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Contents
1Political power
o 1.1Passive generation
1.1.1Leaders with modifiers
o 1.2National focus
o 1.3Ideas
o 1.4Commanders
o 1.5Diplomacy
o 1.6Decisions
2Ideology
3Elections
4National spirit
5Stability
6War support
7Nation leaders
8Footnotes
Political power represents the amount of influence a country's leader has over
domestic affairs. The amount of political power that can be stored at the same time is
between -500 and 2000.[1]
Passive generation[edit | edit source]
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%
The rate at which political power is generated is also influenced by a nation's stability.
At 0% stability, political power gain is subject to a -50% modifier, and is subject to a
+20% modifier at 100% stability. At 50% stability, there is no modifier to the political
power gain.
Leaders with modifiers[edit | edit source]
Certain leaders have a trait which gives their nation a bonus or malus to Political
Power. For example:
Adolf
Dictator German Reich +25% Political power
Hitler
−30% Political
Edward Inexperienced Great Britain (Non-Aligned
power, +5% Stability, −25% Justify war
VIII Imperialist UK)
goal time
Jake Master
East Germany +15% Political power
Richter Maneuverer
Germany (neutral ideology,
via the "Request Restoration +0.1% Weekly
Kaiserin of the of British Titles" decision, stability, +5% Stability, +5% War
Victoria
People support, +10% Division defence on core
requires Waking the territory, +15% Political power
Tiger)
Elections[edit | edit source]
Elections occur in most Democracies and
some Non-Aligned countries, along with
Paraguay( ), El Salvador( ) and
Peru( ) at the start of the game.
Communist United States,
communist/fascist Mexico, fascist
Poland, and Communist China can have
elections via their national focus. 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. The
United States, Spain, and Greece have
unique election events due to their elections
creating a national affair.
Stability[edit | edit source]
This is a community maintained wiki. If you spot a
mistake then you are welcome to fix it.
Stability is expressed as a percentage
from 0% to 100%[2], and represents the
people's support for the current
government. Stability has various effects.
At high stability, the nation receives
production bonuses. At low stability,
various crises can ravage the nation.
Details below.
Stability above 50%[2] gives the following
bonuses, which scale linearly from none
at 50% to the full amount at 100%. At
100% stability, the bonuses are:
-20%[5] being at war.
-0-30% from war
support during war. Scales
from 0% at maximum war
support to -30% at minimum
war support.[6]
+0-15% popularity of the ruling
party's ideology. Scales from
0% at 0% popularity to
15% [7]
at 100% popularity.
+0-15% having Officer Corps -
Army Command - Spirit of the
Academy - Political Loyalty -
Party Popularity Stability
Modifier. Scales from 0% at
0% popularity to 15% at
100% popularity. (This spirit
doubles the effect from party
popularity)
+15% having "Popular
Figurehead" ruler trait or
political advisor (both can be
stacked together)
+60% ruler-modifier for
Japan only
This means that with sufficient permanent
modifiers to stability, the total stability of a
nation may never reach the maximum.
This is the case with most countries; by
having 100% base stability, 100% party
ideology popularity (gives +15% stability
modifier) and being at war (gives -20%
stability modifier), a country's total
stability will be sitting at 95% and cannot
be increased by increasing base stability
(because base stability already reaches
100%) and requires either further positive
stability modifiers or ending the ongoing
war (which removes the -20% stability
modifier) to reach 100% stability.
+30% mobilization speed
10% army attack and defense
on core territory
+50% command power gain[9]
War support give up to the following
penalties at the minimum value:
-50% mobilization speed
-95% command power gain
-30% surrender limit[9]
may cause a crisis while at war
War support can be changed through the
following actions:
Footnotes[edit | edit source]
1. ↑ Jump up
NDefines.NCo
to:1.0 1.1
untry.POLITICAL_P
OWER_LOWER_CAP =
-500 , NDefines.NCo
untry.POLITICAL_P
OWER_UPPER_CAP =
2000 ,
and NDefines.NPol
itics.BASE_POLITI
CAL_POWER_INCREAS
E = 2 in Defines
2. ↑ Jump up
NDefines.NCo
to:2.0 2.1
untry.MIN_STABILI
TY =
0 , NDefines.NCount
ry.MAX_STABILITY
= 1,
and NDefines.NCou
ntry.DEFAULT_STAB
ILITY =
0.5 in Defines
3. ↑ Jump up
to:3.0 3.1
stability_go
od_modifier and s
tability_bad_modi
fier in Static
modifiers.
4. ↑ NDefines.NResist
ance.RESISTANCE_T
ARGET_MODIFIER_PE
R_STABILITY_LOSS
= 0.2 in Defines
5. ↑ NDefines.NCountr
y.BASE_STABILITY_
WAR_FACTOR = -
0.2 in Defines
6. ↑ war_support_duri
ng_war in Static
modifiers
7. ↑ NDefines.NCountr
y.BASE_STABILITY_
PARTY_POPULARITY_
FACTOR =
0.15 in Defines
8. ↑ NDefines.NCountr
y.MIN_WAR_SUPPORT
=
0 , NDefines.NCount
ry.MAX_WAR_SUPPOR
T = 1,
and NDefines.NCou
ntry.DEFAULT_WAR_
SUPPORT =
0.5 in Defines
9. ↑ Jump up
war_support_
to:9.0 9.1
good_modifier and
war_support_bad_m
odifier in Static
modifiers
Mechanics
ational focus • Ideas • Government • Puppet • Diplomacy • World tension • Civil war • Occupation • Intelligence agency
onstruction • Equipment • Fuel
hnology • Support Companies technology • Armor technology • Artillery technology • Land doctrine • Naval technology • Naval doctrine • Air technology • Air doctrine • Eng
ence • Land units • Land warfare • Division designer • Tank design • Army planner • Command group • Commander • Battle plan • Combat tactics • Ship • Naval warfare • Air
Manpower • Nuclear bomb
in • Weather • State
Categories:
1.9
Game concepts
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