Its Wednesday, so you know what that means. Today we will discuss a feature previously alluded to, the Policing Garrison rework.
The main thrust of this rework is the removal of the resistance suppression garrison mission from the map, and the addition of off-map suppression garrisons. This change is being made to increase performance, as well as remove what we feel is a tedious part of the game. Suppression garrison forces will now be managed through occupation laws and a choice in what division template will be used to provide suppression. The system will then distribute manpower and equipment to states with resistance. The old, defense-related, garrison missions will persist and will be named to “Area Defense.” This should result in a much cleaner map endgame. No more prebuilding and shuffling around horseybois.
This feature is tied heavily to the rework of resistance. As we mentioned previously, resistance will no longer be so easily controlled. Active resistance will regularly attack defense forces and disrupt their local state. These attacks will result in a small but continuous loss in manpower and equipment. This should help to curb the power of a world conquest run (IE historical Germany).
The higher the resistance level, the higher the suppression requirement. Suppression requirement is the main factor that controls how much garrison is needed. A secondary factor that controls how much garrison is needed is the occupation law. Different occupation laws will have modifications to suppression needs per for each percent of resistance. And finally, the player will be able to choose what type of garrison template they are using.
The player will be able to design garrison forces as they always have, using the division designer. All existing templates available for recruitment will also be available to assign as a division template. The template being used will be able to be controlled at the national level, occupied nation level, and state level. A state may in turn use fractions of a division to meet suppression requirements.
To manage these interactions, we have expanded the occupied territories menu to give a breakdown on resistance, compliance, and what forces the player has stationed in occupied territory they control. In the same menu the player can choose occupation law, and what division template is being used for policing garrison work. Different requirements in manpower and equipment will be shown when choosing which template to use. The player may choose to have no garrison present as well, but this will result in a huge boost to local resistance.
When designing garrison templates, there will be a couple of factors to consider. Some existing battalions will have their suppression values reworked and battalions with hardness will have bonus to resisting damage taken from resistance activity. The result of this is that battalions with hardness will be more expensive materially, but provide protection for your manpower. If manpower is more of a long-term concern than production, there is a benefit to using battalions with hardness. If manpower is not a concern, using low hardness battalions in your division template is probably a good idea. This will also give some new life to light tanks that have found themselves collecting dust in your stockpile
That's all for this week. See youse guys next week.
The main thrust of this rework is the removal of the resistance suppression garrison mission from the map, and the addition of off-map suppression garrisons. This change is being made to increase performance, as well as remove what we feel is a tedious part of the game. Suppression garrison forces will now be managed through occupation laws and a choice in what division template will be used to provide suppression. The system will then distribute manpower and equipment to states with resistance. The old, defense-related, garrison missions will persist and will be named to “Area Defense.” This should result in a much cleaner map endgame. No more prebuilding and shuffling around horseybois.
This feature is tied heavily to the rework of resistance. As we mentioned previously, resistance will no longer be so easily controlled. Active resistance will regularly attack defense forces and disrupt their local state. These attacks will result in a small but continuous loss in manpower and equipment. This should help to curb the power of a world conquest run (IE historical Germany).
The higher the resistance level, the higher the suppression requirement. Suppression requirement is the main factor that controls how much garrison is needed. A secondary factor that controls how much garrison is needed is the occupation law. Different occupation laws will have modifications to suppression needs per for each percent of resistance. And finally, the player will be able to choose what type of garrison template they are using.
The player will be able to design garrison forces as they always have, using the division designer. All existing templates available for recruitment will also be available to assign as a division template. The template being used will be able to be controlled at the national level, occupied nation level, and state level. A state may in turn use fractions of a division to meet suppression requirements.
To manage these interactions, we have expanded the occupied territories menu to give a breakdown on resistance, compliance, and what forces the player has stationed in occupied territory they control. In the same menu the player can choose occupation law, and what division template is being used for policing garrison work. Different requirements in manpower and equipment will be shown when choosing which template to use. The player may choose to have no garrison present as well, but this will result in a huge boost to local resistance.
When designing garrison templates, there will be a couple of factors to consider. Some existing battalions will have their suppression values reworked and battalions with hardness will have bonus to resisting damage taken from resistance activity. The result of this is that battalions with hardness will be more expensive materially, but provide protection for your manpower. If manpower is more of a long-term concern than production, there is a benefit to using battalions with hardness. If manpower is not a concern, using low hardness battalions in your division template is probably a good idea. This will also give some new life to light tanks that have found themselves collecting dust in your stockpile
That's all for this week. See youse guys next week.