Difference between revisions of "Government"
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== Elections == | == Elections == | ||
− | Elections occur in | + | Elections occur in most {{Icon|democracy}}Democracies and some {{Icon|neutrality}}Non-Aligned countries, along with {{flag|Paraguay}}({{Icon|communism}}), {{flag|El Salvador}}({{icon|fascism}}) and {{flag|Peru}}({{icon|fascism}}) at the start of the game. The communist {{flag|United States}}, communist/revanchist {{flag|Mexico}} and possibly {{flag|Communist China}} can have elections via their national focus. The length of time between an election depends on the country, 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 become the new ruling party. Elections can also trigger some other [[Election events]]. |
== National spirit == | == National spirit == | ||
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== Stability == | == Stability == | ||
{{SVersion|1.9}} | {{SVersion|1.9}} | ||
− | ''Stability'' is expressed as a percentage from 0%<ref>See in [Defines#NCountry|defines]: MIN_STABILITY</ref> to 100%<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'' is expressed as a percentage from 0%<ref>See in [[Defines#NCountry|defines]]: MIN_STABILITY</ref> to 100%<ref>See in [[Defines#NCountry|defines]]: 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% | + | Stability '''above''' 50%<ref>See in [[Defines#NCountry|defines]]: 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: |
* {{green|+20%}} factory and dockyard output | * {{green|+20%}} factory and dockyard output | ||
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* {{green|+10%}} political power gain | * {{green|+10%}} political power gain | ||
− | Stability '''below''' 50% | + | Stability '''below''' 50% gives the following penalties, which scale linearly from none at 50% to the full amount at 0%. At 0% stability, the penalties are: |
* {{red|-50%}} factory and dockyard output | * {{red|-50%}} factory and dockyard output | ||
* {{red|-20%}} political power gain | * {{red|-20%}} political power gain | ||
+ | |||
+ | Further, stability affects [[Resistance|resistance targets]] in occupied territories from '''0%''' at 100%{{icon|stability}} up to {{red|+20%}} at 0%{{icon|stability}}. | ||
+ | |||
+ | The effect of stability is rounded down to the nearest integer. For example, 81.6% stability results in the same bonus as 81.0% and both are displayed as 81%{{icon|stability}}. The game internally stores stability to a higher precision. | ||
If the player is at war, low stability may cause a [[Low_Stability_events#low_stability_selector_event.2C_hidden|crisis]] up to a [[Low_Stability_events#The_Conscription_Rebellion|civil war]]. | If the player is at war, low stability may cause a [[Low_Stability_events#low_stability_selector_event.2C_hidden|crisis]] up to a [[Low_Stability_events#The_Conscription_Rebellion|civil war]]. | ||
− | Being in wars adds a {{red|-30%}} | + | Being in wars adds a {{red|-30%}} modifier to stability.<ref>See in [[defines#NCountry|defines]]: BASE_STABILITY_WAR_FACTOR</ref> 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 stability_factor in game files.</ref> When | + | 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> These modifiers affect both current and max stability. When current stability is above 100%, stability is displayed as 100% and the effects of the bonus stay capped at 100%. If the sum of stability modifiers is negative it will 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=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 == | == War support == | ||
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== Nation leaders == | == Nation leaders == | ||
− | {{main|Political | + | {{main|Political parties and leaders}} |
− | Each | + | 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 == | == Footnotes == |
Latest revision as of 18:50, 31 December 2020
Government is the political representation of what is happening in the player's country.
Contents
Political power[edit]
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This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
Political power represents the amount of influence a country's leader has over domestic affairs. The maximum quantity that can be stored is 2000.[1]
Passive generation[edit]
Political power is generated at a base rate of +2 per day on Regular difficulty.[1] The other difficulty levels add percentage bonuses and penalties, respectively.
