
Hearts of Iron IV (HOI4) is a grand strategy game developed by Paradox Development Studio. In the game, diplomacy is a powerful tool that can influence affairs far from home without the need for battle plans or division deployment. Players can perform diplomatic maneuvers faction-wide, but most diplomacy is bilateral between two countries. Players can utilize the allowdiplo command to enable or disable all diplomatic actions without justification. Some players have expressed a desire for more diplomatic options and the ability to add custom diplomacy, but it is unclear if this is possible without mods or cheats.
Characteristics and Values of Changing Diplomacy in HOI4
| Characteristics | Values |
|---|---|
| Custom diplomacy | Not possible as per a few sources, but one source mentions a "diplomacy" folder inside the history folder |
| Allowdiplo command | A toggle command that allows any diplomatic action without justification |
| Factions | A coalition of nations that agree to protect each other and fight together; members can leave but this is rare |
| Lend Lease | Countries can no longer send other countries equipment if they have differing ideologies |
| Diplomacy in gameplay | Utilized when justifying a war or pushing for a neutral country to join your side |
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What You'll Learn

Joining factions
Joining a faction in Hearts of Iron IV is a crucial aspect of diplomacy and can significantly influence your gameplay strategy. A faction is a coalition of nations that agree to protect each other and fight alongside each other. Members of a faction have mutual military access and share intelligence. It's important to note that joining a faction has implications for warfare, as wars waged by members affect all other members, and declaring war on a country may result in them seeking help from their faction.
When deciding whether to join a faction, it's essential to consider the faction's enemies and the potential impact on your own nation's security. Joining a faction can provide protection and strengthen your position, but it also means committing to collective defence, which may draw you into conflicts initiated by other faction members.
In the game, there are several existing factions to choose from, each with its own unique characteristics and members. The three default factions are the Allies, led by the United Kingdom; the Axis, led by the German Reich; and the Comintern, led by the Soviet Union. Other notable factions include the Chinese United Front, which can be formed by China and Communist China, and the Little Entente, which can be formed by France and may include Poland and the Baltic states.
The process of joining a faction is influenced by various factors, including the countries' ideologies, strategic interests, and the need to balance out wars. For example, Finland can create a faction by completing the 'Northern Defense Front' focus after declaring its neutrality. The Dominion of Canada, if it becomes independent and leaves the Allies, can form a faction with the United States by completing the 'Dominion of Canada' focus.
Additionally, during civil wars, players can join separatists and establish a faction with them, impacting the distribution of spoils and seized territories. It's worth noting that establishing a faction can be challenging and requires meeting specific requirements.
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Understanding bilateral diplomacy
In Hearts of Iron IV, diplomacy is a powerful tool to add to your arsenal. A strong understanding of diplomacy will allow you to influence affairs far from home, without ever needing to draw a battle plan or deploy a division. Your ability to perform diplomatic maneuvers will play a big role in how your campaigns go. Whether you are justifying a war or pushing for a neutral country to join your side, you will utilize diplomacy at some point.
Throughout the game, there are two ways that diplomacy is performed. Some actions are performed faction-wide, but most diplomacy is bilateral and takes place between two countries. A faction in Hearts of Iron IV is a coalition of nations that agree to protect each member and fight alongside them. Additionally, all members of a faction have military access through each other's land and share accurate intelligence. Factions are not permanent agreements, as members can leave, although this is a rare occurrence and the AI will avoid it. The factions in Europe at the 1939 start are the Allies, the Axis, and the Comintern. Other factions can appear through national focus trees, such as the Chinese United Front or Novus Imperium Romanum. Alternatively, players can form their own faction with no preset name once they unlock the ability through their country's national focus tree.
Non-Aggression Agreements and Pacts/Alliances are also an important aspect of bilateral diplomacy in Hearts of Iron IV. These agreements can help to improve relations with another country and can be used to prevent potential conflicts. However, some players have criticized the diplomacy in the game as being lacklustre, arguing that relations with other countries do not seem to have a significant impact on gameplay.
To counter this, mods such as "The New Order" can be used to introduce more in-depth politics, diplomacy, and economic systems into the game. While these mods may not be for everyone, they can provide an alternative experience for players who want to focus more on diplomacy and less on war.
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Using the allowdiplo command
The "allowdiplo" command in Hearts of Iron IV (HOI4) is a powerful tool that can significantly impact the diplomatic aspect of the game. This command allows players to perform any diplomatic action without the need for justification. By entering the "allowdiplo" command, players can freely engage in diplomatic maneuvers that would typically require a valid reason or rationale.
