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HoI 4 Dev Diary - Policing Garrison Rework

Its Wednesday, so you know what that means. Today we will discuss a feature previously alluded to, the Policing Garrison rework.

The main thrust of this rework is the removal of the resistance suppression garrison mission from the map, and the addition of off-map suppression garrisons. This change is being made to increase performance, as well as remove what we feel is a tedious part of the game. Suppression garrison forces will now be managed through occupation laws and a choice in what division template will be used to provide suppression. The system will then distribute manpower and equipment to states with resistance. The old, defense-related, garrison missions will persist and will be named to “Area Defense.” This should result in a much cleaner map endgame. No more prebuilding and shuffling around horseybois.

DD_GARRISON_06.png


This feature is tied heavily to the rework of resistance. As we mentioned previously, resistance will no longer be so easily controlled. Active resistance will regularly attack defense forces and disrupt their local state. These attacks will result in a small but continuous loss in manpower and equipment. This should help to curb the power of a world conquest run (IE historical Germany).

DD_GARRISON_01.png


The higher the resistance level, the higher the suppression requirement. Suppression requirement is the main factor that controls how much garrison is needed. A secondary factor that controls how much garrison is needed is the occupation law. Different occupation laws will have modifications to suppression needs per for each percent of resistance. And finally, the player will be able to choose what type of garrison template they are using.

DD_GARRISON_03.png


The player will be able to design garrison forces as they always have, using the division designer. All existing templates available for recruitment will also be available to assign as a division template. The template being used will be able to be controlled at the national level, occupied nation level, and state level. A state may in turn use fractions of a division to meet suppression requirements.

DD_GARRISON_02.png


To manage these interactions, we have expanded the occupied territories menu to give a breakdown on resistance, compliance, and what forces the player has stationed in occupied territory they control. In the same menu the player can choose occupation law, and what division template is being used for policing garrison work. Different requirements in manpower and equipment will be shown when choosing which template to use. The player may choose to have no garrison present as well, but this will result in a huge boost to local resistance.

DD_GARRISON_04.png


When designing garrison templates, there will be a couple of factors to consider. Some existing battalions will have their suppression values reworked and battalions with hardness will have bonus to resisting damage taken from resistance activity. The result of this is that battalions with hardness will be more expensive materially, but provide protection for your manpower. If manpower is more of a long-term concern than production, there is a benefit to using battalions with hardness. If manpower is not a concern, using low hardness battalions in your division template is probably a good idea. This will also give some new life to light tanks that have found themselves collecting dust in your stockpile

That's all for this week. See youse guys next week.
 
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So in theory you could set full panzer divisions to be used for suppression? Why would you choose that over making single infantry battalions? Can you use these suppression divisions to fight?

Division size is of little importance in this situation. A state will take fractions of a division and meet its suppression requirements exactly
 
Such a pleasant surprise regarding use of light tanks! :)
But it is unclear regarding manpower loss from resistance. If i have supression requirement 100 met (like those 8.3 cav division from screenshot), i will lose manpower from that template? If it is only 50% garrision and therefore less men - will i lose less manpower to resistence? Does it mean that in case i only concerned with manpower i should not garrison at all?
manpower losses will be based on the intensity of the resistance and occupation laws. Choosing not to garrison will have pentalties, including local resistance spiraling out of control.
 

A small UI note: why the need to write the percentage down to .00% precision? Wouldn't rounding to say 99.7%, or even 100% be fine in this case? This seems pervasive in the HOI4 UI.

This clutters the UI and makes the game less accessible. Do you expect someone to make a different decision whether there is 99.70% or 99.71%? That's essentially what the UI says currently.
 
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So in theory you could set full panzer divisions to be used for suppression? Why would you choose that over making single infantry battalions? Can you use these suppression divisions to fight?

Roleplaying wise, I could see that being fun to imagine seeing old outdated tanks be used to suppress rebels.
 
It is nice to be able to select a bunch of units without having to sort out your horse units.
 
Great! Now can we get rid of the horses please? When did Gestapo and SS use horsies to hunt down resistance? On the same topic, late war cavalry should use half-tracks and light tanks equipment.
 
To me, this screams out for a need for the addition of armored car production/tech. Those would be a nice option for giving a little hardness to garrison units without breaking the bank.
 
Finally! I really am gonna love this. Can't wait for when it releases and when I play Germany to test this out.
 
YES! Been suggesting this since release. No more map clutter, less shuffling, and less lag. Fantastic improvement!
 
What happens when a garrisoned area starts being conquered back? Is there any interaction, like the garrison making the enemy units advance more slowly? Can we lose manpower and equipment from it?
 
Great! Now can we get rid of the horses please? When did Gestapo and SS use horsies to hunt down resistance? On the same topic, late war cavalry should use half-tracks and light tanks equipment.

Just an ancedote: in Hemingway's For Whom the Bell Tolls, the Spanish Guardia Civil uses mounted patrols against Republican insurgents
 
Great! Now can we get rid of the horses please? When did Gestapo and SS use horsies to hunt down resistance? On the same topic, late war cavalry should use half-tracks and light tanks equipment.
I mean the SS Cossack division was used fiercely in hunting down partisans...
 
Just an ancedote: in Hemingway's For Whom the Bell Tolls, the Spanish Guardia Civil uses mounted patrols against Republican insurgents

Great book, but I'll see your German horses and raise them a French machine gun
 
To me, this screams out for a need for the addition of armored car production/tech. Those would be a nice option for giving a little hardness to garrison units without breaking the bank.
We did see a tease of Armored Car Designer...
 
What happens if someone reconquers occupied territory? Do you lose whole garrison division, or does it fight in some way against the attackers?
 
In current version I can use division both as partisan suppression and as garrison against landings and paratroopers. Do I need more troops in new version, when will be separated?