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HOI4 Dev Diary - Collaboration, Compliance and Coups

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…
 
Last edited:

Kadanz

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3hqw07.jpg
 

blackpowder320

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Good good but can we take some provinces from our puppets?

I tried to say just like Generalgouverment Polen. It is not puppet but civilian adminastration. Can we do that?

And so many people want Reorgarnized National Goverment of China in East Asian War. Can we do it before Chinese surrender?
Ahhh yes the Wang Jingwei Regime. Adds up more flavor to the 2nd Sino-Japanese War.

One of the most recent strategies I used that actually worked for Communist China was staging a Communist Coup in Manchukuo, which disrupted the Japanese frontline and allowed the Chinese United Front to push the Japanese completely out of China. I hope that kind of thing will still be viable, and that Communist China is not neutered in terms of covert operations simply because of its size and economic capabilty.
I think this also calls for an upgrade to Communist China's infiltration mechanics.

Not really. The only Ukrainians that initially supported Germans were in the western territories, recently retaken from Poland. As Germany went further into Ukraine they encountered more and more resistance. Furthermore, even in the West, reactionary Ukrainians would rather join Ukrainian Insurgent Army than the Germans.
Would it be nice to liberate the Ukraine as Imperial/Democratic Germany then? ;)
 

pheonicia

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Are Reichkommisariats/Reichprotectorates still going to be a thing, or are they going to get shifted into the new system?

I'm thinking about the RK focus for Germany.
Podcat said the decision was still there but that they'll be worse than a collaboration gov.
 

Shneemaster

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"invest resources into counter intelligence"
How? I never saw anything about that. No one has said anything about that yet and it wasn't in the dev diaries. I'm pretty sure you can't. You can't mean buying more agents to put on passive because you brought that up as a separate point (and it's not the same thing as active defense).

None of those will allow you to make some of your research or information "top secret" or deliberately protected, more difficult to steal with a higher chance of failure and capture?
None of those will allow you to discover and counter an enemy operation.

upload_2019-11-27_14-35-47.png
 

kaguravitro

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Ah, gotcha. That makes sense.
in a comment he said that reich commisariat and colaborationist states will be different things and you could get both and aparentrly jump to integration or freedom in both cases, no much details yet.
 

cnwi

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Since TfV there has been this tooltip error for puppets, could you finally correct it? It only requires to remove a word.

It says "X Can not declare wars", but it should say "X Can declare wars". This applies to democratic, ger and jap special puppets too.

Currently you're saying that this type of puppet CAN declare wars, as the 'not' is negated by the 'X'.
 

LorenzoP

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I have a question/suggestion.

For the coup system, would it be possible to implement partial border changes to your new puppets? Like, let's say I am playing the USSR and I wanna coup Finland, would it be possible for me to select what states I wish for the puppet to have and which I want for myself? Maybe at the cost of making the coup harder?
 

jckiller97

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Not really. The only Ukrainians that initially supported Germans were in the western territories, recently retaken from Poland. As Germany went further into Ukraine they encountered more and more resistance. Furthermore, even in the West, reactionary Ukrainians would rather join Ukrainian Insurgent Army than the Germans.


Ohh, I see, I thought the support had been bigger.
 

Revenant342

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I'm somewhat confused.

1. Will we still be able to directly puppet countries in a peace deal using existing mechanics, and if so will they now suffer resistance from their own population?

2. Will we be able to form collaborator governments from occupied territory while at war?

3. Do the occupation mechanics now apply to annexed territory in a peace deal? IE, provinces are no longer automatically loyal colonial states after a peace deal?

4. Regarding the "spymaster" tooltips, do our puppets give us their spies in addition to our own? If so, will this make countries with tons of tiny releasable tags into intelligence powerhouses because they're getting spies from Malta and the Leeward Isles?

5. Does the part about ships and planes changing hands only apply to civil wars, or will we finally be able to take ships and planes from the enemy when we take them over?
 
Last edited:

Explode

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Is anything planned for Denmark as they surrendered in a few hours in order to protect civilians? Starting them with high collaboration seems like it would simulate this fairly well, or maybe they could have a surrender decision similar to Japan?
 

Revenant342

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Regarding the equipment costs for subversive activities, will we be able to choose what equipment gets used?
Will any rebel divisions spawned by these actions actually use the equipment you sent?

It could be advantageous to send your best guns if it actually affects the combat power of the ensuing revolt, but using captured equipment could reduce detection chance, for example.
 

Carlyle1

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Why would you set up a different country. Giving up factories and it'll capitulate if it loses VPs. Making your troops get auto encircled as a result and making enemies capturing the entire territory easier ( taking less attrition )

Just form up the more factory one next manpower one is kind of reduntant given how much you already get from your manpower laws.
 

BeauNiddle

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I'm somewhat confused.

1. Will we still be able to directly puppet countries in a peace deal using existing mechanics, and if so will they now suffer resistance from their own population?

2. Will we be able to form collaborator governments from occupied territory while at war?

3. Do the occupation mechanics now apply to annexed territory in a peace deal? IE, provinces are no longer automatically loyal colonial states after a peace deal?

4. Regarding the "spymaster" tooltips, do our puppets give us their spies in addition to our own? If so, will this make countries with tons of tiny releasable tags into intelligence powerhouses because they're getting spies from Malta and the Leeward Isles?

5. Does the part about ships and planes changing hands only apply to civil wars, or will we finally be able to take ships and planes from the enemy when we take them over?

[From reading the DDs these are my guesses]

1) Yes & Yes (the early occupation DD mentioned even colonial areas would have resistance, just not much due to build up of control)

2) Yes (but not a very large one unless you spent some time building it up before / or possibly if you beat it quickly and the exiled government has a low rating)

3) Yes (but signing the peace deal might give you a bonus to local control, or at least growth of control)

4) Probably yes (it seems like every country in a faction will give 1 spy to the spymaster and keep 2 for themselves)

5) Probably only applies to initial equipment in civil wars. They might add more decisions like Case Anton (? - the one to get the French fleet as Germany)
 

Daelyn75

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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



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
podcat, you wrote this here: "This compliance unlock adds access to another 10% of factories and resources across the occupied nation." Has occupation laws changed? What does this 10% add on to or is this just 10% IC/resource add from 0%? As far as I see it, a nation should get much less IC/resources when occupying another, even if not at war - or take several years to ramp up to 100% when not at war - as in Germany taking Czechoslovakia. IMO, you definitely shouldn't get 100% IC resources when using occupation laws. I think at max with harshest it should be 60%. 100% is just way too high and leads to Germany having more IC than the US.

Will you be addressing this with this DLC?