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All countries have the opportunity to pick ideas using political power. These ideas give various bonuses, and are split between several categories:

  • Conscription law: affects how much manpower is available to the country for military service, factory output, dockyard output, construction speed, and training time
  • Trade law: affects resources to market, factory output, dockyard output, construction speed, and research time
  • Economy law: affects how many factories are dedicated to consumer goods, manpower availability, civilian and military factory construction speed, and conversion speed for factories
  • Political advisers: give a variety of bonuses, and can be used to change the political environment in a country
  • Research and production companies: give reductions to research time and bonuses to equipment researched under their lead
  • Military staff: give bonuses to armies, navies, and air forces

Contents

LawsEdit

A country has exactly one law of each type.

Conscription lawsEdit

The conscription law of a country mainly determines the available  manpower for the armed forces. It can be changed for 150  political power per level difference if the prerequisites are met. The default conscription law is “Volunteer Only”.

Level Law Recruitable
population
Dockyard/
Factory
Output
Construction
Speed
Training
time
Prerequisites
7  Disarmed Nation 1.0%
6  Volunteer Only 1.5% Does not have the Economy law  Undisturbed Isolation or  Isolation.
5  Limited Conscription 2.5%
4  Extensive Conscription 5.0% +10% More than 20%  War support.
One of the following must be true:
  • Current ruling party is Fascist or Communist.
  • All of the following must be true:
    • At war.
    • Any enemy country has an estimated army strength ratio of 50% or more compared to this country.
3  Service by Requirement 10.0% −10% −10% +20% One of the following must be true:
  • Current ruling party is Fascist or Communist.
  • All of the following must be true:
    • At war.
    • Any enemy country has more than 60% of this country’s total number of factories.

One of the following must be true:

2  All Adults Serve 20.0% −30% −30% +30%
  • At war.
  • Any enemy country has more than 75% of this country’s total number of factories.

One of the following must be true:

1  Scraping the Barrel 25.0% −40% −40% +50%
  • At war.
  • Any enemy country has more than 100% of this country’s total number of factories.

One of the following must be true:

Trade lawsEdit

The trade law of a country determines how many resources of the controlled provinces are exported. Only the remaining part of the resources can be used for production or trade. Other nations can trade the exported resources versus civilian factories. The more free trade is, however, the greater are the benefits for Factory Output, Construction Speed and Research Time. The trade law can be changed for 150  Political Power if the prerequisites are met. The default trade law is “Export Focus”.

Law Resources
to Market
Dockyard/
Factory
Output
Construction
Speed
Research
Time
Prerequisites
 Free Trade 80% +15% +15% −10%
 Export Focus 50% +10% +10% −5%
 Limited Exports 25% +5% +5% −1% One of the following must be true:
 Closed Economy 0%

Economy lawsEdit

The economy law of a country defines how many  civilian factories of all factories are needed to produce  Consumer Goods. It also affects the  Construction Speed of factories and the conversion cost of factories, as well as altering fuel production. 150  political power are needed to change the economy law if the prerequisites are met. The default economy law is “Civilian Economy”.

Law Consumer
Goods
Factories
Civilian
Factory
construction
speed
Military
Factory
construction
speed
Civilian
Factory
conversion
cost
Military
Factory
conversion
cost
Recruitable
population
Fuel
Gain
per
Oil
Fuel
Capacity
Dockyard
Construction
Speed
Prerequisites
 Undisturbed Isolation 50% −50% −50% +50% +50% −60% −45% −50% Only for the   United States at 1936 game start.
 Isolation 40% −40% −40% +40% +40% -50% -35% -40% Only for the   United States at 1939 game start or after change from  Undisturbed Isolation with a 1936 game start.
 Civilian Economy 35% −30% −30% +30% +30% -40% -25%
 Early Mobilization 30% −10% −10% −25% One of the following must be true:
  • Current ruling party is Fascist or Communist.
  • At war.
  • More than 15%  War support.
 Partial Mobilization 25% +10% −10% −10% −10% One of the following must be true:
  • Current ruling party is Fascist or Communist.
  • At war.
  • More than 25%  War support.
 War Economy 20% +20% −20% −20% All of the following must be true:
  • More than 50%  War support.
  • One of the following must be true:
    • Current ruling party is Fascist or Communist.
    • All of the following must be true:
      • At war.
      • Any enemy country has more than 40% of this country’s total number of factories.
 Total Mobilization 10% +30% −30% −30% −3% All of the following must be true:
  • At war.
  • More than 80%  War support.
  • Any enemy country has more than 50% of this country’s total number of factories.

