is garbled by auto-captions into a non-word; this guide reconstructs it as likely Götterdämmerung rather than asserting it as certain.

### How does the Political Paranoia purge mechanic work in HOI4?

Political Paranoia above 25% risks random purge events, and above 75% risks Great Purge events, with the odds rising the longer it sits above threshold. It's managed by directing 'inspection' actions at the Navy and Air Force rather than the Army or Administration, since one Administration event can double weekly paranoia gain. Completing the focus The Bloc of Rights and Trotskyites removes the system permanently.

### What is the best USSR division template in HOI4 No Step Back?

This guide's rifle division (Strelkovaya Diviziya) runs 18 width with support anti-air and engineers for 86.4 Soft Attack and 261.8 Defense at 633-740 IC, built for holding a long front cheaply. The mechanized corps template scales up to 36 width and 568.2 Soft Attack by mid-1940 but costs thousands of IC and 17,900 manpower, so it's built gradually rather than fielded on day one.

### Does this guide cover Soviet naval and ship designs?

No. The Navy is consolidated once early in the video (fleets merged at Leningrad and the Black Sea, submarines split from surface ships) and never revisited — no ship designer window appears anywhere in the source video, and this guide says so plainly rather than inventing naval design content.

### What focus order avoids the Great Purge as the USSR?

The video doesn't narrate its focus order on screen, deferring instead to an external spreadsheet, so this guide's focus table is reconstructed from focuses named in commentary, two on-screen tooltips (Behead the Snake at 35 days, The Bloc of Rights and Trotskyites at 70 days), and the video's top-liked comment, whose full focus list is independently confirmed against the visible focus tree.

