I'm no expert, but the first thing you need is to raise your party's popularity. For every 10% of voters that prefer your party, you are entitled to 1 minister. I think that you increase your chances of a successful coup this way.
Thanks for your swift answer!
Indeed i mananged to seriously influence elections all over the world, getting ministers of my or a similar party in many democracies. However, that does not change their shown political system. They remain whatever they were before the elections.
In both - democracies and countries without elections - i gathered enough intel ops to fire coups. But rarely am i given to do one. The option remains being greyed out in most cases, telling me that "their party is too strong" - even if my party is the strongest one.
I also worked hard to lower their national unity which must have something to do with the chance to successfully fire a coup. But this overall had little effect. The game is late 1940. The USA don't seem to have an election at all. Despite rougly 30% support for my party (which changes a bit, sometimes my party is the strongest), all ministers are the same as at the game start.
In general i stayed peaceful, and have not even gone for the Rhineland. My threat has a maximum of 4.4 in some neighbouring countries. To most nations, JAP and ENG are the most threatening countries.
In FTM (3.06 or so), intel and influence were overtoned. As of now, they seem to have no impact on the game any more it seems to me. Is there any thread that deals with the intel / espionage / coups mechanics in TFH 4.02?