The starting economy laws of the United States also modifies the  World Tension threshold of some diplomatic actions:

Law Tension limit
Join Faction Send Volunteers Lend-Lease Guarantee Generate war goal
 Undisturbed Isolation 20% 20% 50% 75% 100%
 Isolation 20% 20% 50% 100%

MinistersEdit

Political advisorsEdit

See also: List of political advisors

Up to three political advisors may be chosen.

Trait Effects
Armaments Organizer

−20%   Civilian to   Military Factory conversion cost

Backroom Backstabber

+5%   Political Power gain
+15% Ideology drift defense

Captain of Industry

+10%   Civilian Factory construction speed
+10% Infrastructure construction speed
+10% Refinery construction speed

Communist Revolutionary

+0.10 Daily   Communism Support

Compassionate Gentleman

+15% Monthly   opinion

Democratic Reformer

+0.10 Daily   Democracy Support

Fascist Demagogue

+0.10 Daily   Fascism Support

Financial Expert

-5% Consumer Goods Factories

First Lady of the Republic

+5%   War Support
+5%   Stability

Fortification Engineer

+20% Land Fort construction speed
+20% Coastal Fort construction speed
+20% Anti Air construction speed

Ideological Crusader

+100% Same ideology monthly   opinion. Gives bonus when improving relations with countries which are the same ideology as you.

Popular Figurehead

+15%   Stability

Prince of Terror

−25% Effect of partisans on us
−30% Foreign subversive activities efficiency
+2% Non-core Manpower

Quartermaster General

+15% Air Base construction speed
+15% Naval base construction speed
+15% Rocket Site construction speed
+15% Radar Station construction speed
+15% Nuclear Reactor construction speed

Silent Workhorse

+15%   Political Power gain

Smooth-Talking Charmer

+10% Trade deal   opinion factor[1]

War Industrialist

+10%   Military Factory construction speed
+10%   Dockyard construction speed

DesignersEdit

See also: List of design companies
  • 1 each of Tank, Naval, Air, Material designers.
  • 1 Industrial Concern.

Keep in mind that the modifiers of the tank, naval and air designers are only applied on techs that are researched while they are hired! They will not improve previously researched equipment. It is worth noting that the bonus applies as long as the research gets finished after the designer is hired – 1 day's difference is enough. Variants can also have designers' effects applied.

TheoristEdit

See also: List of theorists

Up to 1 theorist may be chosen.

Trait Effects
Air Warfare Theorist

−7.0% Air Doctrine research time
+0.05   Air Experience gain

Assault Aviation

−10.0% Operational Integrity research time
+0.05   Air Experience gain

Blitzkrieg Theorist

−7.0% Land Doctrine research time
+10.0% Armor Maximum Speed[2]
+0.05   Army Experience gain

Close Air Support Proponent

−10.0% Battlefield Support research time
+0.05   Air Experience gain

Dive Bomber

−7.0% Air Doctrine research time
+10.0% Close Air Support Ground Attack
+0.05   Air Experience gain

