Difference between revisions of "Government"

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{{Version|1.9}}
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'''Government''' is the political representation of what is happening in the player's country.
*information about country leaders
 
*information about national spirits
 
*information about elections
 
*...}}
 
  
 
== Political power ==
 
== Political power ==
[[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>
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{{SVersion|1.9}}
 +
{{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 ===
 
+
Political power is generated at a base rate of {{Green|+2}} per day on Regular difficulty.<ref name=defines/> The other difficulty levels add percentage bonuses and penalties, respectively.
Political power is generated at a base rate of 2 per day.<ref name=defines/>
+
{| class="wikitable"
 +
|-
 +
! Difficulty !! Modifier
 +
|-
 +
|Civilian || {{green|+50%}}
 +
|-
 +
|Recruit || {{green|+25%}}
 +
|-
 +
|Regular || '''+0%'''
 +
|-
 +
|Veteran || {{red|-10%}}
 +
|-
 +
|Elite || {{red|-15%}}
 +
|}
  
 
====Leaders with modifiers====
 
====Leaders with modifiers====
Certain leaders have a modifier to daily Political Power gain
+
Certain leaders have a trait which gives their nation a bonus or negative to Political Power. For example:
  
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Leader !! Country !! Modifier
+
! Leader !! Trait !! Country !! Modifiers
 +
|-
 +
| 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
 
|-
 
|-
| Adolf Hitler || Germany || +1 Political Power per day
+
| Edward VIII || Inexperienced Imperialist || Great Britain (Non-Aligned UK) || {{red|−30%}} Political power, {{green|+5%}} Stability, {{green|−25%}} Justify war goal time
 
|-
 
|-
| Example || Example || Example
+
| Jake Richter || Master Maneuverer || [[East Germany]] || {{green|+15%}} Political power
 
|-
 
|-
| Example || Example || Example
+
| 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 foci===
+
 
 +
=== National focus ===
 
{{main|National focus}}
 
{{main|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.
National foci 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. Each of the seven majors has a unique national focus tree: other countries have a generic one.
 
  
 
=== Ideas ===
 
=== Ideas ===
 
{{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, 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.
 +
 +
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|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.
 +
 +
=== Decisions ===
 +
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'''.
  
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.
+
== Ideology ==
 +
{{main|Ideology}}
 +
The player's government type is defined by their country leader and their [[ideology]].
  
=== Commanders ===
+
== Elections ==
{{main|Commanders}}
+
Elections occur in democracies and some non-aligned countries. 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 ==
 +
{{main|National spirit}}
 +
National spirits are special ideas which apply bonuses and/or maluses. These ideas can be gained through the nation's [[National focus|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 ==
 +
{{SVersion|1.9}}
 +
''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.
  
Political power may be used to produce new commanders.
+
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:
  
=== Political parties ===
+
* {{green|+20%}} factory and dockyard output 
{{main|Political parties}}
+
* {{green|-5%}} consumer goods 
 +
* {{green|+10%}} political power gain
  
== Government Types ==
+
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:
  
Your government type is defined by your country leader and his [[ideology]]. Each ideology has its own set of unique government types listed below:
+
* {{red|-50%}} factory and dockyard output 
 +
* {{red|-20%}} political power gain
  
[[File:Democracy.png|left|30px]]'''Democracy'''
+
Further, stability affects [[Resistance|resistance targets]] in occupied territories from '''0%''' at 100%{{icon|stability}} up to {{red|+20%}} at 0%{{icon|stability}}.
* Conservatism
 
* Liberalism
 
* Socialism
 
  
[[File:Communism.png|left|30px]]'''Communism'''
+
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.
* Marxism
 
* Leninism
 
* Stalinism
 
* Anti-revisionism
 
* Anarchist Communism
 
  
[[File:Fascism.png|left|30px]]'''Fascism'''
+
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]].
* Nazism
 
* Fascism
 
* Falangism
 
* Rexism
 
  
[[File:Neutrality.png|left|30px]]'''Non-aligned'''
+
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.
* Despotic
 
* Oligarchic
 
* Moderatism
 
* Centrism
 
  
Your type of government has no effect on gameplay.
+
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=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.
  
== National Unity ==
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== War support ==
[[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 75%.<ref name=defines/> Some countries start with deviant values:
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{{SVersion|1.9}}
{| class="wikitable" style="font-size:0.9em;"
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''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.
|-
 
! [[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|Austria}} {{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 spirits]], [[national focuses]], [[events]] etc. There also exist weekly National Unity modifiers.
 
  
When a country at war has lost a share of its [[Victory Points]] superior than its National Unity, it will capitulate (surrender).
+
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 
  
For example, Poland holds 61 Victory Points in 1939 and has a 75% National Unity. If Poland losses more than 75% of its Victory Points, 46 points or more, it will capitulate. But because Warsaw is worth 30 VPs and Krakow 20 VPs on their own, Poland will not capitulate before losing both cities.
+
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
  
If the capitulating country is alone in the war, or if it is the last country to capitulate in the faction, then a [[Peace conference]] will start.
+
== 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 ==
 
<references/>
 
<references/>
 +
 +
 +
{{Mechanics_Navbox}}
  
 
[[Category:Game concepts]]
 
[[Category:Game concepts]]
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[[hoi4de:Government]]
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[[hoi4es:Government]]
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[[hoi4fr:Government]]
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[[hoi4pl:Government]]
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[[hoi4pt:Government]]
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[[hoi4ru:Government]]

Latest revision as of 05:54, 4 July 2020

Government is the political representation of what is happening in the player's country.

Political power[edit]

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[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 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[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 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.

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 democracies and some non-aligned countries. 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]

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%Stability up to +20% at 0%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%Stability. 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] 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.[7] Active permanent modifiers are listed in the in-game tooltip for stability. One-time changes are not otherwise recorded.

War support[edit]

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. 1.0 1.1 See in /Hearts of Iron IV/common/defines/00_defines.lua
  2. See in defines: MIN_STABILITY
  3. See in defines: MAX_STABILITY
  4. See in defines: DEFAULT_STABILITY
  5. See in defines: BASE_STABILITY_WAR_FACTOR
  6. Look for stability_factor in game files.
  7. Look for add_stability in game files for one-time stability changes.


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