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unmerged(4594)

Former EU2 Bugfixer
Jun 27, 2001
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Government FAQ
Original text from Greven, Drakken, Aetius and some others.
Compiled & modified by VKV, corrected by StateMachine & MacGregor. Further corrected by VultureGFF

A special note, VKV is not currently active in HoI, so do not bother to try to contact him about this FAQ.


Summary
Section A: Basics
A.1. What is a government?
A.2. What is the government composed of?
A.3. How do I access a country’s government?

Section B: Political Regimes and Ideology
B.1. What are the different types of political regimes?
B.2. What are the different ideologies?

Section C: Cabinets
C.1. What is the Ruling Cabinet?
C.2. What defines the ideology(ies) of the Ruling Cabinet?
C.3. What is the Opposing Cabinet?
C.4. What is the Shadow Cabinet?
C.5. How many cabinets are there in total?

Section D: Ministers
D.1. What are the different government posts?
D.2. What are the characteristics of a Minister?
D.3. Can I replace a Minister?
D.4. What are the different personalities for a Foreign Minister?
D.5. What are the different personalities for a Armament Minister?
D.6. What are the different personalities for a Security Minister?
D.7. What are the different personalities for a Head of Military Intelligence?
D.8. What are the different personalities for a Chief of Staff?
D.9. What are the different personalities for a Chief of Army?
D.10. What are the different personalities for a Chief of Navy?
D.11. What are the different personalities for a Chief of Air?



Section A: Basics
Q: A.1. What is a government?
In Heart Of Iron, each country has a government. The government's role is to administrate the country's economical, industrial, diplomatic and military outputs and inputs. Even though you (as grey eminence) call the shots, the results are influenced by the ministers' talent, doctrine and will to do it for the government (a.k.a. Loyalty).
It has not yet been confirmed officially if the ministers, via the AI, may act on his own for the country if the player is busy somewhere else.
Side note: The government has some similarities with the EU2 Domestic Policy.

Q: A.2. What is the government composed of?
A government is composed of a Head Of State or HoS (although it is not strictly speaking part of the government), a Head Of Government or HoG and Ministers.

Q: A.3. How do I select a country’s government?
To access your country’s government, click your national flag in the upper-right corner.


Section B: Political Regimes and Ideologies

Q: B.1. What are the different types of political regimes?
There are three major political regimes: Communism, Democracy and Fascism.

Q: B.2. What are the different ideologies?
There are 9 different ideologies modeled in HoI. Each individual belongs to one ideology. From Left to right:


Code:
Name                  Acronym         Regime
Stalinist             (ST)            Communist 
Leninist              (LE)            Communist 
Left Wing Radical     (LWR)           Communist 

Reformed Socialist    (RS)            Democrat
Centrist              (CE)            Democrat
Liberal-Conservative  (LC)            Democrat

Paternal Autocrat     (PA)            Fascist
Fascist               (FA)            Fascist
National Socialist    (NS)            Fascist


Section C: Cabinets

Q: C.1. What is the Ruling Cabinet?
The Ruling Cabinet is composed of officials that share the same ideology (or ideologies) and that are in charge of the country. The government's members are chosen from the Ruling Cabinet.

Q: C.2. What defines the ideology(ies) of the Ruling Cabinet?
All individuals that share the same ideology(ies) as the Head of State can become member of the Ruling Cabinet.

Q: C.3. What is the Opposing Cabinet?
Opposing Cabinets exist only in Democratic regime, and represent the (democrat) ideology that is not in charge of the government at the moment.
The Opposing Cabinet can become the Ruling Cabinet after winning an Election. Elections are held roughly every four years in Democratic regimes (thus in 1936, 1940 and 1944).
From Aetius: I think it is possible to have a fascist and communist opposition, but it will be separated from the Shadow Cabinet, since they will be have to permitted by the HoS ideology."

Q: C.4. What is the Shadow Cabinet?
Shadow cabinets are cabinets that don't belong to the present regime of the country and may not form a government legally. These cabinets contain ministers that don't share the same ideology of the acting Head of State.

A puppet regime is established in a conquered country by the invading country, and has the political ideology of the invader. Example, Germany would install a Fascist Regime as puppet while Soviet Union would install a Communist Regime. In both examples, a Democratic Regime would become the Shadow Cabinet in addition to a shadow cabinet of the opposite ideology (i.e. Communist or Fascist).
A coup initiated by a foreign country can also bring a Shadow Cabinet to power, but without the need to invade the country.

