Difference between revisions of "Government"

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{{version|1.3}}{{rewrite}}
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{{Version|1.3}}
'''Government''' is the political representation of what is happening in your country. Political Power represents unused capacities of your government.
+
'''Government''' is the political representation of what is happening in the player's country. Political Power represents unused capacities of the player's government.
  
 
== Political power ==
 
== Political power ==
{{SVersion|1.3}}
+
{{SVersion|1.4}}
[[File: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>
+
{{icon|Political power}} 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 ===
 
=== Passive generation ===
{{SVersion|1.3}}
+
Political power is generated at a base rate of {{Green|+2}} per day on the normal difficulty.<ref name=defines/> On easy difficulty, political power is generated at a base rate of {{Green|+2.5}} per day, while on the veteran difficulty political power is generated at a base rate of {{Green|+1.75}} per day.
 
 
Political power is generated at a base rate of 2 per day.<ref name=defines/>
 
  
 
====Leaders with modifiers====
 
====Leaders with modifiers====
{{SVersion|1.3}}
+
{{SVersion|1.5}}
Certain leaders have a trait which gives their nation a bonus or negative to Political Power
+
Certain leaders have a trait which gives their nation a bonus or negative to Political Power. For example:
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 19: Line 17:
 
! Leader !! Trait !! Country !! Modifiers
 
! Leader !! Trait !! Country !! Modifiers
 
|-
 
|-
| Adolf Hitler || Dictator ||German Reich || +25% Political Power
+
| Adolf Hitler || Dictator ||German Reich || {{green|+25%}} Political power
 +
|-
 +
| 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 || Great Britain (Non-Aligned UK) || {{red|−30%}} Political power, {{green|+5%}} Stability, {{green|−25%}} Justify war goal time
 
|-
 
|-
| Leon Trotsky || Permanent Revolutionary || Soviet Union || -15% Political Power, +15% Wargoal justification time, Subversive activities cost: -30%
+
| Jake Richter || Master Maneuverer || [[East Germany]] || {{green|+15%}} Political power
 
|-
 
|-
| Edward VIII || Inexperienced Imperialist || Fascist Britain || -30% Political Power, +5% National Unity, -25% Justify War Goal Time
+
| 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%}} Stability, {{green|+5%}} War support, {{green|+10%}} Division defence on core territory, {{green |+15%}} Political power
 
|}
 
|}
  
=== National Focuses===
+
=== National focus ===
{{SVersion|1.3}}
 
 
{{main|National focus}}
 
{{main|National focus}}
 
+
National focuses are a replacement 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. 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.
National focuses are a replacement for the decisions in Hearts of Iron III. One national focus can be active at any given time, and each takes a certain number of days. When completed, they provide benefits. The countries listed below have their own unique focus tree, other countries share a generic one.
 
 
 
{| class="wikitable"
 
|-
 
! Country !! DLC-requirement
 
|-
 
| Germany || ''None''
 
|-
 
| United Kingdom || ''None''
 
|-
 
| Japan || ''None''
 
|-
 
| United States || ''None''
 
|-
 
| France || ''None''
 
|-
 
| Italy || ''None''
 
|-
 
| Soviet Union || ''None''
 
|-
 
| Poland || Poland - United and Ready (''Free-DLC'')
 
|-
 
| Australia || Together for Victory
 
|-
 
| New Zealand || Together for Victory
 
|-
 
| Canada || Together for Victory
 
|-
 
| South Africa || Together for Victory
 
|-
 
| British Raj (India) || Together for Victory
 
|}
 
  
 
=== Ideas ===
 
=== Ideas ===
{{SVersion|1.3}}
 
 
{{main|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. Some ideas may also have an upkeep cost, but this does not seem to have been implemented yet.
 
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. Some ideas may also have an upkeep cost, but this does not seem to have been implemented yet.
  
 
=== Commanders ===
 
=== Commanders ===
{{SVersion|1.3}}
+
{{main|Commander}}
{{main|Commanders}}
+
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.
 
 
Political power may be used to produce new commanders. The cost scales with the amount of commanders you already have.
 
  
 
=== Diplomacy ===
 
=== Diplomacy ===
{{SVersion|1.3}}
 
 
{{main|Diplomacy}}
 
{{main|Diplomacy}}
 +
Political Power is needed for several diplomatic interactions, including justifying war, guaranteeing independence, improving relations, boosting (foreign) party popularity and staging (foreign) coups.
  
