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Political power

Political power.pngPolitical 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.[1]

Leaders with modifiers

Certain leaders have a modifier to daily Political Power gain

Leader Country Modifier
Adolf Hitler Germany +50% Political Power per day
Example Example Example
Example Example Example

National foci

Main article: National focus

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 and Poland also receives one through a free DLC. Other countries have 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. Some ideas may also have an upkeep cost, but this does not seem to have been implemented yet.


Main article: Commanders

Political power may be used to produce new commanders.

Political parties

Main article: Political parties

Government Types

Your government type is defined by your country leader and his ideology. Each ideology has its own set of unique government types listed below:



  • Conservatism
  • Liberalism
  • Socialism


  • Marxism
  • Leninism
  • Stalinism
  • Anti-revisionism
  • Anarchist Communism


  • Nazism
  • Fascism
  • Falangism
  • Rexism


  • Despotic
  • Oligarchic
  • Moderatism
  • Centrism

Your type of government has no effect on gameplay.

National Unity

National unity.png 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%.[1] Some countries start with deviant values:

National unity.png Countries (1936) Countries (1939)
90% Canada.png Canada German Reich.png German Reich Greece.png Greece Sweden.png Sweden Canada.png Canada German Reich.png German Reich Greece.png Greece Sweden.png Sweden
85% Switzerland.png Switzerland Switzerland.png Switzerland
80% Mexico.png Mexico Portugal.png Portugal Italy.png Italy Mexico.png Mexico Portugal.png Portugal United Kingdom.png United Kingdom
75% Belgium.png Belgium Netherlands.png Netherlands Belgium.png Belgium Netherlands.png Netherlands
70% Default start value for all other countries.
65% Japan.png Japan Japan.png Japan
60% Italy.png Italy United Kingdom.png United Kingdom United States.png United States Yugoslavia.png Yugoslavia Yugoslavia.png Yugoslavia
55% Turkey.png Turkey Soviet Union.png Soviet Union Turkey.png Turkey Soviet Union.png Soviet Union
50% Austria.png Austria Spain.png Spain Austria.png Austria Spain.png Spain
40% France.png France France.png 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).

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.

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.


  1. 1.0 1.1 1.2 See in /Hearts of Iron IV/common/defines/00_defines.lua