Q: C.5. How many cabinets are there in total?
It depends on the political regime of the country.
Under a Democratic regime, there are 2 democratic cabinets (1 ruling and 1 opposing), plus 1 fascist shadow cabinet and 1 communist shadow cabinet.
Under a Fascist regime, the fascist cabinet is the ruling cabinet, and there are 3 shadow cabinets, 2 democratic and 1 communist.
Under a Communist regime, the communist cabinet is the ruling cabinet, and there are 3 shadow cabinets, 2 democratic and 1 fascist.


Section D: Ministers

Q: D.1. What are the different government posts?
Ten posts are modeled in HoI (isn't this game slightly war-oriented )
- Head of State
- Head of Government
- Foreign Minister
- Minister of Armament (Sometimes Min of Finance, Min of War Production might be used)
- Minister of Security (Sometimes Min of Justice, Min of Interior might be used)
- Head of Military Intelligence (Sometimes Head of Civilian Int. Service might be used)
- Chief of General Staff
- Chief of Army (Sometimes C-in-C of armed forces might be used)
- Chief of Navy
- Chief of Air Force

Q: D.2. What are the characteristics of a Minister?
Each minister (not HoS and HoG) has an ideology, a personality and a loyalty level.

The ideology defines if it can be a member of the government (this ideology must be accepted by the HoS).

The personality defines a special capacity the minister has for its post. These are detailed below in questions D.4. to D.11. An "Undistinguished Suit" means an anonymous bureaucrat with no personality and no bonus.

The different grades of loyalty toward the HoG are: Very Low, Low, Medium, High, Very High.
From Aetius: Greven said that loyalty is a trigger, so if you have an extremely disloyal Security minister, he may try some assassination attempts against the Cabinet.

Q: D.3. Can I replace a Minister?
Yes, if a replacement is present in the replacement pool and his ideology permits him to take the chair. If neither is available, an anonymous bureaucrat takes over from the sacked minister (with mediocre talent, doctrine and loyalty)

Q: D.4. What are the different personalities for a Foreign Minister?

- Biased Intellectual (Bonus on diplomatic actions with another ideology than self)
The Biased Intellectual is a refined academic intellectual, whose scholarly work has biased his judgment of other countries and people. The Biased Intellectual is often arrogant and witty against those of his dislike and overly fawning and ingratiating towards those he like.

- Ideological Crusader (Bonus on diplomatic actions with same ideology)
The Ideological Crusader view himself as a devoted proponent of his political system, but to others he borders extremism. If fascist he judges all non-fascist as weak and decadent. If a democrat he rather loose a war that complying to any demand from a non-democrat. If communist he views democrats as evil capitalists and fascists as evil pseudo capitalists. When comes to ideology it is impossible to discuss it with him as he has already found his salvation.

- Apologetic Clerk (Penalty on same ideology)
The Apologetic Clerk is often a brilliant man, but either lack the inner strength or is so filled with doubt over the political system of his own country that he can seldom stay consistent. An Apologetic Clerk might also be a man that truly believe in the righteousness of his political system, but unfortunately also believes that the other side will win the war.

- Iron-fisted Brute (Weaker nations are more easily swayed)
The Iron-fisted Brute is a not so refined simple man, who has risen either thanks to the military or the party. He most often views the world in black and white. Those who shall eat and those who shall be eaten. Often very brutish and sometimes a sociopath, the Iron-fisted Brute make policy without remorse.

- Great Compromiser (Bonus to bring into alliance, share research and join alliance)
The Great Compromiser is an easy-going and amiable fellow liked by most. Often he is a sage-like old man, often a professional diplomat since long, with tact and experience. He has got the ability to forge lasting friendships and to bind the wills of many into one striving towards the same goal.

- General Staffer (Military actions are cheaper in DI, while non military gets more expensive)
The General Staffer is a former military man, preferably a former teacher of strategy in the General Staff. He has now resettled in the field of Foreign Affairs a subject that was always his 'hobby'. The General Staffer most likely follow his old military notion of politics and try to use it as a vehicle of war. However, by doing that, the General Staffer is often deemed as a simpleminded man, with little fantasy and extremely boring.

