• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Slan

Mr. Fixit
28 Badges
Oct 30, 2009
14.303
54
  • Hearts of Iron II: Armageddon
  • Sword of the Stars
  • Sengoku
  • Semper Fi
  • Rome Gold
  • Victoria: Revolutions
  • Penumbra - Black Plague
  • Majesty 2 Collection
  • Majesty 2
  • Magicka
  • King Arthur II
  • Iron Cross
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Divine Wind
  • Europa Universalis III Complete
  • Deus Vult
  • Darkest Hour
  • Crusader Kings II
  • Arsenal of Democracy
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria 2
  • 500k Club
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
Question:

Garrison units in a port that has a coastal fort built there too is safe from ground attack?

What's the value of stacking both a coastal fort and a land fort in a port province? Does one do something the other does not?

Coastal forts defend only against amphibious invasions, land forts only against normal combat.
 

Jorgen_CAB

Field Marshal
57 Badges
May 2, 2002
5.142
2.995
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Campus
  • Hearts of Iron IV: No Step Back
  • Cities: Skylines
  • Europa Universalis III
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Sword of the Stars II
  • 500k Club
  • Crusader Kings II
  • Cities: Skylines Deluxe Edition
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
Question:

Garrison units in a port that has a coastal fort built there too is safe from ground attack?

What's the value of stacking both a coastal fort and a land fort in a port province? Does one do something the other does not?

A coastal fort will only defend the province from attacks across straights and beaches while land forts only protects from land connected attacks. So if you want to protect an important province with a port from enemy troops landing beside them you also need land forts. Islands can safely build only coastal fort installations.
 

Pugmak

Field Marshal
91 Badges
May 13, 2007
3.369
508
  • Europa Universalis IV: Res Publica
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • Lead and Gold
  • The Kings Crusade
  • Magicka
  • Majesty 2
  • Europa Universalis III Complete
  • Penumbra - Black Plague
  • Pirates of Black Cove
  • For The Glory
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Sengoku
  • Ship Simulator Extremes
  • Sword of the Stars
  • Sword of the Stars II
  • Supreme Ruler: Cold War
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Victoria 3 Sign Up
  • Commander: Conquest of the Americas
  • Hearts of Iron Anthology
  • Arsenal of Democracy
  • Cities in Motion
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Ancient Space
  • Darkest Hour
  • Deus Vult
  • East India Company Collection
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
A coastal fort will only defend the province from attacks across straights and beaches while land forts only protects from land connected attacks. So if you want to protect an important province with a port from enemy troops landing beside them you also need land forts. Islands can safely build only coastal fort installations.

Thanks both you and Slan.

I had assumed it was as you state but never really looked into it.
 

Pugmak

Field Marshal
91 Badges
May 13, 2007
3.369
508
  • Europa Universalis IV: Res Publica
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • Lead and Gold
  • The Kings Crusade
  • Magicka
  • Majesty 2
  • Europa Universalis III Complete
  • Penumbra - Black Plague
  • Pirates of Black Cove
  • For The Glory
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Sengoku
  • Ship Simulator Extremes
  • Sword of the Stars
  • Sword of the Stars II
  • Supreme Ruler: Cold War
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Victoria 3 Sign Up
  • Commander: Conquest of the Americas
  • Hearts of Iron Anthology
  • Arsenal of Democracy
  • Cities in Motion
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Ancient Space
  • Darkest Hour
  • Deus Vult
  • East India Company Collection
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
I always use x3 Gar to defend ports and important provs. I'll try adding a ART brig to each one in my new game though. I didn't even know you could move gar! I guess I'm still stuck in HoI II lol

Yeah. Gar have a move rate of 1 kmph lol. They don't march, they Mosey.

Btw, careful putting support units in divisions that are liable to draw attack from enemy air. That hammers the crap out of support units double quick and can cause a div to retreat while the actual units with frontage still have a lot of juice left.
 

TZoli

Fleet Admiral Of Never Weres
3 Badges
Mar 31, 2007
5.255
8
  • Hearts of Iron III
  • Victoria 2: Heart of Darkness
  • 500k Club
What if we take ideas from Canada: Police Horseman?
Cavalry with one or two MP brigade or CAV-AC-MP?
By the way does it count in reducing partisans if I put more MP in a division or just stuck with one per div?
 

