Difference between revisions of "Government"

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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 a war adds a one-time {{red|-30%}} drop in stability.<ref>See in [[defines#NCountry|defines]]: BASE_STABILITY_WAR_FACTOR</ref>
Being in wars adds a {{red|-30%}} penalty in stability.<ref>See in [[defines#NCountry|defines]]: BASE_STABILITY_WAR_FACTOR</ref> The penalty is reversed when all active wars end.
== War support ==
== War support ==

Revision as of 04:16, 27 June 2020

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

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 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

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 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.


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.


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.


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 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.


Main article: Ideology

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


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 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 is expressed as a percentage from 0% to 100%, and represents the people's support for the current government. Stability affects resistance targets in occupied territories from 0% at 100%Stability up to +20% at 0%Stability.

Stability above 50% will provide bonuses, which scale according to the stability percentage. At 100% stability, the following bonuses apply:

  • +20% factory and dockyard output
  • -5% consumer goods
  • +10% political power gain

If stability exceeds 100%, the 'extra' stability will not be visible in the UI and no additional bonuses will apply. However, the 'extra' stability will serve as a buffer toward any stability decreases which may occur in future.

Stability below 50% will give penalties, which scale according to the stability percentage. At 0% stability, the following penalties apply:

  • -50% factory and dockyard output
  • -20% political power gain

If the player is at war, low stability may cause a crisis up to a civil war.

Being in wars adds a -30% penalty in stability.[2] The penalty is reversed when all active wars end.

War support

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

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.


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

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