- The Cloak-n-Dagger Schemer (Negative bonus when dealing with major powers, but coup and puppet is cheaper and easier)
The Cloak-n-Dagger Schemer is a very secretive person. He prefers unorthodox plans and rashly acts to find weaknesses to exploit among his slower victims. Often the Cloak-n-Dagger Schemer has got a background in the Secret Service and that experience make him sly and uninformative. Basically the Cloak-n-Dagger Schemer is not a great diplomat but he is so unpredictable that in the end he often gets what he wants.

Q: D.5. What are the different personalities for a Armament Minister?

- Administrative Genius (Large bonus to Industrial Capacity)
The Administrative Genius is an ardent labourer, who uses his personnel and modern techniques to the utmost to improve the war effort. The Administrative Genius is often a young engineer or scientist, free-thinking and innovative. He always tries to be 'objective' and 'impartial' to further the common good.

- Resource Industrialist (Small bonus to Industrial Capacity, Industrial Technology Research slightly cheaper)
The Resource industrialist is mostly a civilian from the heavy industry that has been appointed to govern the industry of the nation. He always tries to run the country as the coal mine back home improving and expanding its base. As such he is great, but he sometimes tends to neglect the finer points of armament industry.

- Laissez-Faire Capitalist (Bonus to Consumer Products output)
The Laissez-faire Capitalist is a specialist of the market economy. It is his firmest opinion that no changes are needed, but that the good old invisible hand will best direct the resources of the Nation, war or no war.

- Theoretical Scientist (Bonus to rocket, nuclear, electronic and communications research)
The Theoretical Scientist is a brilliant old professor picked out from the nations leading university. He is of course a specialist in science both theoretical and applied. However he sometimes has hard times giving priority to military matters, when great exploits in civilian sectors can be attained. This often makes him a proponent of the 'war-neutral' areas of electronics and communication, but sometimes if he is eccentric enough Secret Weapons is his preferred field.

- Military Entrepreneur (Bonus to Supply output)
The Military Entrepreneur is a former military man, possibly an old fighter from the Great War. He knows his priority and that is to get the guns and the butter to the troopers in the front. This priority often neglects the finer points of science.

- Battle Fleet Proponent (Large bonus to Warship Design research)
- Submarine Proponent (Large bonus to submarine tech research)
- Tank Proponent (Large bonus to Armoured Vehicle Design Research)
- Infantry Proponent (Large bonus to Infantry Equipment Research)
- Air-to-Ground Proponent (Cheaper Tactical Bombers, Dive Bombers)
- Air-to-Sea Proponent (Cheaper Torpedo bombers, Naval Bombers)
- Strategic Air Proponent (Higher org on strategic bombers)
- Air Superiority Proponent (Cheaper fighters)
This man is not only an able administrator and politician, but he also is meddling in the areas of Grand Strategy. He himself is biased for one branch or the Armed Forces. This might come from having belonged to it for a long period of time or from being sure that only if this branch is well-developed enough will his Fatherland win the war.

- Corrupt Kleptocrat(reduced Supply output, everything gets more expensive)
Military aid and military supplies were regularly stolen by the minister and his cronies.


Q: D.6. What are the different personalities for a Security Minister?

- Silent Lawyer (Slightly decreased dissent levels, slightly decreased resistance levels)
The Silent Lawyer directs his policy with little imagination and creativity, but he is just.

-Compassionate Gentleman (Moderately decreased dissent levels, slightly increased levels of resistance)
The Compassionate Gentleman is a jovial man, who wishes to please all. The population regularly likes him, but he is known to be soft on crimes and terrorism.

- Crime Fighter (Slightly increased dissent levels, moderately decreased resistance levels)
The Crime Fighter has devoted his life to combat crime wherever its shows its face. However, sometimes the law needs some bending all for the common good.

- Prince of Terror (Increased dissent levels, decreased resistance levels)
The Prince of Terror lives by the rule: It is better to be feared than to be loved. However, extreme amounts of violence my actually increase dissent, a factor the Prince of Terror is unable to see.

- Back Stabber (Doubles the chance knowing the loyalty of ministers and leaders)
The Back Stabber uses his position to root out dissent and disloyal elements within the elite, but he is unable cope with occupied territories because of his untrustworthiness.

