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Government

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Stability
{{versionVersion|Pre-release}}{{stub1.9}}{{expand|with=<nowiki />*information about '''Government''' is the political representation of what is happening in the player's country leaders*information about national spirits*information about elections*...}}
== Political power ==
[[File:{{SVersion|1.9}}{{icon|Political power.png|24px]]}} Political power represents the amount of influence a country's leader has over domestic affairs. The maximum quantity that can be stored is 2000.<ref name=defines>See in {{path|defines}}</ref>
=== Passive generation ===
 Political power is generated at a base rate of {{Green|+2 }} per dayon Regular difficulty.<ref name=defines/>The other difficulty levels add percentage bonuses and penalties, respectively.{| class="wikitable"|-! Difficulty !! Modifier|-|Civilian || {{green|+50%}}|-|Recruit || {{green|+25%}}|-|Regular || '''+0%'''|-|Veteran || {{red|-10%}}|-|Elite || {{red|-15%}}|}
====Leaders with modifiers====
Certain leaders have a trait which gives their nation a bonus or negative to Political Power. For example:
{| class="wikitable"
! Leader !! Trait !! Country !! Modifiers
|-
| Adolf Hitler || Dictator ||Germany German Reich || {{green| +5025% }} Political Powerpower|-| Leon Trotsky || Permanent Revolutionary || Soviet Union || {{red|−15%}} Political power, {{red|+15%}} Justify war goal time, {{green|−30%}} Subversive activities cost
|-
| Edward VIII || Inexperienced Imperialist || Fascist Great Britain (Non-Aligned UK) || {{red|−30%}} Political power, {{green|+5%}} Stability, {{green|−25%}} Justify war goal time | -30| Jake Richter || Master Maneuverer || [[East Germany]] || {{green|+15% }} Political Powerpower|-| Victoria || Kaiserin of the People || style="max-width:30em" | [[Germany]] (neutral ideology, via the "Request Restoration of British Titles" decision, requires {{icon|wtt}} [[Waking the Tiger]]) || {{green|+0.1%}} Weekly stability, {{green|+5% National Unity}} Stability, -25{{green|+5% Justify }} War Goal Time support, {{green|+10%}} Division defence on core territory, {{green |+15%}} Political power
|}
=== National focus===
{{main|National focus}}
 National focuses are a replacement were designed as replacements for the Decisions decisions in Hearts of Iron III. One Only one national focus can be active at any given time, and each takes a certain number of days, usually 70 days. Focuses consume 1 political power a day. When completed, they provide benefitsor initiate events. Each of the seven majors has a Major nations (and DLC expanded countries) have their own unique national focus tree and Poland also receives one through a free DLC. Other , while other countries have share a generic one.
=== Ideas ===
{{main|Ideas}}
Political power is spent to manage the government via [[ideas]]. These take the form of laws, ministers, and companies. Enacting or removing an idea costs political power, with adding an idea usually costing 150.
 
=== Commanders ===
{{main|Commander}}
Political power may be used to produce new commanders for use in commanding divisions. The cost scales with the amount of commanders the player already has, starting at a cost of 5 and increasing by 5 for each additional commander. Naval commanders are bought with the same system, and at the same rate as the field commanders.
 
=== Diplomacy ===
{{main|Diplomacy}}
Political Power is needed for several diplomatic interactions, including justifying war, guaranteeing independence, or improving relations.
 
