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HoI4 Dev Diary - Resistance and Compliance

Hello HoI bois and ladies, welcome to the second dev diary on our upcoming unannounced expansion and 1.8 ‘Husky’ update. This update features some big changes to how occupied territory functions. The biggest part of this is an overhaul of the game’s current resistance system into what we are calling the “Resistance and Compliance” system. This should help curb a bit of power from snowballing (Hello, Germany), remove gamey early war sniping of provinces, and put a bit of a clock on world conquest runs.

The old resistance system is rather simple. Each occupied state has a suppression requirement. If you meet that requirement nothing happens. If the suppression requirement is not met then you suffer from increasingly common sabotage to factories or infrastructure as resistance strength grows. We decided we could make this more interesting and use it as a way to further control the power of snowballing.

The growth of resistance is no longer stopped by having an adequate garrison. Resistance now functions with a target system. The resistance level will grow or decay towards whatever the current target is. The target is impacted by the development of the state, the core owner still existing and other factors. Resistance activities will still scale with the level of resistance, but the garrison will now work as a shield that absorbs these sabotages. If the garrison is adequate, the garrison shield will absorb the vast majority of sabotage attempts and take losses to manpower and equipment. Not having an adequate garrison means a higher resistance target and more resistance activity making it past the garrison shield to the state.

DD_RESCOMP_COMP.png


Compliance is in some ways the opposite of resistance. It is a rating of how willing the local state is to work with their occupiers. Compliance will normally start at zero and increase slowly over time. Compliance growth will generally be slow and several factors can affect that speed of growth. As compliance increases in a state, it will decrease local resistance and give access to more resources, factories, and manpower.

DD_RESCOMP_COMP2.png


Resistance and compliance also will have various effects that are unlocked. Resistance will gain the ability to more frequently bypass the garrison shield after it reaches a strength of 25%. Reaching 25% compliance means reducing suppression requirements for the current level of resistance.

DD_RESCOMP_UNLOCKS.png


The highest level of resistance unlocks include two levels of uprising. The first is a passive malus that is applied to the state, adding attrition, decreasing move speed, and slowing org regain for occupying forces in the area. The 2nd level uprising is a full scale organized uprising that functions somewhat like a civil war. The states that rise up will gain low-quality divisions and either rejoin their former master or if that no longer exists, reestablish themselves on the map. Both of these should be somewhat rare and will require the local resistance being supported by an outside source.

DD_RESCOMP_UPRISING1.png



In conjunction with these new systems, we have reworked how occupied states are handled. Colony states will be removed as a concept and every state not controlled by a nation with a core on the state will be viewed as occupied. Occupied states will now be less rewarding for the occupier. Access to the factories and resources of the state will by default be much lower than before. However, the conqueror can get more out of the state by cultivating compliance or adjusting occupation laws. This gives a bit of granularity between what was previously colony states and cores.

Occupation laws will also be updated to work with the new resistance and compliance systems and give the player more choice. Previous occupation laws were mostly a linear system of paying PP and increasing suppression need for increasing rewards. If you could afford it, harsher occupation would almost always be more beneficial. This was also a system not a lot of people interacted with as it was hidden behind several layers of the menu.

New occupation laws are built around trying to give the player choice based on playstyle and short and longterm goals. The new laws tend towards one of three objectives: compliance growth, resistance suppression, factory/resource exploitation. Compliance growth is a longterm reward, while resistance suppression and resource gains are more short term. These laws will, in turn, be bad at what they are not concerned with. IE focusing on resistance suppression will generally not be very rewarding in terms of resources or long term compliance growth. Cultivating compliance will mean that the player will have to deal with a period of low yields and maybe a more active resistance movement. Each of the big three ideologies will also get their own special occupation laws. These laws fit the themes of the ideologies and give them some unique choices

DD_RESCOMP_OCULAW02.png


That's all we got for this week. Next week we will update the good people of these forums on what is going on with France. Secrets and things hidden will be revealed!
 
Interesting concept, could you give examples how this works ingame right now.

So how does it work for example for Italy peacedealing Yugoslavia+Greece, or Japan agains China. How does these changes affect these nations. Can you raise cooperarion in 2 years high enough to make it beneficial for the coming world war?
How does it work for Germany and occupying Poland, Benelux and France. Do you still just press Force Labour/Harsh Quotas for maximum Industry?
And how does it work for UK/France in Africa/Asia. Do they need garrision divisions all over the world no, just to stop rebellions? Or does this only become a problem if for example Italy ignites rebellion in Egypt?

Edit: Ah just now I see that it seems that garrisions are now offmap and just consume Manpower and Equipment. Mega-nice.
 
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Warsaw Uprising here we come!

@YaBoy_Bobby can we get some more details about what the different occupation laws are for each ideology? What are the democratic ones vs communist ones vs fascist (which is what I am guessing you already have shown up above)?
 
So, will there be some focuses/events related to the most famous resistance movements (Yugoslavia, France, Greece, maybe Denmark ?) ? Maybe an increase of the resistance growth ? Could there be an uprising if the resistance is high enough and friendly troops enter the state (To give the capitulated countries something to restart with) ?
 
The highest level of resistance unlocks include two levels of uprising. The first is a passive malus that is applied to the state, adding attrition, decreasing move speed, and slowing org regain for occupying forces in the area. The 2nd level uprising is a full scale organized uprising that functions somewhat like a civil war. The states that rise up will gain low-quality divisions and either rejoin their former master or if that no longer exists, reestablish themselves on the map. Both of these should be somewhat rare and will require the local resistance being supported by an outside source.

Outside sources huh? I hope this ties into an espionage system, and not just a button you press to support resistance growth.
 
Man looks like a substantial improvement over the current system. I am curious to see with the colonies of say the United Kingdom and France if it will be required to have garrisons all over their colonies, or if they merely need to have the right laws in place with only garrisons in the largest resistance target states.
 
Colony states will be removed as a concept and every state not controlled by a nation with a core on the state will be viewed as occupied.
What about "civil war" issues, like China? When you have multiple cores on the same province? It feels natural Nat. China should make Com. China territories compliant, for example.
Maybe add a modifier making such "core" states building resistance?

EDIT: Or, maybe, "uncore" non-Rep. China provinces, adding claims on all this territories, with events/decisions making territories core when some level of compliance is achieved?
 
In conjunction with these new systems, we have reworked how occupied states are handled. Colony states will be removed as a concept and every state not controlled by a nation with a core on the state will be viewed as occupied. Occupied states will now be less rewarding for the occupier. Access to the factories and resources of the state will by default be much lower than before. However, the conqueror can get more out of the state by cultivating compliance or adjusting occupation laws. This gives a bit of granularity between what was previously colony states and cores.
I had considered putting something like this into the suggestion forum, though my idea was a much simpler .2 resistance setting (half of Gentlest) for non-core owned states which could increase with trouble. This looks very nice.

I would think some of this (such as stirring up trouble in occupied/colony states) would be in an intel menu...
 
Will we have to spend monarch points to core new territories?

Each of the big three ideologies will also get their own special occupation laws. These laws fit the themes of the ideologies and give them some unique choices

Since the non-aligned monarchist ideology gets more popular with each DLC, I wonder where it will fall in terms of occupation laws as well.