Difficulty | Modifier |
---|---|
Civilian | +50% |
Recruit | +25% |
Regular | +0% |
Veteran | -10% |
Elite | -15% |
Leaders with modifiers[edit]
Certain leaders have a trait which gives their nation a bonus or negative to Political Power. For example:
Leader | Trait | Country | Modifiers |
---|---|---|---|
Adolf Hitler | Dictator | German Reich | +25% Political power |
Leon Trotsky | Permanent Revolutionary | Soviet Union | −15% Political power, +15% Justify war goal time, −30% Subversive activities cost |
Edward VIII | Inexperienced Imperialist | Great Britain (Non-Aligned UK) | −30% Political power, +5% Stability, −25% Justify war goal time |
Jake Richter | Master Maneuverer | East Germany | +15% Political power |
Victoria | Kaiserin of the People | Germany (neutral ideology, via the "Request Restoration of British Titles" decision, requires ![]() |
+0.1% Weekly stability, +5% Stability, +5% War support, +10% Division defence on core territory, +15% Political power |
National focus[edit]
- Main article: National focus
National focuses were designed as replacements for the decisions in Hearts of Iron III. 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 benefits or initiate events. Major nations (and DLC expanded countries) have their own unique focus tree, while other countries share a generic one.
Ideas[edit]
- Main article: 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[edit]
- Main article: 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[edit]
- Main article: 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.
A guarantee of independence costs 25 political power and increases by that much for each subsequent guarantee (first justification is 25 political power, second justification is 50 political power, etc.).
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 Germany was improving relations with fascist
Italy it would cost .2 political power per day, but improving relations with the democratic
United Kingdom would cost .4 political power per day.
Decisions[edit]
Decisions act as a middle ground between national focuses and events. The outcomes vary between instantaneous or timed effects.
The decisions tab is accessible by clicking the gavel icon in the top bar, or by pressing Shift+Q.
Ideology[edit]
- Main article: Ideology
The player's government type is defined by their country leader and their ideology.
Elections[edit]
Elections occur in most Democracies and some
Non-Aligned countries, along with
Paraguay(
),
El Salvador(
) and
Peru(
) at the start of the game. The communist
United States, communist/revanchist
Mexico and possibly
Communist China can have elections via their national focus. The length of time between an election depends on the country, 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 become the new ruling party. Elections can also trigger some other Election events.
National spirit[edit]
- Main article: National spirit
National spirits are special ideas which apply bonuses and/or maluses. These ideas can be gained through the nation's focus tree or via certain event chains.
While 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).
Stability[edit]
![]() |
This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
Stability is expressed as a percentage from 0%[2] to 100%[3], 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%[4] gives the following bonuses, which scale linearly from none at 50% to the full amount at 100%. At 100% stability, the bonuses are:
- +20% factory and dockyard output
- -5% consumer goods
- +10% political power gain
Stability below 50% gives the following penalties, which scale linearly from none at 50% to the full amount at 0%. At 0% stability, the penalties are:
- -50% factory and dockyard output
- -20% political power gain
Further, stability affects resistance targets in occupied territories from 0% at 100% up to +20% at 0%
.
The effect of stability is rounded down to the nearest integer. For example, 81.6% stability results in the same bonus as 81.0% and both are displayed as 81%. The game internally stores stability to a higher precision.
If the player is at war, low stability may cause a crisis up to a civil war.
Being in wars adds a -30% modifier to stability.[5] 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.[6] These modifiers affect both current and max stability. When current stability is above 100%, stability is displayed as 100% and the effects of the bonus stay capped at 100%. If the sum of stability modifiers is negative it will 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.[7] Active permanent modifiers are listed in the in-game tooltip for stability. One-time changes are not otherwise recorded.
War support[edit]
![]() |
This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
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.
War support above 50% will give up to the following benefits:
- +30% mobilization speed
- 10% army attack and defense on core territory
- +50% command power gain
War support below 50% will give up to the following penalties:
- -50% mobilization speed
- -95% command power gain
- -30% surrender limit
- may cause a crisis while at war
Nation leaders[edit]
- Main article: Political parties and leaders
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[edit]
- ↑ 1.0 1.1 See in /Hearts of Iron IV/common/defines/00_defines.lua
- ↑ See in defines: MIN_STABILITY
- ↑ See in defines: MAX_STABILITY
- ↑ See in defines: DEFAULT_STABILITY
- ↑ See in defines: BASE_STABILITY_WAR_FACTOR
- ↑ Look for stability_factor in game files.
- ↑ Look for add_stability in game files for one-time stability changes.
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 |