Political Power is needed for several diplomatic interactions, including justifying war, guaranteeing independence, improving relations, boosting (foreign) party popularity and staging (foreign) coups.
+
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.  
  
== Ideology ==
+
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.).  
{{SVersion|1.3}}
 
{{main|Ideology}}
 
Your government type is defined by your country leader and his [[ideology]].
 
  
== National Unity ==
+
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 {{flag|Germany}} 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.  
{{SVersion|1.3}}
 
[[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/> but some countries start with different 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}}
 
|-
 
| '''70%'''
 
| colspan="2" style="text-align:center"| Default start value for all other countries.
 
|-
 
| 65%
 
| {{Country navbox/country|Japan}}
 
| {{Country navbox/country|Japan}}
 
|-
 
| 60%
 
| {{Country navbox/country|Italy}} {{Country navbox/country|United Kingdom}} {{Country navbox/country|United States}} {{Country navbox/country|Yugoslavia}}
 
| {{Country navbox/country|Yugoslavia}}
 
|-
 
| 55%
 
| {{Country navbox/country|Turkey}} {{Country navbox/country|Soviet Union}}
 
| {{Country navbox/country|Turkey}} {{Country navbox/country|Soviet Union}}
 
|-
 
| 50%
 
| {{Country navbox/country|Austria}} {{Country navbox/country|Spain}}
 
| {{Country navbox/country|Spain}}
 
|-
 
| 40%
 
| {{Country navbox/country|France}}
 
| {{Country navbox/country|France}}
 
|}
 
  
National Unity can be affected by the traits of [[country leaders]] or [[political advisors]], [[national spirit]]s, [[national focuses]], [[events]] etc. There also exist weekly National Unity modifiers. Regardless of modifiers, National Unity can't be lower than 10% or higher than 90%.
+
Boosting ideology costs a base rate of .25 political power per day, and increases support for target ideology at a rate of 0.05% per day.
  
When a country at war has lost a percentage of its [[Victory Points]] greater than its National Unity, it will capitulate (surrender). For example, if France loses more than 40% of its victory points, it will capitulate while Germany must lose over 90% of its victory points before capitulating. Only [[core]] province Victory Points are considered.  
+
Staging a coup will cost 0.5 political power per day until an amount of 200 political power is reached.
  
Bear in mind, that even Non-VP-Provinces give a small amount of Victory Points. Surrender Progress can always be checked in the window of the corresponding war.
+
=== Decisions ===
 +
Decisions act as a middle ground between [[national focuses]] and [[events]]. They can cost anything from 25 to 200 political power (except for a few decisions which require no cost at all). The outcomes vary between instantaneous or timed effects.
  
If the capitulating country is alone in the war, or if it is the leader to capitulate in the faction and no other major powers remain in the war, then a [[Peace conference]] will start.
+
The decisions tab is accessible by clicking the gavel icon in the top bar.
  
If a puppet master (a country with puppets tied to it) is forced to capitulate, its puppets will capitulate as well, no matter what their individual capitulation progress is at.
+
== Ideology ==
 +
{{main|Ideology}}
 +
The player's government type is defined by their country leader and their [[ideology]].
  
== Nation Leaders ==
 
{{main|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 maluses.
 
 
The below table leaders for some of the major nations in the game. For more details check the ''main'' link.
 
 
; France
 
{{#lst:Political Parties and Leaders|france}}
 
; Germany
 
{{#lst:Political Parties and Leaders|germany}}
 
; Great Britain
 
{{#lst:Political Parties and Leaders|great_britain}}
 
; Italy
 
{{#lst:Political Parties and Leaders|italy}}
 
; Japan
 
{{#lst:Political Parties and Leaders|japan}}
 
; Soviet Union
 
{{#lst:Political Parties and Leaders|soviet_union}}
 
; United States
 
{{#lst:Political Parties and Leaders|usa}}
 
 
== Elections ==
 
== Elections ==
Elections happen every 4 years in Democracies. You can see when the next election will be under the politics tab. Elections enable you to change power to other ideologies without violence. Prerequisite for that is, that the corresponding party has more than 50% popularity. Elections can also trigger some other [[Election events]].
+
Elections happen every 4 years in Democracies. The player can see when the next election will be under the politics tab. Elections enable the player to change power to other ideologies without violence. Prerequisite for that is, that the corresponding party has more than 50% popularity. Elections can also trigger some other [[Election events]].
  
