Идеи

Материал из Русская Вики Hearts of Iron 4
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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 a country
  • Trade law: affects research speed, factory and construction speed and how many resources are available to be traded
  • Economy law: affects how many factories are dedicated to consumer goods, manpower availability, and military production
  • Political advisers: give a variety of bonuses, and can be used to change the political environment in a country
  • Research and production companies: give bonuses to research and to equipment researched under their lead
  • Military staff: give bonuses to armies, navies, and air forces

Laws

A country has exactly one law of each type. They can be changed for 150 Political power political power if the prerequisites are met.

Conscription laws

The conscription law of a country mainly determines the available manpower for the armed forces.

Law Recruitable
population
Factory
Output
Construction
Speed
Training
time
Prerequisites
Disarmed Nation.pngDisarmed Nation 1.0%
Volunteer Only.pngVolunteer Only 1.5% Does not have the Economy law Undisturbed Isolation Undisturbed Isolation or Isolation Isolation.
Limited Conscription.pngLimited Conscription 2.5% Does not have the Economy law Undisturbed Isolation Undisturbed Isolation.
Extensive Conscription.pngExtensive Conscription 5.0% +10% 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 strenght ratio of 30% or more compared to this country.
Service by Requirement.pngService 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 40% of this country’s total number of factories.
All Adults Serve.pngAll Adults Serve 20.0% −30% −30% +30%
  • At war.
  • Any enemy country has more than 50% of this country’s total number of factories.
Scraping the Barrel.pngScraping the Barrel 25.0% −40% −40% +50%
  • At war.
  • Any enemy country has more than 50% of this country’s total number of factories.

Trade laws

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 freely trade is, however, the greater are the benefits for Factory Output, Construction Speed and Research Time.

Law Resources
to Market
Factory
Output
Construction
Speed
Research
Time
Prerequisites
Free Trade.pngFree Trade 80% +15% +15% −10%
Export Focus.pngExport Focus 50% +10% +10% −5%
Limited Exports.pngLimited Exports 25% +5% +5% −1% One of the following must be true:
  • All of the following must be true:
    • At war.
    • Current ruling party is Democratic.
    • Any enemy country has more than 20% of this country's total number of factories.
  • All of the following must be true:
Closed Economy.pngClosed Economy 0%

Economy laws

The economy law of a country defines how many Civilian factories civilian factories of all factories are needed to produce Consumer Goods Consumer Goods. It also affects the construction speed of factories and the conversion cost of factories.

Law Consumer
Goods
Factories
Civilian
Factory
construction
speed
Military
Factory
construction
speed
Civilian
Factory
conversion
cost
Military
Factory
conversion
cost
Recruitable
population
Prerequisites
Undisturbed Isolation.pngUndisturbed Isolation 40% −50% −50% +50% +50% Only for the United States United States at 1936 game start.
Isolation.pngIsolation 35% −40% −40% +40% +40% Only for the United States United States at 1939 game start or after change from Undisturbed Isolation Undisturbed Isolation with a 1936 game start.
Civilian Economy.pngCivilian Economy 30% −30% −30% +30% +30% Default economy law.
Early Mobilization.pngEarly Mobilization 25% −10% −10% One of the following must be true:
  • Current ruling party is Fascist or Communist.
  • At war.
  • More than 5% World Tension World Tension.
Partial Mobilization.pngPartial Mobilization 20% +10% −10% −10% One of the following must be true:
  • Current ruling party is Fascist or Communist.
  • At war.
  • More than 15% World Tension World Tension.
War Economy.pngWar Economy 15% +20% −20% −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 40% of this country’s total number of factories.
Total Mobilization.pngTotal Mobilization 10% +30% −30% −30% −3% At war.

Any enemy country has more than 50% of this country’s total number of factories.

The starting economy laws of the United States also define the World Tension World Tension limit of some diplomatic actions:

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

Ministers

Political advisors

See also: List of political advisors

Up to three political advisors may be chosen.

