Ideas
All countries have the opportunity to pick ideas using political power. These ideas give various bonuses, and are split between several categories:
- Conscription law: affects how much manpower is available to the country for military service, factory output, dockyard output, construction speed, and training time
- Trade law: affects resources to market, factory output, dockyard output, construction speed, and research time
- Economy law: affects how many factories are dedicated to consumer goods, manpower availability, civilian and military factory construction speed, and conversion speed for factories
- Political advisers: give a variety of bonuses, and can be used to change the political environment in a country
- Research and production companies: give reductions to research time and bonuses to equipment researched under their lead
- Military staff: give bonuses to armies, navies, and air forces
Contents
Laws[edit]
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A country has exactly one law of each type.
Conscription laws[edit]
The conscription law of a country mainly determines the available manpower for the armed forces. It can be changed for 150
political power per level difference if the prerequisites are met. The default conscription law is “Volunteer Only”.
Modifier | ![]() Disarmed Nation |
![]() Volunteer Only |
![]() Limited Conscription |
![]() Extensive Conscription |
![]() Service by Requirement |
![]() All Adults Serve |
![]() Scraping the Barrel |
---|---|---|---|---|---|---|---|
Recruitable Population | 1.0% | 1.5% | 2.5% | 5.0% | 10.0% | 20.0% | 25.0% |
Factory Output | – | – | – | – | -10% | -30% | -40% |
Dockyard Output | – | – | – | – | -10% | -30% | -40% |
Construction Speed | – | – | – | – | -10% | -30% | -40% |
Training Time | – | – | – | +10% | +20% | +30% | +50% |
Prerequisites | – |
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More than 20% ![]() One of the following must be true:
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One of the following must be true:
One of the following must be true:
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One of the following must be true:
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One of the following must be true:
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Trade laws[edit]
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The trade law of a country determines how many resources of the controlled provinces are exported. Only the remaining part of the resources can be used for production or trade. Other nations can trade the exported resources versus civilian factories. The more free trade is, however, the greater are the benefits for Factory Output, Construction Speed and Research speed. The trade law can be changed for 150 Political Power if the prerequisites are met. The default trade law is “Export Focus”.
Modifier | ![]() Free Trade |
![]() Export Focus |
![]() Limited Exports |
![]() Closed Economy |
---|---|---|---|---|
Resources to Market | 80% | 50% | 25% | 0% |
Factory Output | 15% | 10% | 5% | – |
Dockyard Output | 15% | 10% | 5% | – |
Construction Speed | 15% | 10% | 5% | – |
Research Speed | 10% | 5% | 1% | – |
Civilian Intel to Others | -40% | -20% | -10% | – |
Navy Intel to Others | -20% | -10% | -5% | – |
Prerequisites | – | – | One of the following must be true:
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One of the following must be true:
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Economy laws[edit]
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The economy law of a country defines how many civilian factories of all factories are needed to produce
Consumer Goods. It also affects the
Construction Speed of factories and the conversion cost of factories, as well as altering fuel production. 150
political power are needed to change the economy law if the prerequisites are met. The default economy law is “Civilian Economy”.
Modifier | ![]() Undisturbed Isolation |
![]() Isolation |
![]() Civilian Economy |
![]() Early Mobilization |
![]() Partial Mobilization |
![]() War Economy |
![]() Total Mobilization |
![]() Collectivized Society |
---|---|---|---|---|---|---|---|---|
Consumer Goods Factories | 50% | 40% | 35% | 30% | 25% | 20% | 10% | 15% |
Civilian Factory Construction Speed | -50% | -40% | -30% | -10% | – | – | – | +15% |
Military Factory Construction Speed | -50% | -40% | -30% | -10% | +10% | +20% | +30% | +30% |
Dockyard Construction Speed | -50% | -40% | – | – | – | – | – | – |
Civilian Factory Conversion Cost | +50% | +40% | +30% | – | -10% | -20% | -30% | -30% |
Military Factory Conversion Cost | +50% | +40% | +30% | – | -10% | -20% | -30% | -30% |
Factory Output | – | – | – | – | – | – | – | +70% |
Dockyard Output | – | – | – | – | – | – | – | +70% |
Max Factories In A State | – | – | – | – | – | – | – | +10% |
Free Repair | – | – | – | – | – | – | – | +50% |
Production Efficiency Retention | – | – | – | – | – | – | – | +10% |
Production Efficiency Cap | – | – | – | – | – | – | – | -20% |
Production Efficiency Growth | – | – | – | – | – | – | – | -20% |
Recruitable Population | – | – | – | – | – | – | -3% | – |
Fuel Gain Per Oil | -60% | -50% | -40% | -25% | -10% | – | – | – |
Fuel Capacity | -45% | -35% | -25% | – | – | – | – | – |
Agency Upgrade Speed | -100% | -80% | – | – | – | – | – | – |
Resistance Target | – | – | – | – | – | – | – | -20% |
Research Speed | – | – | – | – | – | – | – | -10% |
Prerequisites | Only for the ![]() |
Only for the ![]() ![]() |
– | One of the following must be true:
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One of the following must be true:
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All of the following must be true:
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All of the following must be true:
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Only available when ![]() ![]() Cannot Remove |
The starting economy laws of the United States also modifies the World Tension threshold of some diplomatic actions:
Law | Tension limit | ||||
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Join Faction | Send Volunteers | Lend-Lease | Guarantee | Generate war goal | |
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20% | 20% | 50% | 75% | 100% |
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20% | 20% | – | 50% | 100% |
Ministers[edit]
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Political advisors[edit]
- See also: List of political advisors
Up to three political advisors may be chosen. Every advisor has at least one trait, most of them have one of these common ones:
Besides these common traits certain personalities can have unique traits.