- Man of the People (Decrease dissent levels, increase resistance levels)
The Man of the People know how to talk to both low and high in society. For him it is a crusade to ease the burdens of the poor people. However, he is in an awkward position when trying to help people in the occupied zones and his hands are bound by the Military.

- Efficient Sociopath (Decrease dissent levels, Decrease resistance levels. Decrease loyalty from leaders/ministers)
The Efficient Sociopath has no remorse and use any means that would further his goal. However, he always works in the shadows trying to hide the excess violence from the population and his fellow ministers.

- Crooked Plutocrat (Increase dissent levels, increase resistance levels, increases loyalty from leaders/ministers)
This type of minister ignores the crimes of the high and low, doesn't care about insurrections, but obviously the other ministers are more loyal because of their chances of self enrichment.


Q: D.7. What are the different personalities for a Head of Military Intelligence?

- Technical Specialist (Petty bonus on all technical research)
The Technical Specialist concentrates his effort to the study of modernization of the enemies equipment and units to draw conclusion of how to best defeat him.

- Logistics Specialist (Increases the chance of tracking enemy land units)
The Logistics specialist uses the old General Staff technique of monitoring the movement of supplies to learn where a new threat is mounting.

- Political Specialist (Positive bonus when doing coups)
The Political Specialist uses his 'technical embassy personnel' to fight a secret war of counter-intelligence with the enemy.

- Dismal Enigma (At times he can get full information about enemy units)
The Dismal Enigma is a man of secrets, and if was not able to throw out an Ace of Intelligence from now and then he would have had lost his job ages ago.

- Industrial Specialist (Increases the chance to discover what the enemy is building)
The Industrial Specialist concentrate his efforts to study open industrial and economic sources of the enemy and thus often learn what will come by analysing what they are producing at the moment.

- Naval Intelligence Specialist (Increases the chance of tracking enemy naval units)
The Naval intelligence specialist uses the old Naval Staff technique of monitoring the basing of ships to learn where a new threat is mounting.


Q: D.8. What are the different personalities for a Chief of Staff?

- School of Maneuver (Bonus to speed of land units)
This Chief of Staff belong to a educational tradition called the School of Maneuver that teach and regulated strategy and tactics where Maneuver is the essence of modern warfare.

- School of Fire Support (Slightly cheaper artillery, small bonus to artillery/rocketry research)
This Chief of Staff belong to a educational tradition called the School of Fire Support that teach and regulated strategy and tactics where Fire Support is the essence of modern warfare.

- School of Mass Combat (Increases manpower slightly)
This Chief of Staff belong to a educational tradition called the School of Mass Combat (or People's War) that teach and regulated strategy and tactics where Mass formations and guerrilla is the essence of modern warfare.

- School of Psychology (Bonus to organisation value of units)
This Chief of Staff belong to a educational tradition called the School of Psychology that teach and regulated strategy and tactics where Morale and Small-unit leadership is the essence of modern warfare.

- School of Defense (A small bonus in combat when defending)
This Chief of Staff belong to a educational tradition called the School of Defense that teach and regulated strategy and tactics where Militia and Deep area defense is the essence of modern warfare.

Q: D.9. What are the different personalities for a Chief of Army?

- Elastic Defense Doctrine (Cheaper anti-tank brigades, Mech and Motorized Infantry defend better)
This Chief of Army directs the utilization of the Ground forces by the doctrine of Elastic Defense. Meaning that deploying a thin defense line with heavily armed infantry and deploying replacements and assault teams in the second lines are essential for wearing down the enemy and for winning the war.

- Static Defense Doctrine (Infantry and Artillery defend better, Cheaper fortification costs)
This Chief of Army directs the utilization of the Ground forces by the doctrine of Static Defense. Meaning that deploying a several defense lines with fortified infantry and deploying substantial artillery assets in the rear are essential for wearing down the enemy and for winning the war.

- Decisive Battle Doctrine (Attack bonus to mech, inf and armor, lost battles can cause dissent to increase)
This Chief of Army directs the utilization of the Ground forces by the doctrine of Decisive Battle. Meaning that concentrating large amount of superior attacking troops and forcing the enemy to commit inferior troop are essential for wearing down the enemy and for winning the war.

