Open main menu


Revision as of 00:42, 11 June 2016 by The GOAT 1988 (talk | contribs) (Made government types linkable subsections)


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.[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 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:

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