Justifying for a province using the Conquest casus belli costs 50 political power, increasing by 5 if justifying on a country with the Neutral Foreign Policy national spirit. Each state added to the Conquest justification increases the cost by 10 political power. Justifying using the Retake core state casus belli costs 25 political power.
Political A guarantee of independence costs 25 political power and increases by that much for each subsequent guarantee (first justification is spent to manage the government via [[ideas]]. These take the form of laws25 political power, ministers, and companies. Enacting or removing an idea costs second justification is 50 political power, etc. Some ideas may also have an upkeep cost, but this does not seem to have been implemented yet).
=== Commanders ===Improving relations is initiated at the cost of 10 political power, and costs a base rate of .2 political power per day for a country with a matching ideology. If the improving relations action is taken with the target being a separate ideology, the cost per day is 0.4 political power. For example, if {{mainflag|CommandersGermany}}was improving relations with fascist {{flag|Italy}} it would cost .2 political power per day, but improving relations with the democratic {{flag|United Kingdom}} would cost .4 political power per day.
Political power may be used to produce new commanders=== Decisions ===Decisions act as a middle ground between [[national focuses]] and [[events]]. The outcomes vary between instantaneous or timed effects.
=== Political parties ==={{main|Political parties}}The decisions tab is accessible by clicking the gavel icon in the top bar, or by pressing '''Shift+Q'''.
== Government Types Ideology =={{main|Ideology}}The player's government type is defined by their country leader and their [[ideology]].
Your government type is defined by your == Elections ==Elections occur in democracies and some non-aligned countries. The length of time between an election depends on the country leader , ranging from one to eight years between elections. The player can see when the next election will be under the politics or diplomacy tabs. Elections enable the player to change power to other ideologies without violence. If a party has above 50% popularity during an election, they will win it and his become the new ruling party. Elections can also trigger some other [[ideologyElection events]]. Each ideology has its own set of unique government types listed below:
==National spirit =={{main|National spirit}}National spirits are special ideas which apply bonuses and/or maluses. These ideas can be gained through the nation's [[File:Democracy.pngNational focus|30pxfocus tree]] Democracy===* Conservatism* Liberalism* Socialismor via certain event chains.
===[[File:CommunismWhile many of these are nation specific there are also some which are more generic in nature and can apply to more than one nation (such as those in the generic focus tree).png|30px]] Communism===* Marxism* Leninism* Stalinism* Anti-revisionism* Anarchist Communism
==Stability =={{SVersion|1.9}}''Stability'' is expressed as a percentage from 0%<ref>See in [[FileDefines#NCountry|defines]]:Fascism.pngMIN_STABILITY</ref> to 100%<ref>See in [[Defines#NCountry|30pxdefines]] Fascism===* Nazism* Fascism* Falangism* Rexism: MAX_STABILITY</ref>, and represents the people's support for the current government. Stability has various effects. At high stability, the nation receives production bonuses. At low stability, various crises can ravage the nation. Details below.
===Stability '''above''' 50%<ref>See in [[File:Neutrality.pngDefines#NCountry|30pxdefines]] Non-aligned===* Despotic* Oligarchic* Moderatism* Centrism: DEFAULT_STABILITY</ref> gives the following bonuses, which scale linearly from none at 50% to the full amount at 100%. At 100% stability, the bonuses are:
Your type of government has no effect on gameplay, but your ideology does. Democracies cannot create war* {{green|+20%}} factory and dockyard output * {{green|-goals against other Democracies and have many actions limited by world tension, Fascists and Communists can use more efficient laws regardless of world tension.5%}} consumer goods * {{green|+10%}} political power gain
== National Unity ==[[file:National unity.png|x22px]] National unity is a measure of the war-resolve and the will to persevere of a nation. It is expressed as a percentage. The default start value is 70%.<ref name=defines/> Some countries start with deviant values:{| class="wikitable" style="font-size:0.9em;"|-! [[file:National unity.png|24px]]! Countries (1936)! Countries (1939)|-| 90%| {{Country navbox/country|Canada}} {{Country navbox/country|German Reich}} {{Country navbox/country|Greece}} {{Country navbox/country|Sweden}}| {{Country navbox/country|Canada}} {{Country navbox/country|German Reich}} {{Country navbox/country|Greece}} {{Country navbox/country|Sweden}}|-| 85%| {{Country navbox/country|Switzerland}}| {{Country navbox/country|Switzerland}}|-| 80%| {{Country navbox/country|Mexico}} {{Country navbox/country|Portugal}}| {{Country navbox/country|Italy}} {{Country navbox/country|Mexico}} {{Country navbox/country|Portugal}} {{Country navbox/country|United Kingdom}}|-| 75%| {{Country navbox/country|Belgium}} {{Country navbox/country|Netherlands}}| {{Country navbox/country|Belgium}} {{Country navbox/country|Netherlands}}|-| Stability '''70%below'''| colspan="2" style="text-align:center"| Default start value for all other countries.|-| 6550%| {{Country navbox/country|Japan}}| {{Country navbox/country|Japan}}|-| 60gives the following penalties, which scale linearly from none at 50%| {{Country navbox/country|Italy}} {{Country navbox/country|United Kingdom}} {{Country navbox/country|United States}} {{Country navbox/country|Yugoslavia}}| {{Country navbox/country|Yugoslavia}}|-| 55to the full amount at 0%| {{Country navbox/country|Turkey}} {{Country navbox/country|Soviet Union}}| {{Country navbox/country|Turkey}} {{Country navbox/country|Soviet Union}}|-| 50. At 0%| {{Country navbox/country|Austria}} {{Country navbox/country|Spain}}| {{Country navbox/country|Austria}} {{Country navbox/country|Spain}}|-| 40%| {{Country navbox/country|France}}| {{Country navbox/country|France}}|}National Unity can be affected by stability, the traits of [[country leaders]] or [[political advisors]], [[national spirits]], [[national focuses]], [[events]] etc. There also exist weekly National Unity modifiers.penalties are:
