I have been trying to verify the effects of and differences between annexing a conquered country and puppeting the country.
Annex:
Annexing (occupying) is fully controlling a state you do not own. Occupation policy effects per the \common\static_modifiers file (moddable).
occupation_policy_1 = { # Gentlest
resistance_tick = -0.6
local_resources = -0.3
local_manpower = -0.7
local_factories = -0.6
}
occupation_policy_2 = { # Gentle
resistance_tick = -0.4
local_resources = -0.2
local_manpower = -0.8
local_factories = -0.4
occupation_cost = 0.01
}
occupation_policy_3 = { # Harsh
resistance_tick = -0.2
local_resources = -0.1
local_manpower = -0.9
local_factories = -0.2
occupation_cost = 0.02
}
occupation_policy_4 = { # Harshest
#resistance_tick = 0.0
#local_resources = 0.0
local_manpower = -1.0
#local_factories = 0.0
occupation_cost = 0.04
}
# The following is multiplied by local resistance strength.
resistance_effect = {
local_supplies = -0.5
local_intel_to_enemies = 1
local_factory_sabotage = 0.75
attrition = 0.25
}
http://www.hoi4wiki.com/Occupation
This is a well developed page that explains Occupation, the effects, resistance, suppression and just about any other question you may have about occupation.
Edit - Manpower:
Recruitable Manpower is calculated based on the starting state manpower base number (increasing 0.12% per month per wiki) multiplied by 0.5 (base modifier - core) OR multiplied by 0.02 (base modifier - non-core). From the coding notes after the defines modifiers I am pretty sure it is an either/or multiplier, not a cumulative multiplier.
LOCAL_MANPOWER_ACCESSIBLE_FACTOR = 0.5, -- accessible recruitable factor base
LOCAL_MANPOWER_ACCESSIBLE_NON_CORE_FACTOR = 0.02, -- accessible recruitable factor base
That final number is then multiplied by the chosen occupation manpower penalty.
Basically the harsher the occupation is you get less manpower (especially for non-core provinces), but you get more resources and factories modified by resistance. Harsher occupation drives resistance up, increases sabotage, increases enemy intel, decreases local supply, increases attrition, and is more expensive in cost and manpower/production due to all of the suppression troops you need.
Puppet:
Per Wiki - "A puppet is a country whose politics are largely controlled by another country who has puppeted them. When a country is puppeted, their government is replaced by one installed by their overlord, matching the overlord's ideology. You can import goods from your puppet without needing to provide any civilian factories in return."
Umm, ok, obviously a little vague. I attempted to find a file in the HOI4 fodder that defined the effects of puppeting without success. And I can not find a post that defines the effects either. I did find a few lines of code that does modify a puppeted country.
So, here is my best guess of how "puppet" is supposed to work. It is by no means a complete list.
Who can puppet?
- Fascist and Communist countries can puppet, Democracies can not.
Defined in common\ideology file (democratic can_puppet = no, moddable)
Tension Effects?
Per the common\defines\lua file (moddable):
TENSION_ANNEX_NO_CLAIM = 3,
TENSION_ANNEX_CLAIM = 2,
TENSION_ANNEX_CORE = 1,
TENSION_PUPPET = 2,
There appears to be no difference in tension effects between annexing or puppeting a state.
NOTE: the tension modifier is per state annexed. This explains why Japan taking all Chinese states drives tension high.
What do you receive when you puppet a country?
- The puppet keeps it's remaining army (observed results);
- The puppet's ideology flips to yours (wiki - not always working);
- The puppet's politic's is controlled by you, it joins any wars you are in, can't participate in peace deals?, can't send volunteers to other factions, etc (wiki - poorly defined and probably not working);
- You have first call on the puppet's resources (common\defines\lua: Puppet_Master_Trade_ Factor = 400;
- You pay no civilian factories for a puppet's resources (wiki);
- No resistance issues or occupation cost (can save a lot of manpower/production for master);
EDIT - Expeditionary forces received on demand (see below and see ISSUES)
What do you lose when you puppet a country?
