Each land or combined region in the game has a "Pol" number which is the total political influence a faction has in that region. Sea only regions DO NOT have a Pol number. The range goes from -5 Controlled by USSR to +5 Controlled by the USA.
|Influence||Notes||Regional Ability||Manoeuvre in a region|
|None||Arctic Region||Impassable by Deployment Logistics||Only passable by Submarine Fleets|
|None||Ocean Regions||Deployment Logistics cost 0.25 FP||Grants refuge in case of a withdrawal for you or your opponent's units|
|0 Pol||Neutral||Cannot be passed by friendly logistics||Grants passage for you and your opponent's unit's movement|
|1 Pol||Presence||Deployment logistics cost 0.70 FP||Allows for defensive combat|
|2 Pol||Deployment logistics cost 0.55 FP|
||Enemy manoeuvres into this region will result in a War zone being declared and the Doomsday Clock shifting (see military combat)|
|4 Pol||Deployment logistics cost 0.35 FP||Enemy manoeuvres into this region will result in a War zone being declared and the Doomsday Clock shifting (see military combat)|
|5 Pol||Domination||Deployment logistics cost 0.30 FP||Enemy manoeuvres into this region will result in a War zone being declared and the Doomsday Clock shifting to maximum (see military combat)|
For each theater the Percentage of your influence is shown in the Focus Management. The calculated Percentage comes from an aggregated value of all the regions Influence divided by the total possible influence (excluding sea only regions as they hold no Influence Pol value).
EXAMPLE: In the Middle East at game start, the USSR has influence in three region holding: 1, 1 and 3 influence for a total Theater influence of 5 influence. That means that for the entire Theater the USSR has a total influence of 1+1+3 divided by 70 (14 regions x 5 possible influence) which equals 7% influence (rounded to the closest integer).