Pugmak

Field Marshal
91 Badges
May 13, 2007
3.369
508
  • Europa Universalis IV: Res Publica
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • Lead and Gold
  • The Kings Crusade
  • Magicka
  • Majesty 2
  • Europa Universalis III Complete
  • Penumbra - Black Plague
  • Pirates of Black Cove
  • For The Glory
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Sengoku
  • Ship Simulator Extremes
  • Sword of the Stars
  • Sword of the Stars II
  • Supreme Ruler: Cold War
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Victoria 3 Sign Up
  • Commander: Conquest of the Americas
  • Hearts of Iron Anthology
  • Arsenal of Democracy
  • Cities in Motion
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Ancient Space
  • Darkest Hour
  • Deus Vult
  • East India Company Collection
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
What if we take ideas from Canada: Police Horseman?
Cavalry with one or two MP brigade or CAV-AC-MP?
By the way does it count in reducing partisans if I put more MP in a division or just stuck with one per div?

A div will only go as fast as the slowest unit in the div. Mixing an MP in with cav negates the cav's speed.
 

Depp

Bubba Ho-Tep
34 Badges
Apr 9, 2000
596
4
  • Crusader Kings II
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis III Complete
  • Hearts of Iron II: Armageddon
  • Europa Universalis III Complete
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV
  • Europa Universalis III
  • Deus Vult
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: By Blood Alone
  • Battle for Bosporus
  • Hearts of Iron IV: La Resistance
  • Age of Wonders: Planetfall - Revelations
  • Age of Wonders: Planetfall
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Age of Wonders II
  • Age of Wonders
  • Age of Wonders III
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Pillars of Eternity
  • Europa Universalis IV: Pre-order
  • Europa Universalis III: Collection
  • Crusader Kings II: Holy Knight (pre-order)
  • 500k Club
  • Magicka
Don't discard militia entirely. With the right Human Wave tech their combat width goes down so you can use more of them than infantery in combat, They need almost no officers and take a third of the time to build than inf.



By the way, does anyone other than me liked the tech layout of Hoi2 better where you could not have all doctrines on all units at the same time? Human wave should lower combat width by shitloads but increase casulties by shitload as well.

Spearhead should also make your units very prone to being out of supplies since their tacticts kinda depend on it.

Supperior firepower should be useless on well fortified enemy or in difficult terrain or people using elastic defence. etc etc
 

Filou

Sacré
16 Badges
Oct 1, 2002
5.695
85
  • Hearts of Iron II: Armageddon
  • Europa Universalis III Complete
  • Divine Wind
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria: Revolutions
  • Semper Fi
  • Victoria 2
  • 500k Club
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Hearts of Iron IV Sign-up
Preventing Rebels from appearing, and reducing your IC and Resource losses (and your Supply Throughput losses) from off-map Partisan activity.
Just to point out that according to the tooltip suppressing Partisan Activity has no effect on resource output.
The reduction in resource output is twice the base revolt risk, not the effective revolt risk.
see some examples here:


I'm now starting to wonder if MP help supply throughput, because it would be their only use left.
 

fabius

Field Marshal
65 Badges
Sep 22, 2004
3.222
2.478
  • Stellaris
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Pride of Nations
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Victoria 2: A House Divided
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Imperator: Rome - Magna Graecia
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • March of the Eagles
  • Europa Universalis IV: Res Publica
  • Europa Universalis: Rome
  • Rome Gold
  • Semper Fi
  • Sword of the Stars II
  • Supreme Ruler: Cold War
Just to point out that according to the tooltip suppressing Partisan Activity has no effect on resource output.
The reduction in resource output is twice the base revolt risk, not the effective revolt risk.
see some examples here:


I'm now starting to wonder if MP help supply throughput, because it would be their only use left.

That's very interesting. How many MP did you have in there?
 

Filou

Sacré
16 Badges
Oct 1, 2002
5.695
85
  • Hearts of Iron II: Armageddon
  • Europa Universalis III Complete
  • Divine Wind
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria: Revolutions
  • Semper Fi
  • Victoria 2
  • 500k Club
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Hearts of Iron IV Sign-up
That's very interesting. How many MP did you have in there?
Moscow: 2GAR, 2MP, 3 HQs
Kryvyy Rih: 1 GAR, 1 MP, 1HQ
Paris: 2 GAR, 2 MP, 2 HQ, 4 MECH, 3 INF. Plus there are other INF and MECH in neighboring provinces, don't know if their suppression extends outwards.

All my MP have suppression value of 5.

edit: and looking at those numbers something seems pretty wrong, I should have much less PA in these province if the suppression value had full effect in the province. :confused:

edit2: Corrected suppression value, I was looking at a wrong save. Also the numbers of troops in Paris are probably a bit off.
 