- You don't get to use any of their manpower or factories;
- You don't get automatic use of all resources (just first call);
- You don't get captured equipment.
- You don't control their armies, navies, or airforce (AI control)
EDIT - You can demand the puppet's land forces as an expeditionary force. Be advised, they are only as good as the puppet's tech base, template builds, and industry output allows them to be, and see Issues below;
Issues:
Annexing seems to be working fine as designed.
Here are the observed and reported issues with the puppet wargoal:
- Ideology is not changing to puppet master's ideology;
- Puppets are grabbing territory at peace conferences (patch 1.1 might fix this);
- Puppets are sending volunteers all over the place;
- Resources are not being traded to puppet master. [This may occurring because the puppet master does not immediately demand all resources. The puppet sees no call from the master so trades resources elsewhere and the puppet master's later call for trade does not cancel existing trade deals.];
- Puppets are not building divisions after puppet war goal is implemented (reported). EDIT - This may be the template bug noted in Dev Diary 60. If correct then this would reduce the benefits of calling Expeditionary forces.
Conclusions:
EDIT - My two cents. If your conquest is a small country with little in the way of manpower or factories you may want to consider puppeting to avoid dealing with occupation issues. Also being able to Expeditionary call a large army from your puppet could be of great use.
Otherwise I would always annex, especially if the country is a mid to large country. The extra production and guaranteed resources you get by annexing can be of great benefit as YOU direct how the factories are used instead of the AI.
As working currently I would never puppet due to the peace conference issues. A puppet should never get a claim, it is going and doing what it is told for the benefit of it's master. The idea of puppet Slovakia telling Germany "the Ukraine is ours" is beyond ludicrous. After I see the effects of the Red Ball Express Patch (1.1) I may revise my opinion.
If anyone has additional info or wishes to correct the above info post away. I hope this helps people with questions about what happens when you annex or puppet.
Annex:
Annexing (occupying) is fully controlling a state you do not own. Occupation policy effects per the \common\static_modifiers file (moddable).
occupation_policy_1 = { # Gentlest
resistance_tick = -0.6
local_resources = -0.3
local_manpower = -0.7
local_factories = -0.6
}
occupation_policy_2 = { # Gentle
resistance_tick = -0.4
local_resources = -0.2
local_manpower = -0.8
local_factories = -0.4
occupation_cost = 0.01
}
occupation_policy_3 = { # Harsh
resistance_tick = -0.2
local_resources = -0.1
local_manpower = -0.9
local_factories = -0.2
occupation_cost = 0.02
}
occupation_policy_4 = { # Harshest
#resistance_tick = 0.0
#local_resources = 0.0
local_manpower = -1.0
#local_factories = 0.0
occupation_cost = 0.04
}
# The following is multiplied by local resistance strength.
resistance_effect = {
local_supplies = -0.5
local_intel_to_enemies = 1
local_factory_sabotage = 0.75
attrition = 0.25
}
http://www.hoi4wiki.com/Occupation
This is a well developed page that explains Occupation, the effects, resistance, suppression and just about any other question you may have about occupation.
Edit - Manpower:
Recruitable Manpower is calculated based on the starting state manpower base number (increasing 0.12% per month per wiki) multiplied by 0.5 (base modifier - core) OR multiplied by 0.02 (base modifier - non-core). From the coding notes after the defines modifiers I am pretty sure it is an either/or multiplier, not a cumulative multiplier.
LOCAL_MANPOWER_ACCESSIBLE_FACTOR = 0.5, -- accessible recruitable factor base
LOCAL_MANPOWER_ACCESSIBLE_NON_CORE_FACTOR = 0.02, -- accessible recruitable factor base
That final number is then multiplied by the chosen occupation manpower penalty.
