Players generally don't care for infamy when puppeting countries, resulting in a mass use of Make Puppet war goals. It doesn't matter if infamy is reputable or pariah. It doesn't matter whether country is stratocratic or full fledging democracy. Funnily, it matters when a region is conquered then released as a puppet.
To model peripheries (https://en.wikipedia.org/wiki/Periphery_countries) much better, stratocracy vs nationalism should be modelled in subject countries. Petite bourgeouise, rural folk, trade unions (if the overlord is not communist) and also arguably intellectuals, armed forces and devouts should support while landowners and industrialists oppose it. Radicalism from SoL should fuel nationalism while nationalism should also give radicalism. Literacy can also increase nationalism.
I think the easiest way to implement this is having 2 laws for puppeted countries: "Dependent / In Secession". Dependent is the default and possibly gives negative army modifiers (maybe also other ones), while In Secession gives high home offense and defense. This will allow for political movement mechanic to increase radicalism / pass law when needed.
Secessionist country may have a determined Army Model depending on clout (national militia if rural based, professional army if army based etc.), and receive a huge boost to conscription. It will likely import military goods from other countries, which can also be modelled via events.
To model peripheries (https://en.wikipedia.org/wiki/Periphery_countries) much better, stratocracy vs nationalism should be modelled in subject countries. Petite bourgeouise, rural folk, trade unions (if the overlord is not communist) and also arguably intellectuals, armed forces and devouts should support while landowners and industrialists oppose it. Radicalism from SoL should fuel nationalism while nationalism should also give radicalism. Literacy can also increase nationalism.
I think the easiest way to implement this is having 2 laws for puppeted countries: "Dependent / In Secession". Dependent is the default and possibly gives negative army modifiers (maybe also other ones), while In Secession gives high home offense and defense. This will allow for political movement mechanic to increase radicalism / pass law when needed.
Secessionist country may have a determined Army Model depending on clout (national militia if rural based, professional army if army based etc.), and receive a huge boost to conscription. It will likely import military goods from other countries, which can also be modelled via events.