One of the key advantages of using the "allowdiplo" command is the ability to bypass the usual constraints of diplomacy. In the standard game, players need to provide valid reasons for their diplomatic actions, such as justifying a war or influencing a neutral country to join their side. With the "allowdiplo" command enabled, these restrictions are lifted, granting players unprecedented freedom in their diplomatic pursuits.
The command serves as a toggle, which means that players can easily disable it after enabling it by simply executing the command again. This flexibility allows players to experiment with different strategies and approaches, enabling them to explore various diplomatic options without committing to a single path permanently.
It's important to note that the "allowdiplo" command is just one of many console commands available in HOI4. These commands offer a wide range of options, from altering weather conditions to acquiring an abundance of nuclear weapons. Players can access these commands through the game's console, providing them with the ability to customize their gameplay experience and engage in creative or experimental scenarios.
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Modifying diplomacy modifiers
Modifiers are variables used in internal calculations, and they can be dynamically changed within any modifier block. They are typically used to create a consistent and long-lasting effect that can be easily reversed. Each modifier has the same layout: modifier_name = 0.1. This adds the specified value to the modifier's total value for the scope where it is applied. For example, if there are no other modifiers, having political_power_gain = 0.2 and political_power_gain = -0.05 applied to a country will result in a total of +0.15 political power gain above the base gain. Due to how modifiers work, a modifier with a value of 0 will do nothing, and negative modifiers will have the opposite effect of positive ones.
A modifier's current total value can be received as a variable by reading modifier@modifier_name, such as set_variable = { my_var = modifier@political_power_gain }. This works for countries and states, but for unit leaders, unit_modifier@modifier_name and leader_modifier@modifier_name are used instead.
There are various types of modifiers, including opinion modifiers, which can be applied to change the opinion (including trade influence) within countries, defined in specific files. Opinion modifiers are similar to research bonuses, which grant a boost to a specific technology category. These are arguments within ideas, which can be applied in the same way for advisors but not elsewhere. Equipment bonuses are another example of this type of modifier, such as decreasing the cost to build an equipment archetype. These can be applied in the same way for advisors and country leader traits but not elsewhere.
Some players have expressed frustration with opinion modifiers, arguing that they are not very useful and do not attribute to anything. They argue that the random modifiers are all over the place and can be confusing, with some modifiers seeming to contradict base reluctance or not making sense from a gameplay standpoint. For example, a player questioned why there is a -100 modifier for "We are in a war they might be drawn into" when a country can simply refuse to be called into said war.
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Forming defensive alliances
In Hearts of Iron IV, diplomacy will play a significant role in determining the outcome of your campaigns. A faction in Hearts of Iron IV is a coalition of nations that have agreed to protect each other and fight together. Members of a faction grant each other military access through their lands and share accurate intelligence.
- Sweden can form a faction with the focus "Decentralized Nordic Army Command" by concentrating on the Soviet Union as the primary enemy.
- Argentina can form a faction by embracing fascism, collaborating with nationalists, severing ties with Britain, and prioritising Argentina's interests. Instead of joining the Axis, Argentina will then dominate the South.
- Chile can form a faction with monarchist France if Carlos Ibáñez del Campo launches a coup, rules by decree, and invites Antoine III to become the new king of Araucanía and Patagonia during the civil war. After forming their alliance, the two monarchist nations decide to invade Mexico.
- Japan can form a faction and invite the United Kingdom if the UK is not already in a faction or democratic after completing the focus "Rekindle the Old Alliance."
- The United States can form a faction and automatically invite all Latin American nations of its ideology by taking the focus "Hemisphere Defense." The invited nations will vary depending on the US ideology at the time of focus completion.
These examples demonstrate the various conditions and actions that can lead to the formation of defensive alliances in Hearts of Iron IV. By understanding these requirements and utilising diplomacy effectively, players can establish powerful alliances to protect their nations and further their campaigns.
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Frequently asked questions
It seems that custom diplomacy is not possible in Hearts of Iron IV as it is hard-coded. However, there is a "`diplomacy`" folder inside the history folder, but it appears to be a legacy folder from EU4 and does not have any functionality.
You can try to influence other countries to join your faction by improving their opinion of you. This can be done through diplomatic means, such as sending diplomats or guaranteeing their safety. Additionally, you can try to understand their perspective and approach the problem from their point of view.
You can use the "allowdiplo" command, which is a toggle command. After executing this command, any diplomatic action is permitted and does not need to be justified. However, keep in mind that this is considered a cheat and may not be allowed in certain game modes or communities.
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