Grand Battleplan Expert

−10.0% Grand Battle Plan research time
+0.05   Army Experience gain

Grand Fleet Proponent

−10.0% Fleet In Being research time
+0.05   Navy Experience gain

Mass Assault Expert

−10.0% Mass Assault research time
+0.05   Army Experience gain

Military Theorist

−7.0% Land Doctrine research time
+0.05   Army Experience gain

Mobile Warfare Expert

−10.0% Mobile Warfare research time
+0.05   Army Experience gain

Naval Aviation Pioneer

−10.0% Base Strike research time
+0.05   Navy Experience gain

Naval Theorist

−7.0% Naval Doctrine research time
+0.05   Navy Experience gain

Nuclear Scientist

−10.0% Nuclear research time

Rocket Scientist

−10.0% Rocket research time

Submarine Specialist

−20.0% Trade Interdiction research time
+0.05   Navy Experience gain

Superior Firepower Expert

−10.0% Superior Firepower research time
+0.05   Army Experience gain

Victory Through Airpower

−10.0% Strategic Destruction research time
+0.05   Air Experience gain

Military chiefsEdit

See also: List of military chiefs
  • 1 each of Chief of Army, Navy, and Air Force.
Position Trait Effects
Chief of Army Army Defense (Specialist)
  • Army Defence Factor: +5.0%
Chief of Army Army Defense (Expert)
  • Army Defence Factor: +10.0%
Chief of Army Army Defense (Genius)
  • Army Defence Factor: +15.0%
Chief of Army Army Offense (Specialist)
  • Army Attack Factor: +5.0%
Chief of Army Army Offense (Expert)
  • Army Attack Factor: +10.0%
Chief of Army Army Offense (Genius)
  • Army Attack Factor: +15.0%
Chief of Army Old Guard
  • Experience Gain Army Factor: -10.0%
  • Political Power Gain: +10.0%
Chief of Army Army Drill (Specialist)
  • Division training time: -5.0%
Chief of Army Army Drill (Expert)
  • Division training time: -10.0%
Chief of Army Army Drill (Genius)
  • Division training time: -15.0%
Chief of Army Army Reformer (Specialist)
  • Experience Gain Army Factor: +5.0%
Chief of Army Army Reformer (Expert)
  • Experience Gain Army Factor: +10.0%
Chief of Army Army Reformer (Genius)
  • Experience Gain Army Factor: +15.0%
Chief of Army Army Organization (Specialist)
  • Division Organization: +4.0%
Chief of Army Army Organization (Expert)
  • Division Organization: +8.0%
Chief of Army Army Organization (Genius)
  • Division Organization: +12.0%
Chief of Army Army Planning (Specialist)
  • Planning Speed: +5.0%
Chief of Army Army Planning (Expert)
  • Planning Speed: +10.0%
Chief of Army Army Planning (Genius)
  • Planning Speed: +15.0%
Chief of Army Army Morale (Specialist)
  • Division Recovery Rate: +4.0%
Chief of Army Army Morale (Expert)
  • Division Recovery Rate: +8.0%
Chief of Army Army Morale (Genius)
  • Division Recovery Rate: +12.0%
Chief of Army Army Maneuver (Specialist)
  • Divisions speed: +5.0%
Chief of Army Army Maneuver (Expert)
  • Divisions speed: +10.0%
Chief of Army Army Maneuver (Genius)
  • Divisions speed: +15.0%