Last edited:

Filou

Sacré
16 Badges
Oct 1, 2002
5.695
85
  • Hearts of Iron II: Armageddon
  • Europa Universalis III Complete
  • Divine Wind
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria: Revolutions
  • Semper Fi
  • Victoria 2
  • 500k Club
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Hearts of Iron IV Sign-up
After further investigation, it seems the effects of supressions are recalculated at the start of the month.
I rechecked the numbers a few months later and the ressource production is more consistent with the actual revol risk, and not the base one.

I tested to see if it had an impact on IC, manpower and leadership by boosting the base supression value of GAR and MP tenfold. IC and manpower were improved, but not leadership. Again, I had to wait until the next month to see the effect of the improved supression values.


The one thing that remains strange is how I can have 18 worth of suppression in Moscow but only see a reduction of barely 3% in the RR.
 
Last edited:

Kovax

Field Marshal
10 Badges
May 13, 2003
9.160
7.205
  • Europa Universalis III Complete
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Semper Fi
  • Victoria 2
  • 500k Club
I'm only seeing around 1/10th the expected amount of RR suppression from the "listed" values for the units. A 3XGAR unit should reduce RR by 6 (3 units X 2 reduction per unit), but I'm seeing more like 0.6 in the province display.

At this point, other than using GAR units as a cheap way to guard locations, even MPs don't seem to have enough effect on RR to make them worth building for suppression purposes.

Rather than the "fixed" 0.3 or so per year drop in Nationalism, it would be a really nice "feature" to have that and RR "absorbed" by suppression units, sort of like supplies in reverse. Over time, you could increase the drop rate in defended and surrounding provinces with heavier garrison and MP placement, causing a gradual decline in suppression of provinces still further away over even more time. After a few years, you'd have "safe" control of the cities and surrounding zones, with higher risk in the backwater areas. Leaving a wide area unsuppressed, or only marginally occupied, would mean an ongoing high risk in the entire region throughout the game.
 

fabius

Field Marshal
65 Badges
Sep 22, 2004
3.222
2.478
  • Stellaris
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Pride of Nations
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Victoria 2: A House Divided
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Imperator: Rome - Magna Graecia
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • March of the Eagles
  • Europa Universalis IV: Res Publica
  • Europa Universalis: Rome
  • Rome Gold
  • Semper Fi
  • Sword of the Stars II
  • Supreme Ruler: Cold War
This begs the question is the lack of supression a bug, oversight or WAD?
 

Jonas

Captain
57 Badges
Jun 11, 2001
429
161
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • 500k Club
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Battle for Bosporus
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III: Chronicles
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Victoria 2
  • Victoria 2: A House Divided
The suppression value cannot be directly translated into reduced revolt risk. It is a means to measure how good different regiments are at supressing compared to each other. MP regiments are much better at supressing than garrison regiments and the difference just increases over time.

Now that the monthly update is mentioned, I seem to remember hearing or reading somewhere that changes not only in occupation policy, but also supression will take a while to take effect. It makes sense too. It is nice that someone can confirm resources, industry and manpower are all affected by supression. I guess it can be argued leadership should not be affected.

Personally, I think the supression / revolt values are fairly well balanced. If you are not happy with the supression your garrisons give, then increase the proportion of MP regiments. Maybe you would prefer more garrison, artillery or AA regiments but you cannot eat your cake and have it too. Do you want to entirely pacify a rebellious nation? Expect to have to station a lot of troops there. To entirely pacify key regions does not require an excessive amount of manpower. I do it all the time.
 

fabius

Field Marshal
65 Badges
Sep 22, 2004
3.222
2.478
  • Stellaris
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Pride of Nations
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Victoria 2: A House Divided
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Imperator: Rome - Magna Graecia
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • March of the Eagles
  • Europa Universalis IV: Res Publica
  • Europa Universalis: Rome
  • Rome Gold
  • Semper Fi
  • Sword of the Stars II
  • Supreme Ruler: Cold War
The suppression value cannot be directly translated into reduced revolt risk. It is a means to measure how good different regiments are at supressing compared to each other. MP regiments are much better at supressing than garrison regiments and the difference just increases over time.

Now that the monthly update is mentioned, I seem to remember hearing or reading somewhere that changes not only in occupation policy, but also supression will take a while to take effect. It makes sense too. It is nice that someone can confirm resources, industry and manpower are all affected by supression. I guess it can be argued leadership should not be affected.

Personally, I think the supression / revolt values are fairly well balanced. If you are not happy with the supression your garrisons give, then increase the proportion of MP regiments. Maybe you would prefer more garrison, artillery or AA regiments but you cannot eat your cake and have it too. Do you want to entirely pacify a rebellious nation? Expect to have to station a lot of troops there. To entirely pacify key regions does not require an excessive amount of manpower. I do it all the time.

Cheers, very informative. So basically MP are still worth it.