 
== National spirit ==
 
== National spirit ==
Line 173: Line 71:
  
 
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).
 
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 ==
 +
Stability represents the people's support for the current government.  High stability makes political actions easier to push through and helps the economy.   
 +
 +
Stability '''above''' 50% will give up to the following benefits: 
 +
 +
* {{green|+20%}} Factory and Dockyard output 
 +
* {{green|-5%}} Consumer Goods 
 +
* {{green|+10%}} Political Power gain 
 +
Stability '''below''' 50% will give up to the following penalties: 
 +
 +
* {{red|-50%}} Factory and Dockyard output 
 +
* {{red|-20%}} Political Power gain 
 +
* may cause a [[Low_Stability_events#low_stability_selector_event.2C_hidden|crisis]] while at war
 +
 +
== War support ==
 +
{{SVersion|1.5}}
 +
War support represents the willingness of the people to prosecute a war to the finish.  Enacting many laws and preparing your nation for going to war effectively requires high war support. 
 +
 +
War support '''above''' 50% will give up to the following benefits: 
 +
* {{green|+30%}} mobilization speed 
 +
* {{green|10%}} army attack and defense on core territory 
 +
* {{green|+50%}} Command Power gain 
 +
 +
War support '''below''' 50% will give up to the following penalties: 
 +
* {{red|-50%}} mobilization speed 
 +
* {{red|-95%}} Command Power gain 
 +
* {{red|-30%}} Surrender Limit
 +
* may cause a [[Low_Stability_events#low_stability_selector_event.2C_hidden|crisis]] while at war
 +
 +
== Nation leaders ==
 +
{{main|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 ==
 
== Footnotes ==

Revision as of 21:34, 24 November 2019

Government is the political representation of what is happening in the player's country. Political Power represents unused capacities of the player's government.

Political power

Political Power 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

Political power is generated at a base rate of +2 per day on the normal difficulty.[1] On easy difficulty, political power is generated at a base rate of +2.5 per day, while on the veteran difficulty political power is generated at a base rate of +1.75 per day.

Leaders with modifiers

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 Waking the Tiger Waking the Tiger) +0.1% Weekly stability, +5% Stability, +5% War support, +10% Division defence on core territory, +15% Political power

National focus

Main article: National focus

National focuses are a replacement 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. 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

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. Some ideas may also have an upkeep cost, but this does not seem to have been implemented yet.

Commanders

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

Main article: Diplomacy

Political Power is needed for several diplomatic interactions, including justifying war, guaranteeing independence, improving relations, boosting (foreign) party popularity and staging (foreign) coups.

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 Flag of Germany Germany was improving relations with fascist Flag of Italy Italy it would cost .2 political power per day, but improving relations with the democratic Flag of United Kingdom United Kingdom would cost .4 political power per day.

Boosting ideology costs a base rate of .25 political power per day, and increases support for target ideology at a rate of 0.05% per day.

Staging a coup will cost 0.5 political power per day until an amount of 200 political power is reached.

Decisions

Decisions act as a middle ground between national focuses and events. They can cost anything from 25 to 200 political power (except for a few decisions which require no cost at all). The outcomes vary between instantaneous or timed effects.

The decisions tab is accessible by clicking the gavel icon in the top bar.

Ideology

Main article: Ideology

The player's government type is defined by their country leader and their ideology.

Elections

Elections happen every 4 years in Democracies. The player can see when the next election will be under the politics tab. Elections enable the player to change power to other ideologies without violence. Prerequisite for that is, that the corresponding party has more than 50% popularity. Elections can also trigger some other Election events.

National spirit

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

Stability represents the people's support for the current government. High stability makes political actions easier to push through and helps the economy.

Stability above 50% will give up to the following benefits:

  • +20% Factory and Dockyard output
  • -5% Consumer Goods
  • +10% Political Power gain

Stability below 50% will give up to the following penalties:

  • -50% Factory and Dockyard output
  • -20% Political Power gain
  • may cause a crisis while at war

War support

War support represents the willingness of the people to prosecute a war to the finish. Enacting many laws and preparing your nation for going to war effectively requires high war support.

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

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

  1. 1.0 1.1 See in /Hearts of Iron IV/common/defines/00_defines.lua