Difference between revisions of "Government"

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{{version|1.3}}{{rewrite}}{{expand|with=<nowiki />
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{{Version|1.9}}
*information about country leaders
+
'''Government''' is the political representation of what is happening in the player's country.
*information about national spirits
 
*...}}
 
'''Government''' is the political representation of what is happening in your country. Political Power represents unused capacities of your government.
 
  
 
== Political power ==
 
== Political power ==
{{SVersion|1.3}}
+
{{SVersion|1.9}}
[[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 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/>
 
 
 
====Leaders with modifiers====
 
{{SVersion|1.3}}
 
Certain leaders have a trait which gives their nation a bonus or negative to Political Power
 
 
 
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Leader !! Trait !! Country !! Modifiers
+
! Difficulty !! Modifier
 +
|-
 +
|Civilian || {{green|+50%}}
 +
|-
 +
|Recruit || {{green|+25%}}
 
|-
 
|-
| Adolf Hitler || Dictator ||German Reich || +25% Political Power
+
|Regular || '''+0%'''
 
|-
 
|-
| Leon Trotsky || Permanent Revolutionary || Soviet Union || -15% Political Power, +15% Wargoal justification time, Subversive activities cost: -30%
+
|Veteran || {{red|-10%}}
 
|-
 
|-
| Edward VIII || Inexperienced Imperialist || Fascist Britain || -30% Political Power, +5% National Unity, -25% Justify War Goal Time
+
|Elite || {{red|-15%}}
 
|}
 
|}
  
=== National Focuses===
+
====Leaders with modifiers====
{{SVersion|1.3}}
+
Certain leaders have a trait which gives their nation a bonus or negative to Political Power. For example:
{{main|National focus}}
 
 
 
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"
 
{| class="wikitable"
 
|-
 
|-
! Country !! DLC-requirement
+
! Leader !! Trait !! Country !! Modifiers
|-
 
| Germany || ''None''
 
|-
 
| United Kingdom || ''None''
 
|-
 
| Japan || ''None''
 
|-
 
| United States || ''None''
 
|-
 
| France || ''None''
 
|-
 
| Italy || ''None''
 
|-
 
| Soviet Union || ''None''
 
|-
 
| Poland || Poland - United and Ready (''Free-LC'')
 
 
|-
 
|-
| Australia || Together for Victory
+
| Adolf Hitler || Dictator ||German Reich || {{green|+25%}} Political power
 
|-
 
|-
| New Zealand || Together for Victory
+
| Leon Trotsky || Permanent Revolutionary || Soviet Union || {{red|−15%}} Political power, {{red|+15%}} Justify war goal time, {{green|−30%}} Subversive activities cost
 
|-
 
|-
| Canada || Together for Victory
+
| Edward VIII || Inexperienced Imperialist || Great Britain (Non-Aligned UK) || {{red|−30%}} Political power, {{green|+5%}} Stability, {{green|−25%}} Justify war goal time
 
|-
 
|-
| South Africa || Together for Victory
+
| Jake Richter || Master Maneuverer || [[East Germany]] || {{green|+15%}} Political power
 
|-
 
|-
| British Raj (India) || Together for Victory
+
| 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 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.
  
 
=== 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, with adding an idea usually costing 150.
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, or improving relations.
  
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.  
  
== Subideologies ==
+
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}}
 
  
Your government type is defined by your country leader and his [[ideology]]. Each ideology has its own set of subideologies listed below:
+
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.
  
===[[File:Democracy.png|30px]] Democracy===
+
=== Decisions ===
* Conservatism- "Considering rapid changes to society to be potentially harmful, conservatism espouses tradition and moderate reforms, sometimes advocating a return to old moral values."
+
Decisions act as a middle ground between [[national focuses]] and [[events]]. The outcomes vary between instantaneous or timed effects.
  
* Liberalism- "With a long philosophical tradition of valuing personal liberty, liberalism views safeguarding these rights as the primary function of the state."
+
The decisions tab is accessible by clicking the gavel icon in the top bar, or by pressing '''Shift+Q'''.
  
