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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!
 

Luckierexpert

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How does this system work in regards to resistance movements with several competing ideological groups? What happens if an owned non-core state has two cores on it (for example, taking Western Ukraine, which would have cores of both Poland and Ukraine)?

Yeah that's a good point. Would a nation that still exists as a participant in war take prescient over a releasable nation?, You mentioned Poland and Ukraine but this could also apply to somewhere like Belarus, would it rise up as a new country during Operation Barbarossa if occupied by Germany?
 

Gort11

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I'm hopeful that they've also decided to overhaul what the ideal resistance-suppressing division looks like. It's dumb that the most efficient unit for suppressing resistance is barely-trained, barely-equipped cavalry, organised in single battalions with no general in charge.
 

scotvince

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"Any portraits, if possible?"

I agree. more historical portraits would be greatly appreciatded. If every characters has his own, I would not be "obligated" to create Historical Portraits mod. Generics portraits for historical characters are unbearable.
 

Luckierexpert

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@YaBoy_Bobby - Excellent Diary, thank you. :)

With these changes, will there be different troops, or support companies available to handle the new resistance options?

MI-5, Gestapo, KGB?
Radio Detection Trucks, informants, the like?

We're likely to get espionage at some point, either in this update or in the future so I recon that this can tie into this mechanic. Also I'm wondering how does this new system affect Military Police, as its main attribute is resistance suppression?
 

Luckierexpert

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"Any portraits, if possible?"

I agree. more historical portraits would be greatly appreciatded. If every characters has his own, I would not be "obligated" to create Historical Portraits mod. Generics portraits for historical characters are unbearable.

Most nations have historical portraits for starting leaders, I think only Tanu - Tuva still has a generic portraits at game start. Generals are another story, especially with smaller nations like Iraq, where I swear I've seen 4 different generals with the same portrait.
 

Luckierexpert

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Will there be an event for Germans such as 'Holocaust': they'll have to choose between opressing occupied population, giving occupied states boost in resistance and reducing compliance and rejecting to opress civilians and get a big stability reduction?

I'm pretty sure Paradox have said they're not going to model these atrocities.
 
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galkowskit

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Will there be an event for German Reich such as 'Holocaust': they'll have to choose between opressing occupied population, giving occupied states boost in resistance and reducing compliance and rejecting to opress civilians and getting a big stability reduction?
No, Paradox policy is strictly against adding events and mechanics that directly target civilians.
 
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Jamryl

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@podcat

Is this revolt/compliance system will work as well with colonies?
Would be nice to mix the two systems to be more accurate with the post WW2 era.
Colonies occupied by enemies during ww2 become more and more independant toward their masters over time triggering a independance event/war when the colony goes back to It's prewar overlord.
You could then choose, for exemple to support rebels in Indochina to fight the Japanese at the risk of accelerating the independance.

If you redo the french tree are we gonna see a revamp of french colonies as well? aka Afrique Equatoriale Francaise, Afrique Orientale Francaise, Indochine.
 

Xerberous

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What I actually dislike is the fact that it is still basically core vs. non-core. It would have been better if historical and cultural connections between the occupier and the occupied were considered; if you compare the expierences of the U.S. army with the occupation of Germany on the one hand, and with the occupation of the Iraq on the other Hand you'll get an idea what I mean.
 

Emren

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What I actually dislike is the fact that it is still basically core vs. non-core. It would have been better if historical and cultural connections between the occupier and the occupied were considered; if you compare the expierences of the U.S. army with the occupation of Germany on the one hand, and with the occupation of the Iraq on the other Hand you'll get an idea what I mean.

What? This makes no sense. You use two anachronistic examples to — what, exactly?
 

redcoat22

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Please tell me we no longer need actual divisions on the map to suppress resistance.

I'm not saying there shouldn't be IC and other costs using game mechanics, but having so many anti-partisan divisions is so spammy. I honestly don't think it adds any value to gameplay.

I think if they made the Garrison regions larger it would fix some of that. I still like have a "reserve" army doing its job but it is still clunky.
 

P.G.T Beauregard

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Will there be a mechanic to make occupied state a core one, or will be 100% compliance equivalent to that?
It does not. Reaching 100% compliance will make a state far more useful, but it will still not give as much as a core would.
I've read that even 100% compliance willl give a way less than core state. So will there be a mechanic to create ones?
 

P.G.T Beauregard

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Hmmmmmmm i see " economy " tab . hope a rework of economy is happening in this dlc to really spice things up on road to war !
Yeah, that would be excellent! At least creating more variety of economic laws, economic decisions, probably consumer goods factories could give some bonuses, for example stability, because they produced things needed by populace but now they're rather a malus
 

grommile

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No, Paradox policy is strictly against adding events and mechanics that directly target civilians.
Which results in a rather... whitewashed picture of the consequences of the game's "Strategic Bombing" action.
 
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