With Man the Guns, the British National Focus Concessions to the Trade Unions can create an advisor with one of the following traits:
Design companies[edit]
- See also: List of design companies
- 1 each of Tank, Naval, Air, Material designers.
- 1 Industrial Concern.
Bonuses from the tank, naval and air design companies are only applied to equipment whose research is completed after the design company is hired. For example, if a tank design company is hired 1 day before research is completed for a relevant tank, that tank will receive the design company bonuses, along with any relevant tanks that are researched in future.
Bonuses will not be applied to equipment that was fully researched prior to hiring the design company.
Design company bonuses also apply to variants.
Armor Design Companies[edit]
Traits also have +15% research speed to Armor.
Trait | Effects |
---|---|
Armored Car Manufacturer |
+5% Maximum Speed for armored car |
Fast Tank Manufacturer |
+5% Speed for armor |
Heavy Tank Manufacturer |
+5% Armor for armor |
Infantry Tank Manufacturer |
+5% Soft Attack for armor |
Medium Tank Manufacturer |
+5% Reliability for armor |
Tank Manufacturer |
+5% Reliability for armor |
[edit]
Traits also have +15% research speed to Naval.
Trait | Effects |
---|---|
Atlantic Fleet Naval Manufacturer |
+50% Armor for carrier |
Battlefleet Designer |
+15 Armor and Heavy Attack for capital ship |
Coastal Defense Naval Manufacturer |
-25% Build Cost for naval ship |
Convoy Escort Naval Manufacturer |
30% Range for screen ship |
Mediterranean Naval Manufacturer |
-25% Range for capital and screen ship |
Naval Manufacturer | |
Pacific Fleet Naval Manufacturer |
+25% Range for naval vessel |
Raiding Fleet Naval Manufacturer |
+10% Speed for naval vessel |
Air Design Companies[edit]
Traits also have +15% research speed to Air.
Trait | Effects |
---|---|
Aircraft Manufacturer | |
CAS Manufacturer |
+10% Attack and Reliability for CAS and CV CAS |
Fuel Efficient Aircraft Manufacturer |
+10% Range for fighter and heavy fighter range |
Heavy Aircraft Manufacturer |
+10% Air Bombing for Strategic bomber |
Light Aircraft Manufacturer |
+10% Agility and Speed for fighter and CV fighter |
Light Aircraft Manufacturer 2 |
+20% Agility and Speed for fighter and CV fighter |
Medium Aircraft Manufacturer |
+20% Reliability for heavy fighter and tac bomber |
Naval Aircraft Manufacturer |
+10% Range for naval bomber and carrier planes |
Materiel Design Companies[edit]
Trait | Effects |
---|---|
Artillery Manufacturer |
+15% Artillery Research Speed |
Infantry Equipment Manufacturer |
+15% Weapons and Equipment Research Speed |
Motorized Equipment Manufacturer |
+15% Motorization Research Speed |
Support Equipment Manufacturer |
+10% Support Unit Research Speed |
Industrial Concern[edit]
Trait | Effects |
---|---|
Construction Company |
+10% Infrastructure Construction Speed |
Electronics Concern |
+15% Electronics Research Speed |
+10% Electronics Research Speed | |
Industrial Concern |
+10% Industrial Research Speed |
Refining Concern |
+5% Industrial Research Speed |
Theorist[edit]
- See also: List of theorists
Up to 1 theorist may be chosen.
Military chiefs[edit]
- See also: List of military chiefs
- 1 each of Chief of Army, Navy, and Air Force.