- Armoured Spearhead Doctrine (Bonus to attack and defend of mech and armored. Cheaper engineer brigades, more expensive artillery/infantry)
This Chief of Army directs the utilization of the Ground forces by the doctrine of Armoured Spearhead. Meaning that spearheading speedily offensives with tank units followed up with encircling infantry are essential for wearing down the enemy and for winning the war.

- Guns and Butter Doctrine (Lower supply costs for units)
This Chief of Army directs the utilization of the Ground forces by the doctrine of Guns and Butter. Meaning that letting the operational commanders command and instead ensuring the best possible circumstances for the Army are essential for wearing down the enemy and for winning the war.


Q: D.10. What are the different personalities for a Chief of Navy?

- Open Seas Doctrine (Transports and Destroyers becomes cheaper, submarines more expensive)
This Chief of Navy directs the utilization of the Naval forces by the doctrine of Open Seas. Meaning that the control of line of communications to the far-flung resources is essential for winning the war.

- Decisive Battle Doctrine (Cheaper battleships and cruisers, more expensive carriers)
This Chief of Navy directs the utilization of the Naval forces by the doctrine of Decisive Battle. Meaning that for winning the war it is essential to mass a large battlefleet and destroy the enemy's force on the High Seas.

- Power Projection Doctrine (Cheaper carriers, more expensive battleship/cruisers)
This Chief of Navy directs the utilization of the Naval forces by the doctrine of Power Projection. Meaning that by concentration all power from aircraft, torpedoes and artillery fire into a suited spot of fight good chance for winning the war is ensured.

- Indirect Approach Doctrine (Cheaper submarines, more expensive destroyers and transports)
This Chief of Navy directs the utilization of the Naval forces by the doctrine of Indirect Approach. Meaning that for winning the war it is essential to avoid decisive battle and instead destroy the enemy’s transportation and ships by attrition.

- Base Control Doctrine (Cheaper marines, naval bombers and transports. More expensive destroyers and cruisers and tactical bombers)
This Chief of Navy directs the utilization of the Naval forces by the doctrine of Base Control. Meaning that for winning the war it is essential to hit directly at the enemy bases, and take control of it with air and land forces.


Q: D.11. What are the different personalities for a Chief of Air?

- Air Superiority Doctrine (Cheaper fighters and anti-air craft brigades, More expensive strategic bombers)
This Chief of Air Force directs the utilization of the Air forces by the doctrine of Air Superiority. Meaning that for winning the war it is essential to control the air above the battlefield.

- Naval Aviation Doctrine (Cheaper carriers, more expensive strategic bombers)
This Chief of Air Force directs the utilization of the Air forces by the doctrine of Naval Aviation. Meaning that for winning the war it is essential to work closely with the Navy and destroy the enemy Navy, preferably by bombing it to pieces.

- Army Aviation Doctrine (Cheaper tactical bombers)
This Chief of Air Force directs the utilization of the Air forces by the doctrine of Army Aviation. Meaning that for winning the war it is essential to work closely with the Army and destroy the enemy land forces, preferably by bombing them to pieces.

- Carpet Bombing Doctrine (Cheaper Strategic Bombers)
This Chief of Air Force directs the utilization of the Air forces by the doctrine of Carpet Bombing. Meaning that for winning the war it is essential to grid down the enemy transportation network, industrial plants, and to demoralize his population by mass bombing.

- Vertical Envelopment Doctrine (Cheaper paratrooper and transport planes, more expensive strategic bombers)
This Chief of Air Force directs the utilization of the Air forces by the doctrine of Vertical Envelopment. Meaning that for winning the war it is essential seize strategic terrain or bridgeheads by air to quickly enable the Army to get a breakthrough.


Section E: Regime Change

Q: E.1 How do I change my Government type?

1.) Through elections. An example would be Romania; it can become "Paternal Authocrat" through constantly choosing "Right". That is, you can move it out of the democratic camp into the fascist camp.

2.) You can hope, that the AI tries to coup you. this is rather unlikely, especially for South American nations.

3.) You can try to force a Coup d´Etat. Set your comsumer good level to zero and wait until dissent reaches 60%. 60% is the trigger for event 1150 "Successful Coup d'Etat - The Regime Falls", which replaces your government with one of the shadow government. this event may not happen.

4.) You can outright cheat by entering "event 1150" in the console (opens after pressing f12).
 
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