I recently did a deep dive into HoI4's resistance and compliance system. My main results are presented on YT here, but I thought sharing some of my findings on the forum would be appreciated for those who prefer text-based content.
First off, this analysis only covers 6 of the occupation laws (Civilian Oversight, Local Police, Forced Labor, Harsh Quotas, Liberated Workers, and Local Autonomy), because the other 5 are inferior in practically every scenario (the video goes into why they're bad, but for most it's pretty obvious).
Here's how compliance grows over time. Not shown here are Forced Labor and Harsh Quotas, which will typically remain at 0 compliance indefinitely.
The assumptions for most of these charts are as follows:
Next, here's how the amount of resources you gain from occupied areas changes over time. There are a few things to note:
Next, here's how factories change over time:
But this chart for factories doesn't paint the whole picture, because what we're actually concerned with is the total amount of equipment produced. So here's a chart that gives a proxy for that. The Y axis is a cumulative sum of the percent of factories available each day, which I use to dodge around issues of things like production modifiers, conscription laws, etc. The result is that Civilian Oversight only produces more equipment than Harsh Quotas after 3 years:
Next, here's how things look when Government in Exile is factored in, which dampens compliance growth. Now, Civilian Oversight takes over 4 years to produce more equipment than Harsh Quotas:
Finally, here are some charts that show the relative amount of casualties taken from different occupation laws. The constraints for the experiment are:
The results for manpower are shown here. These mostly follow the theoretical equations pretty closely:
The results for equipment are shown here. These results do NOT follow the theoretical equations at all, so it might be helpful for further investigations to figure out what's going on (my guess is something finnicky is happening with rounding):
If you want to take a look at specific numbers, I've attached the excel sheet where I made these charts. While the charts were made in Excel, I verified that the results were accurate 2-3 times, so if you find a discrepancy, make sure you're following the same constraints that I've laid out here. If some of the numbers still look wrong, let me know and I'll make adjustments as necessary.
If you have any questions, feel free to ask.
First off, this analysis only covers 6 of the occupation laws (Civilian Oversight, Local Police, Forced Labor, Harsh Quotas, Liberated Workers, and Local Autonomy), because the other 5 are inferior in practically every scenario (the video goes into why they're bad, but for most it's pretty obvious).
Here's how compliance grows over time. Not shown here are Forced Labor and Harsh Quotas, which will typically remain at 0 compliance indefinitely.
The assumptions for most of these charts are as follows:
- The occupier starts with no compliance in the state, so they didn't run a collaboration mission, nor are they occupying areas where compliance had already ticked up (e.g. Africa)
- The occupier is at war, so there's no +10% bonus to compliance gain from being at peace
- The nation being occupied is annexed, so Government In Exile doesn't affect things
- No other modifiers to compliance gain other than for the occupation law being tested
Next, here's how the amount of resources you gain from occupied areas changes over time. There are a few things to note:
- The special laws for Communists and Democracies are much better than Civilian Oversight
- The typical breakeven point between Civilian Oversight and Forced Labor is around 2.5 years
- The jumps you see represent the bonuses from Reorganized Workforce coming online at 40% compliance
Next, here's how factories change over time:
But this chart for factories doesn't paint the whole picture, because what we're actually concerned with is the total amount of equipment produced. So here's a chart that gives a proxy for that. The Y axis is a cumulative sum of the percent of factories available each day, which I use to dodge around issues of things like production modifiers, conscription laws, etc. The result is that Civilian Oversight only produces more equipment than Harsh Quotas after 3 years:
Next, here's how things look when Government in Exile is factored in, which dampens compliance growth. Now, Civilian Oversight takes over 4 years to produce more equipment than Harsh Quotas:
Finally, here are some charts that show the relative amount of casualties taken from different occupation laws. The constraints for the experiment are:
The results for manpower are shown here. These mostly follow the theoretical equations pretty closely:
The results for equipment are shown here. These results do NOT follow the theoretical equations at all, so it might be helpful for further investigations to figure out what's going on (my guess is something finnicky is happening with rounding):
If you want to take a look at specific numbers, I've attached the excel sheet where I made these charts. While the charts were made in Excel, I verified that the results were accurate 2-3 times, so if you find a discrepancy, make sure you're following the same constraints that I've laid out here. If some of the numbers still look wrong, let me know and I'll make adjustments as necessary.
If you have any questions, feel free to ask.
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