HOI4 Dev Diary - Collaboration, Compliance and Coups

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podcat

Game Director <unannounced>
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Hi guys! Today we are going to be talking about collaboration, compliance and also coups as we missed covering them in last weeks dev diary about operations.


Coups

Lets start off with coups. These are now an operation and needs to be set up by your agents.

upload_2019-11-27_10-54-7.png

Its possible to say where you want the coup to originate, which adds some nice strategic power to it (such as targeting colonial areas that are harder to recover etc).

There are several ways to make a coup more successful, and in reverse protect yourself. A coup needs low stability, political support for the couping ideology and agents need to have prepared a network, infiltrated the government and built up the coup. So as an attacker you will want to mess with these things in advance (say by using spy missions and operations). And of course as the target, you want to keep these values up to stay safe, as well as making sure your nation counterespionage is up to the task.

We have also changed the behaviour of the resulting wars a bit so when a side wins against the other planes and ships will switch hands instead of being lost. This could often be a reason to launch small coups with no hope just to mess with the enemies navies.


Collaboration

Collaborators work similar, but opposite to Governments in Exile. They are created by an operation where agents are sent in to convert and/or support local collaborators.

upload_2019-11-27_10-11-17.png


This is an operation you can run more than once (although cost and time goes up every time), and for each one you will strengthen the collaborators. Foreign Collaboration governments are tracked (much like GiE) from your country screen.

upload_2019-11-27_10-41-25.png


The higher the value of collaborators present the easier it will be to make the nation capitulate which can be important in cases where you need to move in fast. You also unlocks levels of compliance in the new resistance and compliance system which will be transferred to regular compliance once the target nation is capitulated. This can be useful for giving you a head start on managing a lot of occupied areas by laying some groundwork before you even attack.

upload_2019-11-27_9-57-14.png


Speaking of compliance, we never really went into detail on how that worked before, so lets take a look now. If you need to read up on the changes coming to the resistance system as a whole though check out the dev diary here.

There are several levels of compliance "unlocks". These happen on a national level for the occupied nation.
upload_2019-11-27_10-57-28.png

The first unlock is “Informants.” Secret police working in the province have established a network of snitches and collaborators. This gives an increase to defense against enemy operatives in the occupied nation. The next unlock is “Local Police Force.” At this level, enough locals have been trained and are loyal enough to police their country for the occupiers. As a result, local garrison needs are now reduced. The third unlock is “Reorganized Workforce.” At this point, Life is returning to some level of normalcy and people are able to go about their daily lives and perform their normal jobs. This compliance unlock adds access to another 10% of factories and resources across the occupied nation. “Volunteer Program” is the fourth compliance unlock. This represents locals volunteering to serve in their occupier’s military and adds 10% of the population as fit for service.

The final unlock is “A New Regime”. At this highest level it is possible to create a new subject type “Collaboration Government” directly. This frees you up from policing it and ensures that it sticks to you in any peace deal you win. Getting high compliance can be a lot of effort in war time and it can be a very good idea to make sure you have collaborators in place before invasions.
upload_2019-11-27_11-2-4.png


Collaboration governments will mirror your map color as well to show how closely aligned they are.

upload_2019-11-27_11-4-1.png


See you all next week when we will look at some intel gathering tools…
 
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So setting up a collaboration government puts the nation in a civil war-like state?
not quite. its a lot weaker than that. the collaborators will affect surrender chance, and once you beat the legit government the compliance will be increased in the territory, but there is no civil war as such
 
Interesting. So can we convert Collaboration Governments to a different kind of subject? What happens to them after the war ends (assuming they're still in power, of course...)
They stick around under your thumb if you win. They can move to other subject levels through normal means but are currently the most restricted one
 
Interesting. So can we convert Collaboration Governments to a different kind of subject? What happens to them after the war ends (assuming they're still in power, of course...)

like any subject they can try to gain independence etc but they start in a tough spot

When will you finally show us the Portuguese tree? Come on, why so much delay when the Spanish one was shown ages ago...

we dont do the trees in paralell. Its comign after we talk intel if I remember my schedule

Is there a way to counter collaborators? Internal operations so to speak?

Not at the moment no. You can beef up defense to make it harder to support the collaborators in the first place and make sure you dont capitulate

podcat, are there any other operations that can be repeated? I'm mainly wondering about Infiltration operations. Can I keep doing them to get more and more (and updated) information about their armed forces?

Infiltration ones are not repeatable, you need to build up your networks to get more

Also, is there a way as an attacker to reduce compliance? Or is it only resistance growth what you can affect? For that matter, are compliance and resistance growth in a permanent tug-of-war? Or are they independent of each other?

they are independent, although high compliance helps keep resistance down too. Check out the old diary on resistance for more details. alternatively when we start streams we plan to show this off first and explain it :)

Is this feature part of the free patch or can only owners of the DLC have Collaboration Governments and collaboration puppets?
The puppet is part of the core resistance system, but doing operations and such to speed things up is part of the dlc as that needs spies.

are reichskommissariats now the same as collaboration governments?

no they are different. kommisariats are a bit worse, but cheaper to get (from decisions).

Is it gonna remove the option to form Reichkomissariat ? Or is it just another way of getting it

Looks great in any way

We are reworking those a little but they remain.

@podcat when will you start streaming in Twitch again?

:'(

Really hyped
its looking hopeful for next week. people were sick this week so we couldnt manage it. We'll let you know when its locked in!

Three questions to the devs.
1. What will be the new definition of subversive activities. Trotsky and princes of terror. Will they change?
2. Will En svensk tiger change. Maybe increase defense against espionage.
3. You made sure this works with Vichy, right?
Looks really cool.
Vichy is wierdly different enough we couldnt use the system for it. as for modifiers etc they will change, but we havent quite gotten to sortign them out yet
 
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Can you explain how the different items work on the coup and collaborate government window? Does prepositioning units or pickup by submarine actually involve player action, or is all this just flavor text? Are these stages the same for every operation of this type or do they vary?

its flavor text. altho some of these "phases" can add to the overall costs. For example if the only way to infiltrate is through the air due to the political and geographical situation the cost will be increased with transport planes

Still no word yet on how players can actively defend against this, counter these operations, or guard their information. It's extremely one sided right now. There should be more discussion about player actions for defense and keeping things secret. Can we get an answer or a Dev diary about active defense soon?

Defense is mostly passive because we need to keep the overall pressure on player attention down. You defend by passive upgrades and assigning operatives to defense. We have tried to keep operations often depending on something else so saboutage and such dont really work without resistance so as a defender you can make sure to keep on top of that and stability as ways of defending. Passive defense has some perks tho as you will capture and interrogate enemy agents and thus gain intel on them in return