Trait Effects
Armaments Organizer
  • Civilian to Military Factory conversion cost: -20.0%
Backroom Backstabber
  • Political Power Gain: +1.0%
  • Ideology drift defense: +15.0%
Captain of Industry
  • Civilian Factory Construction Speed: +10.0%
  • Infrastructure Construction Speed: +10.0%
  • Refinery Construction Speed: +10.0%
Communist Revolutionary
  • Communism Drift: +0.10
Compassionate Gentleman
  • Monthly opinion: +15.0%
Democratic Reformer
  • Democratic Drift: +0.10
Fascist Demagogue
  • Fascism Drift: +0.10
Fortification Engineer
  • Bunker Construction Speed: +20.0%
  • Coastal bunker Construction Speed: +20.0%
  • AA Construction Speed: +20.0%
Ideological Crusader
  • Same ideology opinion: +20.0%
Popular Figurehead
  • National unity: +15.0%
Prince of Terror
  • Enemy Partisan Effect: -25.0%
  • Foreign Subversive Activites: -30.0%
Quartermaster General
  • Air base Construction Speed: +15.0%
  • Naval base Construction Speed: +15.0%
  • Rocket Site Construction Speed: +15.0%
  • Radar Station Construction Speed: +15.0%
  • Nuclear Reactor Construction Speed: +15.0%
Silent Workhorse
  • Political Power Gain: +10.0%
Smooth-Talking Charmer
  • Trade deal opinion factor: +10.0%
War Industrialist
  • Military Factory Construction Speed: +10.0%
  • Dockyard Construction Speed: +10.0%

Companies

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

Theorist

See also: List of theorists

Up to 1 theorist may be chosen.

Military chiefs

See also: List of military chiefs
  • 1 each of Chief of Army, Navy, and Air Force.

Military high command

See also: List of military high command

Up to 3 military high command may be chosen.

Some military high command give bonuses to particular types of divisions as defined by the overall division unit type.

Trait Effects
Air Combat Training (Expert)
  • Ace generation chance: +10.0%
Air Combat Training (Genius)
  • Ace generation chance: +15.0%
Air Superiority (Expert)
  • Air Air Superiority Attack Factor: +3.0%
  • Air Air Superiority Defence Factor: +3.0%
  • Air Air Superiority Agility Factor: +3.0%
Air Superiority (Genius)
  • Air Air Superiority Attack Factor: +5.0%
  • Air Air Superiority Defence Factor: +5.0%
  • Air Air Superiority Agility Factor: +5.0%
Airborne Assault (Expert)
  • Air Paradrop Attack Factor: +2.0%
  • Air Paradrop Defence Factor: +5.0%
  • Air Paradrop Agility Factor: +5.0%
Airborne Assault (Specialist)
  • Air Paradrop Attack Factor: +1.0%
  • Air Paradrop Defence Factor: +3.0%
  • Air Paradrop Agility Factor: +3.0%
Amphibious Assault (Expert)
  • Amphibious invasion speed: +10.0%
Amphibious Assault (Genius)
  • Amphibious invasion speed: +15.0%
Anti-Submarine (Expert)
  • Navy Submarine Detection Factor: +15.0%
Anti-Submarine (Specialist)
  • Navy Submarine Detection Factor: +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)
  • Air Interception Attack Factor: +3.0%
  • Air Interception Defence Factor: +3.0%
  • Air Interception Agility Factor: +3.0%
Bomber Interception (Specialist)
  • Air Interception Attack Factor: +2.0%
  • Air Interception Defence Factor: +2.0%
  • Air Interception Agility Factor: +2.0%
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)
  • Air Close Air Support Attack Factor: +3.0%
  • Air Close Air Support Defence Factor: +3.0%
  • Air Close Air Support Agility Factor: +3.0%
Close Air Support (Genius)
  • Air Close Air Support Attack Factor: +5.0%
  • Air Close Air Support Defence Factor: +5.0%
  • Air Close Air Support Agility Factor: +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)
  • Navy Carrier Air Attack Factor: +6.0%
  • Navy Carrier Air Targetting Factor: +7.0%
  • Navy Carrier Air Agility Factor: +8.0%
Naval Aviation (Genius)
  • Navy Carrier Air Attack Factor: +10.0%
  • Navy Carrier Air Targetting Factor: +12.0%
  • Navy Carrier Air Agility Factor: +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)
  • Air Strategic Bomber Attack Factor: +2.0%
  • Air Strategic Bomber Defence Factor: +2.0%
  • Air Strategic Bomber Agility Factor: +2.0%
  • Air Strategic Bomber Bombing Factor: +5.0%
Strategic Bombing (Genius)
  • Air Strategic Bomber Attack Factor: +3.0%
  • Air Strategic Bomber Defence Factor: +3.0%
  • Air Strategic Bomber Agility Factor: +3.0%
  • Air Strategic Bomber Bombing Factor: +9.0%
Submarines (Expert)
  • Submarine Attack: +15.0%
  • Submarine Defense: +10.0%
Tactical Bombing (Expert)
  • Ground support: +15.0%