When a country at war has lost a share of its [[Victory Points]] superior than its National Unity, it will capitulate (surrender). * {{red|-50%}} factory and dockyard output * {{red|-20%}} political power gain
For exampleFurther, Poland holds 61 Victory Points stability affects [[Resistance|resistance targets]] in 1939 and has a 75occupied territories from '''0% National Unity. If Poland losses more than 75''' at 100% of its Victory Points, 46 points or more, it will capitulate. But because Warsaw is worth 30 VPs and Krakow {{icon|stability}} up to {{red|+20 VPs on their own, Poland will not capitulate before losing both cities%}} at 0%{{icon|stability}}.
If the capitulating country The effect of stability is alone in rounded down to the warnearest integer. For example, or if it is 81.6% stability results in the last country same bonus as 81.0% and both are displayed as 81%{{icon|stability}}. The game internally stores stability to capitulate in the faction, then a [[Peace conference]] will starthigher precision.
==Nation Leaders==Each Nation has If the player is at war, low stability may cause a leader, this leader depends on which party is in power and the leader of said party[[Low_Stability_events#low_stability_selector_event.<br />Most leaders are only flavor and have no effect on the game while some leaders have ai modifiers and/or certain boneses and/or negatives ===Germany==={2C_hidden| class="wikitable"|-! Leader !! Ideology !! Party !! In Power (1936) !! Leader Trait|-| Adolf Hitler || Fascist || NSDAP || Yes || Dictator:<br />{{green|+50%}} crisis]] up to a [[Political PowerLow_Stability_events#The_Conscription_Rebellion|civil war]]|-| Konrad Adenauer || Democratic || SPD || No, can come to power by coup |||}.
===Soviet Union==={| class="wikitable"|-! Leader !! Ideology !! Party || In Power (1936) !! Leader Trait |-| Joseph Stalin || Communist/Stalinist || Communist Party || Yes || |-| Leon Trotsky || Communist/Leninist || All-Union Communist Party || No, can come to power by coup || Permanent Revolutionary:<br />Political Power factor: Being in wars adds a {{red|-1530%}}modifier to stability.<br /ref>Justify War Goal timeSee in [[defines#NCountry|defines]]: {{red|+15%}}BASE_STABILITY_WAR_FACTOR<br /ref>Subversive Activities Upkeep: {{green|-30%}}|}The At War penalty is reversed when all active wars end.
Some modifiers such as Japan's leader bonus Emporer Showa give permanent stability increase to the nation. Others decrease it, such as the At War modifier.<ref>Look for {{path|custom=1|stability_factor}} in game files.</ref> When such modifiers add to above 100%, stability is displayed as 100% and the bonus effects capped at 100%. It is also possible that the sum of stability modifiers result in less than 100% maximum stability for the nation. When stability is at max after modifiers, any additional one-time stability from events, decisions and some national foci are lost.<ref>Look for {{path|custom==USA===1|add_stability}} in game files for one-time stability changes.</ref> Active permanent modifiers are listed in the in-game tooltip for stability. One-time changes are not otherwise recorded.
== War support =={{#lsth:United_StatesSVersion|Leaders1.9}}''War support'' is expressed as a percentage from 0% to 100%, and represents the willingness of the population to endure the privations of war. Various laws and national focuses can only be enacted if war support is at a sufficient level.
===Japan===War support '''above''' 50% will give up to the following benefits: * {{green| class="wikitable"+30%}} mobilization speed * {{green|-! Leader !! Ideology !! Party !! In Power (1936) !! Leader Trait|-| Emperor Hirohito || Fascist || -- || Yes || --10%}} army attack and defense on core territory * {{green|+50%}}command power gain
===Great Britain==={| class="wikitable"|-! Leader !! Ideology !! Party !! In Power (1936) !! Leader Trait|-| Neville Chamberlain || Democratic || Conservative Party || Yes || --|-| Edward VIII || Fascist || British Union of Fascists || No, can come War support '''below''' 50% will give up to power by event after you have become fascist || the following penalties: Inexperienced Imperialist:<br /> Political Power factor: * {{red|-3050%}}<br /> National Unity: mobilization speed * {{greenred|+5-95%}}<br /> Justify War Goal Time: command power gain * {{greenred|-2530%}} surrender limit* may cause a [[Low_Stability_events#low_stability_selector_event.2C_hidden|}crisis]] while at war
===Nationalist China=Nation leaders =={{main| class="wikitable"|-! Leader !! Ideology !! Party !! In Power (1936) !! Leader Trait|-Political Parties and Leaders}}| Chiang Kai-shek || Non-aligned || Kuomintang || Yes || --|}Each Nation has a leader. This leader depends on which party is in power and the leader of said party. Most leaders are only flavor and have no effect on the game while some leaders have AI modifiers and/or certain bonuses and/or penalties.
== Footnotes ==
<references/>
 
 
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