Position | Trait | Effects |
---|---|---|
Chief of Army | Army Defense (Specialist) |
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Chief of Army | Army Defense (Expert) |
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Chief of Army | Army Defense (Genius) |
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Chief of Army | Army Offense (Specialist) |
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Chief of Army | Army Offense (Expert) |
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Chief of Army | Army Offense (Genius) |
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Chief of Army | Old Guard |
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Chief of Army | Army Drill (Specialist) |
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Chief of Army | Army Drill (Expert) |
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Chief of Army | Army Drill (Genius) |
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Chief of Army | Army Reformer (Specialist) |
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Chief of Army | Army Reformer (Expert) |
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Chief of Army | Army Reformer (Genius) |
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Chief of Army | Army Organization (Specialist) |
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Chief of Army | Army Organization (Expert) |
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Chief of Army | Army Organization (Genius) |
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Chief of Army | Army Planning (Specialist) |
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Chief of Army | Army Planning (Expert) |
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Chief of Army | Army Planning (Genius) |
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Chief of Army | Army Morale (Specialist) |
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Chief of Army | Army Morale (Expert) |
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Chief of Army | Army Morale (Genius) |
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Chief of Army | Army Maneuver (Specialist) |
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Chief of Army | Army Maneuver (Expert) |
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Chief of Army | Army Maneuver (Genius) |
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Chief of Air Force | Air Reformer (Specialist) |
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Chief of Air Force | Air Reformer (Expert) |
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Chief of Air Force | Air Reformer (Genius) |
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Chief of Air Force | Air Safety (Specialist) |
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Chief of Air Force | Air Safety (Expert) |
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Chief of Air Force | Air Safety (Genius) |
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Chief of Air Force | Night Operations (Specialist) |
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Chief of Air Force | Night Operations (Expert) |
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Chief of Air Force | Night Operations (Genius) |
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Chief of Air Force | Ground Support (Specialist) |
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Chief of Air Force | Ground Support (Expert) |
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Chief of Air Force | Ground Support (Genius) |
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Chief of Air Force | All-Weather (Specialist) |
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Chief of Air Force | All-Weather (Expert) |
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Chief of Air Force | All-Weather (Genius) |
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Chief of Navy | Naval Aviation (Specialist) |
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Chief of Navy | Naval Aviation (Expert) |
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Chief of Navy | Naval Aviation (Genius) |
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Chief of Navy | Decisive Battle (Specialist) |
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Chief of Navy | Decisive Battle (Expert) |
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Chief of Navy | Decisive Battle (Genius) |
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Chief of Navy | Commerce Raiding (Specialist) |
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Chief of Navy | Commerce Raiding (Expert) |
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Chief of Navy | Commerce Raiding (Genius) |
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Chief of Navy | Old Guard |
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Chief of Navy | Naval Reformer (Specialist) |
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Chief of Navy | Naval Reformer (Expert) |
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Chief of Navy | Naval Reformer (Genius) |
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Chief of Navy | Naval Maneuver (Specialist) |
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Chief of Navy | Naval Maneuver (Expert) |
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Chief of Navy | Naval Maneuver (Genius) |
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Military high command[edit]
- See also: List of military high command
Up to three members of the military high command may be chosen.
Some military high command advisers give bonuses to particular types of divisions as defined by the overall division unit type. In some cases two advisers may offer the same type of bonus, and these are additive.
Trait | Effects |
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Air Combat Training (Expert) |
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Air Combat Training (Genius) |
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Air Superiority (Expert) |
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Air Superiority (Genius) |
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Airborne Assault (Expert) |
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Airborne Assault (Specialist) |
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Amphibious Assault (Expert) |
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Amphibious Assault (Genius) |
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Anti-Submarine (Expert) |
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Anti-Submarine (Specialist) |
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Armor (Expert) |
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Armor (Genius) |
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Armor (Specialist) |
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Army Logistics (Expert) |
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Army Logistics (Specialist) |
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Army Regrouping (Expert) |
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Army Regrouping (Genius) |
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Army Regrouping (Specialist) |
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Artillery (Expert) |
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Artillery (Genius) |
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Bomber Interception (Expert) |
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Bomber Interception (Specialist) |
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Capital Ships (Expert) |
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Capital Ships (Specialist) |
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Carriers (Expert) |
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Cavalry (Expert) |
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Cavalry (Genius) |
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Cavalry (Specialist) |
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Close Air Support (Expert) |
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Close Air Support (Genius) |
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Commando (Expert) |
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Concealment (Expert) |
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Concealment (Genius) |
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Concealment (Specialist) |
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Entrenchment (Expert) |
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Fleet Logistics (Expert) |
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Fleet Logistics (Specialist) |
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Infantry (Expert) |
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Infantry (Genius) |
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Infantry (Specialist) |
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Naval Air Defense (Expert) |
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Naval Air Defense (Specialist) |
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Naval Aviation (Expert) |
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Naval Aviation (Genius) |
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Naval Strike (Expert) |
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Naval Strike (Specialist) |
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Screens (Expert) |
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Strategic Bombing (Expert) |
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Strategic Bombing (Genius) |
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Submarines (Expert) |
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Tactical Bombing (Expert) |
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Politics | Ideology • Faction • National focus • Ideas • Government • Puppet • Diplomacy • World tension • Civil war • Occupation • Intelligence agency |
Production | Trade • Production • Construction • Equipment • Fuel |
Research and technology | Research • Infantry technology • Support Companies technology • Armor technology • Artillery technology • Land doctrine • Naval technology • Naval doctrine • Air technology • Air doctrine • Engineering technology • Industry technology |
Military and warfare | Warfare • Land units • Land warfare • Division designer • Army planner • Command group • Commander • Battle plan • Combat tactics • Ship • Naval warfare • Aircraft • Air warfare • Experience • Attrition and accidents • Logistics • Manpower • Nuclear bomb |
Map | Map • Province • Terrain • Weather • State |
Events | Events |