Chief of Air Force Air Reformer (Specialist)
  • Experience Gain Air Factor: +5.0%
Chief of Air Force Air Reformer (Expert)
  • Experience Gain Air Factor: +10.0%
Chief of Air Force Air Reformer (Genius)
  • Experience Gain Air Factor: +15.0%
Chief of Air Force Air Safety (Specialist)
  • Air Accidents Chance: -5.0%
Chief of Air Force Air Safety (Expert)
  • Air Accidents Chance: -10.0%
Chief of Air Force Air Safety (Genius)
  • Air Accidents Chance: -15.0%
Chief of Air Force Night Operations (Specialist)
  • Night Operations Penalty: -10.0%
Chief of Air Force Night Operations (Expert)
  • Night Operations Penalty: -20.0%
Chief of Air Force Night Operations (Genius)
  • Night Operations Penalty: -30.0%
Chief of Air Force Ground Support (Specialist)
  • Air Support: +5.0%
Chief of Air Force Ground Support (Expert)
  • Air Support: +10.0%
Chief of Air Force Ground Support (Genius)
  • Air Support: +15.0%
Chief of Air Force All-Weather (Specialist)
  • Bad Weather Penalty: -10.0%
Chief of Air Force All-Weather (Expert)
  • Bad Weather Penalty: -20.0%
Chief of Air Force All-Weather (Genius)
  • Bad Weather Penalty: -30.0%
Chief of Navy Naval Aviation (Specialist)
  • Navy Carrier Air Attack Factor: +3.0%
  • Navy Carrier Air Targetting Factor: +3.0%
  • Navy Carrier Air Agility Factor: +4.0%
Chief of Navy Naval Aviation (Expert)
  • Navy Carrier Air Attack Factor: +6.0%
  • Navy Carrier Air Targetting Factor: +7.0%
  • Navy Carrier Air Agility Factor: +8.0%
Chief of Navy Naval Aviation (Genius)
  • Navy Carrier Air Attack Factor: +10.0%
  • Navy Carrier Air Targetting Factor: +12.0%
  • Navy Carrier Air Agility Factor: +15.0%
Chief of Navy Decisive Battle (Specialist)
  • Capital Ship Attack: +5.0%
  • Capital Ship Armor: +5.0%
  • Screen Attack: +5.0%
  • Screen Defense: +5.0%
Chief of Navy Decisive Battle (Expert)
  • Capital Ship Attack: +10.0%
  • Capital Ship Armor: +10.0%
  • Screen Attack: +10.0%
  • Screen Defense: +10.0%
Chief of Navy Decisive Battle (Genius)
  • Capital Ship Attack: +15.0%
  • Capital Ship Armor: +15.0%
  • Screen Attack: +15.0%
  • Screen Defense: +15.0%
Chief of Navy Commerce Raiding (Specialist)
  • Convoy Raiding Efficiency: +10.0%
Chief of Navy Commerce Raiding (Expert)
  • Convoy Raiding Efficiency: +15.0%
Chief of Navy Commerce Raiding (Genius)
  • Convoy Raiding Efficiency: +20.0%
Chief of Navy Old Guard
  • Experience Gain Navy Factor: -10.0%
  • Political Power Gain: +10.0%
Chief of Navy Naval Reformer (Specialist)
  • Experience Gain Navy Factor: +5.0%
Chief of Navy Naval Reformer (Expert)
  • Experience Gain Navy Factor: +10.0%
Chief of Navy Naval Reformer (Genius)
  • Experience Gain Navy Factor: +15.0%
Chief of Navy Naval Maneuver (Specialist)
  • Naval Speed: +5.0%
Chief of Navy Naval Maneuver (Expert)
  • Naval Speed: +10.0%
Chief of Navy Naval Maneuver (Genius)
  • Naval Speed: +15.0%

