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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 trait which gives their nation a bonus or negative to Political Power

Leader Trait Country Modifiers
Adolf Hitler Dictator Germany +50% Political Power
Edward VIII Inexperienced Imperialist Fascist Britain -30% Political Power, +5% National Unity, -25% Justify War Goal Time

National focus

Main article: 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. 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:

Democracy.png Democracy

  • Conservatism
  • Liberalism
  • Socialism

Communism.png Communism

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

Fascism.png Fascism

  • Nazism
  • Fascism
  • Falangism
  • Rexism

Neutrality.png Non-aligned

  • Despotic
  • Oligarchic
  • Moderatism
  • Centrism

Your type of government has no effect on gameplay, but your ideology 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.

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.

Nation 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 boneses and/or negatives


Leader Ideology Party In Power (1936) Leader Trait
Adolf Hitler Fascist NSDAP Yes Dictator:
+50% Political Power
Konrad Adenauer Democratic SPD No, can come to power by coup

Soviet Union

Leader Ideology Party In Power (1936) Leader Trait
Joseph Stalin Communist/Stalinist Communist Party Yes
Leon Trotsky Communist/Leninist All-Union Communist Party No, can come to power by coup Permanent Revolutionary:
Political Power factor: -15%
Justify War Goal time: +15%
Subversive Activities Upkeep: -30%


Leader Ideology Party In Power (1936) Leader Trait
Franklin Delano Roosevelt Democratic Democratic Party Yes Dislikes Germany
Alf Landon Democratic Republican Party No, can come to power by election in Nov 1936 Staunch Constitutionalist:
Ideology Drift Defence +50%
William Dudley Pelley Fascist Silver Legion of America No, can come to power by coup --
Earl Browder Communist Communist Party USA No, can come to power by coup --


Leader Ideology Party In Power (1936) Leader Trait
Emperor Hirohito Fascist -- Yes --

Great Britain

Leader Ideology Party In Power (1936) Leader Trait
Neville Chamberlain Democratic Conservative Party Yes --
Edward VIII Fascist British Union of Fascists No, can come to power by event after you have become fascist Inexperienced Imperialist:
Political Power factor: -30%
National Unity: +5%
Justify War Goal Time: -25%

Nationalist China

Leader Ideology Party In Power (1936) Leader Trait
Chiang Kai-shek Non-aligned Kuomintang Yes --


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