* Socialism- "Striving for equality and a socialist state by reformist means, democratic socialism aims to abolish or mitigate the effects of capitalism with public mandate."
+
== Ideology ==
 +
{{main|Ideology}}
 +
The player's government type is defined by their country leader and their [[ideology]].
  
===[[File:Communism.png|30px]] Communism===
+
== Elections ==
* Marxism- "Encompassing a broad spectrum of economic and historical views, Marxist politics seek to apply the theories of Karl Marx to political practice. Class struggle and the need for transition to a society based on common ownership of the means of production characterize these ideologies."
+
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]].
  
* Leninism- "A political ideology based in Marxist thought, Leninism seeks to establish a socialist state by a vanguard party leading a revolution overthrowing capitalist society. Once in power, the party rules through a system whereby policies are open for internal debate until a decision has been made."
+
== 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.
  
* Stalinism- "Identifying as a form of government applying and developing Marxist-Leninist policies, Stalinism emphasizes rapid industrialization and collectivization as well as the need for a strong, authorative socialist state to purge any counter-revolutionary elements."
+
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).
  
* Anti-revisionism- "A reaction to the many ideologies claiming to be successors to Marxism, Anti-Revisionism advocates retaining key elements of original revolutionary theory. Mainly opposing incorporation of capitalist economic elements into socialist states, the ideology is defined as much by what it isn't as what it is."
+
== 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.
  
* Anarchist Communism- "An ideology embracing the idea of communism as a stateless society, Anarchist Communism eschews the idea of a transitionary socialist state and favors a society based on voluntary associations and mutual aid."
+
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:
  
===[[File:Fascism.png|30px]] Fascism===
+
* {{green|+20%}} factory and dockyard output 
* Nazism- "Rooted in extreme nationalism, National Socialism is driven by ideas of Germanic supremacy. It promotes aggressive expansionism and a totalitarian state where the people are united under a leader with absolute power, the Führer."
+
* {{green|-5%}} consumer goods 
 +
* {{green|+10%}} political power gain
  
* Fascism- "Encompassing a variety of ultra-nationalist movements, fascism typically venerates devotion to the state and uniting the people under a strong leader."
+
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:
  
* Falangism- "An authoritarian ideology with traits of fascism and conservatism, Falangism values national and Catholic identity."
+
* {{red|-50%}} factory and dockyard output 
 +
* {{red|-20%}} political power gain
  
* Rexism- "Strongly opposed to both liberal and communist ideals, Rexism is a staunchly conservative nationalist movement who advocate a corporatist economic policy. Employing increasingly populist and authoritarian rhetoric, their ideals are shifting closer to other fascist movements."
+
Further, stability affects [[Resistance|resistance targets]] in occupied territories from '''0%''' at 100%{{icon|stability}} up to {{red|+20%}} at 0%{{icon|stability}}.
  
===[[File:Neutrality.png|30px]] Non-aligned===
+
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.
* Despotic- "Despotism is a form of government in which a single person rules with absolute power."
 
  
* Oligarchic- "Oligarchy is a form of government in which a group of people rule with absolute power."
+
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]].
  
* Moderatism- "Moderatism is a form of government which avoids the extremes of left and right by taking a moderate position or course of action."
+
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.
  
* Centrism- "Centrism is a form of government which wants to achieve common sense solutions that appropriately address current and future needs, that support the public trust and serve the common good with consideration of risk and capacity in context of these needs."
+
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.
  
Your subideology has no effect on gameplay, but your [[ideology]] as a whole does. Democracies cannot create war-goals against other Democracies and have many actions limited by world tension, Fascists and Communists can use more efficient laws regardless of world tension. Non-Aligned countries are somewhat similar to Democratic countries but are not as severely limited by world tension as Democracies are.
+
== War support ==
 +
{{SVersion|1.9}}
 +
''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.
  