Military high commandEdit

See also: List of military high command

Up to three members of the military high command may be chosen.

Some military high command advisers give bonuses to particular types of divisions as defined by the overall division unit type. In some cases two advisers may offer the same type of bonus, and these are additive.

Trait Effects
Air Combat Training (Expert)
  • Ace generation chance: +10.0%
Air Combat Training (Genius)
  • Ace generation chance: +15.0%
Air Superiority (Expert)
  • Air superiority attack: +3.0%
  • Air superiority defense: +3.0%
  • Air superiority agility: +3.0%[3]
Air Superiority (Genius)
  • Air superiority attack: +5.0%
  • Air superiority defense: +5.0%
  • Air superiority agility: +5.0%[3]
Airborne Assault (Expert)
  • Paradrop attack: +2.0%
  • Paradrop defense: +5.0%
  • Paradrop agility: +5.0%
Airborne Assault (Specialist)
  • Paradrop attack: +1.0%
  • Paradrop defense: +3.0%
  • Paradrop agility: +3.0%[3]
Amphibious Assault (Expert)
  • Amphibious invasion speed: +10.0%
Amphibious Assault (Genius)
  • Amphibious invasion speed: +15.0%
Anti-Submarine (Expert)
  • Submarine Detection: +15.0%
Anti-Submarine (Specialist)
  • Submarine Detection: +10.0%
Armor (Expert)
  • Armor Division Attack: +10.0%
  • Armor Division Defense: +10.0%
Armor (Genius)
  • Armor Division Attack: +15.0%
  • Armor Division Defense: +15.0%
Armor (Specialist)
  • Armor Division Attack: +5.0%
  • Armor Division Defense: +5.0%
Army Logistics (Expert)
  • Division attrition: -8.0%
Army Logistics (Specialist)
  • Division attrition: -4.0%
Army Regrouping (Expert)
  • Division Recovery Rate: +8.0%
Army Regrouping (Genius)
  • Division Recovery Rate: +12.0%
Army Regrouping (Specialist)
  • Division Recovery Rate: +4.0%
Artillery (Expert)
  • Artillery Attack: +15.0%
  • Artillery Defense: +10.0%
Artillery (Genius)
  • Artillery Attack: +20.0%
  • Artillery Defense: +15.0%
Bomber Interception (Expert)
  • Interception attack: +3.0%
  • Interception defense: +3.0%
  • Interception agility: +3.0%
Bomber Interception (Specialist)
  • Interception attack: +2.0%
  • Interception defense: +2.0%
  • Interception agility: +2.0%[3]
Capital Ships (Expert)
  • Capital Ship Attack: +10.0%
  • Capital Ship Defense: +10.0%
Capital Ships (Specialist)
  • Capital Ship Attack: +5.0%
  • Capital Ship Defense: +5.0%
Carriers (Expert)
  • Sortie Efficiency: +15.0%
Cavalry (Expert)
  • Cavalry Attack: +10.0%
  • Cavalry Defense: +10.0%
  • Motorized Attack: +10.0%
  • Motorized Defense: +10.0%
Cavalry (Genius)
  • Cavalry Attack: +15.0%
  • Cavalry Defense: +15.0%
  • Motorized Attack: +15.0%
  • Motorized Defense: +15.0%
Cavalry (Specialist)
  • Cavalry Attack: +5.0%
  • Cavalry Defense: +5.0%
  • Motorized Attack: +5.0%
  • Motorized Defense: +5.0%
Close Air Support (Expert)
  • Close air support attack: +3.0%
  • Close air support defense: +3.0%
  • Close air support agility: +3.0%[3]
Close Air Support (Genius)
  • Close air support attack: +5.0%
  • Close air support defense: +5.0%
  • Close air support agility: +5.0%
Commando (Expert)
  • Special forces Attack: +15.0%
  • Special forces Defense: +15.0%
Concealment (Expert)
  • Enemy Air Support: -10.0%
Concealment (Genius)
  • Enemy Air Support: -15.0%
Concealment (Specialist)
  • Enemy Air Support: -5.0%
Entrenchment (Expert)
  • Entrenchment speed: +8.0%
Fleet Logistics (Expert)
  • Naval max range factor: +10.0%
Fleet Logistics (Specialist)
  • Naval max range factor: +5.0%
Infantry (Expert)
  • Infantry Division Attack: +10.0%
  • Infantry Division Defense: +15.0%
Infantry (Genius)
  • Infantry Division Attack: +15.0%
  • Infantry Division Defense: +20.0%
Infantry (Specialist)
  • Infantry Division Attack: +5.0%
  • Infantry Division Defense: +10.0%
Naval Air Defense (Expert)
  • Naval AA attack: +15.0%
Naval Air Defense (Specialist)
  • Naval AA attack: +8.0%
Naval Aviation (Expert)
  • Naval Air Attacks from Carriers: +6.0%
  • Naval Air Targeting from Carriers: +7.0%
  • Naval Air Agility from Carriers: +8.0%
Naval Aviation (Genius)
  • Naval Air Attacks from Carriers: +10.0%
  • Naval Air Targeting from Carriers: +12.0%
  • Naval Air Agility from Carriers: +15.0%
Naval Strike (Expert)
  • Naval bombing: +3.0%
  • Naval targeting: +3.0%
  • Naval agility: +3.0%
Naval Strike (Specialist)
  • Naval bombing: +2.0%
  • Naval targeting: +2.0%
  • Naval agility: +2.0%
Screens (Expert)
  • Screen Attack: +10.0%
  • Screen Defense: +15.0%
Strategic Bombing (Expert)
  • Bomber attack: +2.0%
  • Bomber defense: +2.0%
  • Bomber agility: +2.0%
  • Strategic Bombing: +5.0%[4]
Strategic Bombing (Genius)
  • Bomber attack: +3.0%
  • Bomber defense: +3.0%
  • Bomber agility: +3.0%
  • Strategic Bombing: +9.0%[4]
Submarines (Expert)
  • Submarine Attack: +15.0%
  • Submarine Defense: +10.0%
Tactical Bombing (Expert)
  • Ground support: +15.0%
  1. As of version 1.6.1, testing of the game's trade code showed that Smooth-Talking Charmers have no effect.
  2. As of version 1.5.4, testing of the game's combat mechanics showed that the effect on speed was bugged and had no effect. The research time and experience effects do work.
  3. 3.0 3.1 3.2 3.3 3.4 As of version 1.5.4, testing of the game's combat mechanics showed that these effects were bugged and had no effect.
  4. 4.0 4.1 As of version 1.5.4, testing of the game's combat mechanics suggested that the agility, attack, and bombing effects were bugged and had no effect.