Each party has two parameters: Organisation and Popularity.
The organisation of a party is calculated each day, while Popularity is calculated each month.
You can increase the organisation of your ruling party by sending your home spies to the corresponding mission. You cannot influence the organisation of other parties in your home country, but you may send your spies to other countries to effect the organisation of said country's parties. The effects of this can be reduced or eliminated through counterespionage, but it is up to the player what to use their spies on.
Popularity of any party has many factors. Some of these are random, representing the sometimes irrational nature of public opinion. Popularity change depends on the difference between the current popularity of the party and the party's organisation. If the organisation level is higher than the party's popularity, popularity grows, and vice versa. Proximity of other countries and their politics could influence your politics as well, however, this is not known for sure. Another factor in popularity change is dissent. Every party has it's popularity lowered by the current dissent multiplied by the number of ministers of that party in your cabinet divided by two. For example, if you have 7 social liberals in your cabinet, and dissent is 5, than the negative popularity change would be -(5 * (7 / 10)), or -(5 * 0.7), equal to -3.5.
Main article: Minister traits
Laws can be enacted on the political screen, provided you fulfill the requirements and have enough money stockpiled to pay for it (you can't go into debt to approve a new law). The cost of introducing a new law is proportional to the amount of money your country can generate (not what you are currently generating). The new law will take effect the day after it is approved.
|Civil Law||Wartime consumer demand||Partisan efficiency||Ruling party support||Counter-intelligence|
|Conscription Law||Reserves penalty||Manpower||Peacetime manpower rotation||Officier recruitment|
|One Year Draft||66%||-25%||5%||-25%|
|Two Year Draft||50%||3%|
|Three Year Draft||25%||+25%||2%||+25%|
|Service by Requirement||10%||+100%||1%||+50%|
|Economic Law||Peacetime Consumer Demand||Wartime Consumer Demand||IC||Money||Ressources|
|Full Civilian Economy||-10%||-50%||+15%||-50%|
|Total Economic Mobilisation||-5%||+50%||-50%||25%|
Education Investment Law
|Education Investment Law||Money||Leadership|
|Minimal Education Investment||+10%||-15%|
|Average Education Investment|
|Medium Large Education Investment||-10%||+10%|
|Big Education Investment||-25%||+20%|
Industrial Policy Law
|Industrial Policy Law||Industrial Efficiency||Wartime Consumer Goods Demand||Peacetime Consumer Goods Demand||Supply Throughput||Industrial Efficiency||Dissent|
|Consumer Product Orientation||-10%||-5%||-2|
|Heavy Industry Emphasis||+5%||+10%||+10%|
|Press Law||National Unity Rate||Counter Espionage||Drift|
|Training Law||Unit Recruitment Time||Unit Starting Experience|
Government in Exile (GiE)
If a country is part of a faction it will often choose to becoma a GiE and never surrender until the faction is destroyed.
As of version 2.0, there is a bug that forces the player to reload one time for each country to surrender, and even this method isn't reliable. Thus, you will be kept at war with this "ghost faction".
Takes about three weeks. Check the strength bar on your units. Allow 4 weeks before beginning a DOW. Mobilization increases threat to all countries.