Basically the harsher the occupation is you get less manpower (especially for non-core provinces), but you get more resources and factories modified by resistance. Harsher occupation drives resistance up, increases sabotage, increases enemy intel, decreases local supply, increases attrition, and is more expensive in cost and manpower/production due to all of the suppression troops you need.
Puppet:
Per Wiki - "A puppet is a country whose politics are largely controlled by another country who has puppeted them. When a country is puppeted, their government is replaced by one installed by their overlord, matching the overlord's ideology. You can import goods from your puppet without needing to provide any civilian factories in return."
Umm, ok, obviously a little vague. I attempted to find a file in the HOI4 fodder that defined the effects of puppeting without success. And I can not find a post that defines the effects either. I did find a few lines of code that does modify a puppeted country.
So, here is my best guess of how "puppet" is supposed to work. It is by no means a complete list.
Who can puppet?
- Fascist and Communist countries can puppet, Democracies can not.
Defined in common\ideology file (democratic can_puppet = no, moddable)
Tension Effects?
Per the common\defines\lua file (moddable):
TENSION_ANNEX_NO_CLAIM = 3,
TENSION_ANNEX_CLAIM = 2,
TENSION_ANNEX_CORE = 1,
TENSION_PUPPET = 2,
There appears to be no difference in tension effects between annexing or puppeting a state.
NOTE: the tension modifier is per state annexed. This explains why Japan taking all Chinese states drives tension high.
What do you receive when you puppet a country?
- The puppet keeps it's remaining army (observed results);
- The puppet's ideology flips to yours (wiki - not always working);
- The puppet's politic's is controlled by you, it joins any wars you are in, can't participate in peace deals?, can't send volunteers to other factions, etc (wiki - poorly defined and probably not working);
- You have first call on the puppet's resources (common\defines\lua: Puppet_Master_Trade_ Factor = 400;
- You pay no civilian factories for a puppet's resources (wiki);
- No resistance issues or occupation cost (can save a lot of manpower/production for master);
EDIT - Expeditionary forces received on demand (see below and see ISSUES)
What do you lose when you puppet a country?
- You don't get to use any of their manpower or factories;
- You don't get automatic use of all resources (just first call);
- You don't get captured equipment.
- You don't control their armies, navies, or airforce (AI control)
EDIT - You can demand the puppet's land forces as an expeditionary force. Be advised, they are only as good as the puppet's tech base, template builds, and industry output allows them to be, and see Issues below;
Issues:
Annexing seems to be working fine as designed.
Here are the observed and reported issues with the puppet wargoal:
- Ideology is not changing to puppet master's ideology;
- Puppets are grabbing territory at peace conferences (patch 1.1 might fix this);
- Puppets are sending volunteers all over the place;
- Resources are not being traded to puppet master. [This may occurring because the puppet master does not immediately demand all resources. The puppet sees no call from the master so trades resources elsewhere and the puppet master's later call for trade does not cancel existing trade deals.];
- Puppets are not building divisions after puppet war goal is implemented (reported). EDIT - This may be the template bug noted in Dev Diary 60. If correct then this would reduce the benefits of calling Expeditionary forces.
Conclusions:
EDIT - My two cents. If your conquest is a small country with little in the way of manpower or factories you may want to consider puppeting to avoid dealing with occupation issues. Also being able to Expeditionary call a large army from your puppet could be of great use.
Otherwise I would always annex, especially if the country is a mid to large country. The extra production and guaranteed resources you get by annexing can be of great benefit as YOU direct how the factories are used instead of the AI.
As working currently I would never puppet due to the peace conference issues. A puppet should never get a claim, it is going and doing what it is told for the benefit of it's master. The idea of puppet Slovakia telling Germany "the Ukraine is ours" is beyond ludicrous. After I see the effects of the Red Ball Express Patch (1.1) I may revise my opinion.
If anyone has additional info or wishes to correct the above info post away. I hope this helps people with questions about what happens when you annex or puppet.
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