== National Unity ==
+
War support '''above''' 50% will give up to the following benefits:
{{SVersion|1.3}}
+
* {{green|+30%}} mobilization speed 
[[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:
+
* {{green|10%}} army attack and defense on core territory 
{| class="wikitable" style="font-size:0.9em;"
+
* {{green|+50%}} command power gain 
|-
 
! [[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 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.
+
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
  
Bare 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.
+
== Nation leaders ==
 
 
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.
 
 
 
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.
 
 
 
 
 
== Nation Leaders ==
 
{{SVersion|1.3}}
 
Each Nation has a leader, this leader depends on which party is in power and the leader of said party.<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===
 
{{#lst:Political Parties and Leaders|germany}}
 
===France===
 
{{#lst:Political Parties and Leaders|france}}
 
===Great Britain===
 
{{#lst:Political Parties and Leaders|great_britain}}
 
===Italy===
 
{{#lst:Political Parties and Leaders|italy}}
 
===Japan===
 
{{#lst:Political Parties and Leaders|japan}}
 
===USA===
 
{{#lst:Political Parties and Leaders|usa}}
 
===Soviet Union===
 
{{#lst:Political Parties and Leaders|soviet_union}}
 
 
 
===Other Nations===
 
 
{{main|Political Parties and 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.
  
== Elections ==
+
== Footnotes ==
 +
<references/>
  
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]].
 
  
==National Spirits==
+
{{Mechanics_Navbox}}
While special country spirits that only apply to one nation can be checked out by going to the corresponding country pages, below are the ones that can be achieved through the generic focus tree.
 
{{box wrapper|
 
{{Effectbox|Collectivist Ethos|
 
|modifiers=*Democratic Drift: -2%
 
}}
 
{{Effectbox|Liberty Ethos|
 
|modifiers=*Trade Opinion {{green|+2%}}
 
}}
 
{{Effectbox|Militarism|
 
|modifiers=*Recruitable Men: {{green|+5%}}
 
*Enemy Partisan Effect: {{green|-10%}}
 
}}
 
{{Effectbox|Military Youth|
 
|modifiers=*Recruitable Men: {{green|+2%}}
 
}}
 
{{Effectbox|Paramilitarism|
 
|modifiers=*Training Time: {{green|-10%}}
 
}}
 
{{Effectbox|Indoctrination|
 
|modifiers=*National Unity: {{green|+5%}}
 
}}
 
{{Effectbox|Ideological Fanaticism|
 
|modifiers=*National Unity: {{green|+5%}}
 
*Army Core Attack:{{green|+10%}}
 
*Army Core Defence: {{green|+10%}}
 
*Can create Factions
 
}}
 
{{Effectbox|Political Commissars|
 
|modifiers=*Army morale: {{green|+10%}}
 
}}
 
{{Effectbox|Neutrality|Neutrality is sometimes viewed as a craven stance, but this nation trusts that when the dust settles, those who didn't take sides may be better off than those who did.
 
|modifiers=*Generate Wargoal Tension: 100%
 
*Join Faction Tension: 100%
 
*Send Volunteers Tension: 20%
 
}}
 
{{Effectbox|Deterrence|
 
|modifiers=*Construction Speed Fort: {{green|+20%}}
 
*Construction Speed Coastal Fort: {{green|+20%}}
 
*Construction Speed  Provincial Anti Air: {{green|+20%}}
 
*Construction Speed Military Factory {{green|+20%}}
 
}}
 
{{Effectbox|Volunteer Corps|
 
|modifiers=*Send Volunteer divisions required: {{green|-25%}}
 
}}
 
{{Effectbox|Foreign Expeditions|
 
|modifiers=*Send Volunteer divisions required: {{green|-50%}}
 
}}
 
{{Effectbox|Why we Fight|
 
|modifiers=*National Unity: {{green|+10%}}
 
}}
 
{{Effectbox|Political Correctness|People who think correctly are much harder to influence for foreign powers.
 
|modifiers=*Foreign Subversive Activities: {{green|-75%}}
 
}}
 
}}
 
== Footnotes ==
 
<references/>
 
  
 
[[Category:Game concepts]]
 
[[Category:Game concepts]]

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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