HoI4 Dev Diary - Resistance and Compliance

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YaBoy_Bobby

Game Designer - HoI4
Paradox Staff
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Sep 10, 2018
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Hello HoI bois and ladies, welcome to the second dev diary on our upcoming unannounced expansion and 1.8 ‘Husky’ update. This update features some big changes to how occupied territory functions. The biggest part of this is an overhaul of the game’s current resistance system into what we are calling the “Resistance and Compliance” system. This should help curb a bit of power from snowballing (Hello, Germany), remove gamey early war sniping of provinces, and put a bit of a clock on world conquest runs.

The old resistance system is rather simple. Each occupied state has a suppression requirement. If you meet that requirement nothing happens. If the suppression requirement is not met then you suffer from increasingly common sabotage to factories or infrastructure as resistance strength grows. We decided we could make this more interesting and use it as a way to further control the power of snowballing.

The growth of resistance is no longer stopped by having an adequate garrison. Resistance now functions with a target system. The resistance level will grow or decay towards whatever the current target is. The target is impacted by the development of the state, the core owner still existing and other factors. Resistance activities will still scale with the level of resistance, but the garrison will now work as a shield that absorbs these sabotages. If the garrison is adequate, the garrison shield will absorb the vast majority of sabotage attempts and take losses to manpower and equipment. Not having an adequate garrison means a higher resistance target and more resistance activity making it past the garrison shield to the state.

DD_RESCOMP_COMP.png


Compliance is in some ways the opposite of resistance. It is a rating of how willing the local state is to work with their occupiers. Compliance will normally start at zero and increase slowly over time. Compliance growth will generally be slow and several factors can affect that speed of growth. As compliance increases in a state, it will decrease local resistance and give access to more resources, factories, and manpower.

DD_RESCOMP_COMP2.png


Resistance and compliance also will have various effects that are unlocked. Resistance will gain the ability to more frequently bypass the garrison shield after it reaches a strength of 25%. Reaching 25% compliance means reducing suppression requirements for the current level of resistance.

DD_RESCOMP_UNLOCKS.png


The highest level of resistance unlocks include two levels of uprising. The first is a passive malus that is applied to the state, adding attrition, decreasing move speed, and slowing org regain for occupying forces in the area. The 2nd level uprising is a full scale organized uprising that functions somewhat like a civil war. The states that rise up will gain low-quality divisions and either rejoin their former master or if that no longer exists, reestablish themselves on the map. Both of these should be somewhat rare and will require the local resistance being supported by an outside source.

DD_RESCOMP_UPRISING1.png



In conjunction with these new systems, we have reworked how occupied states are handled. Colony states will be removed as a concept and every state not controlled by a nation with a core on the state will be viewed as occupied. Occupied states will now be less rewarding for the occupier. Access to the factories and resources of the state will by default be much lower than before. However, the conqueror can get more out of the state by cultivating compliance or adjusting occupation laws. This gives a bit of granularity between what was previously colony states and cores.

Occupation laws will also be updated to work with the new resistance and compliance systems and give the player more choice. Previous occupation laws were mostly a linear system of paying PP and increasing suppression need for increasing rewards. If you could afford it, harsher occupation would almost always be more beneficial. This was also a system not a lot of people interacted with as it was hidden behind several layers of the menu.

New occupation laws are built around trying to give the player choice based on playstyle and short and longterm goals. The new laws tend towards one of three objectives: compliance growth, resistance suppression, factory/resource exploitation. Compliance growth is a longterm reward, while resistance suppression and resource gains are more short term. These laws will, in turn, be bad at what they are not concerned with. IE focusing on resistance suppression will generally not be very rewarding in terms of resources or long term compliance growth. Cultivating compliance will mean that the player will have to deal with a period of low yields and maybe a more active resistance movement. Each of the big three ideologies will also get their own special occupation laws. These laws fit the themes of the ideologies and give them some unique choices

DD_RESCOMP_OCULAW02.png


That's all we got for this week. Next week we will update the good people of these forums on what is going on with France. Secrets and things hidden will be revealed!
 
Looks very promising. Will this overhaul be part of the free update?

Yes this is all in the free update

If I understand this right, if we don't do something to either garrison or take care of our colonies, they will rebel?
Also,
Any portraits, if possible?

Nah, rebellions is something you will only really see with external powers involved (which we cant talk about yet) So it wont be naturally happen very much. High resistance is bad enough.

Will we have to spend monarch points to core new territories?
No ;D you kinda spend time and/or solders and equipment to make areas compliant, which is a lot like coring

and also collaborators, i.e. Quisling, Petain, and Wang.
We will be talking about some of this stuff later on.. but after other things are revealed ;)
 
Will this mean we are finally getting the polish tree rework? Can this possibly be true???
no poland this time. I expect it makes most sense to do together with soviet honestly
 
Can we support by arming rebels via lend lease method?
There are ways to support rebels. We will cover them in the future when more is revealed :)
 
How will manpower be handled? This is the number one concern for small nations, and it'd be nice to be able to tap into a greater portion of occupied manpower reserves even if it means a rather severe penalty to factories and resources.The current occupation system rather unrealistically lets you get 100% of the factories and 100% of the resources, but you could only ever get <1% of the population under the most generous occupation settings. I'm hoping this will be smoothed out.
New laws and compliance system should be a lot nicer for this kind of thing. Its one of the main goals of the system to get away from "non core is garbage"
 
Also, speaking of Denmark, you said compliance will start at zero, but there were countries, like Denmark, whose government willingly surrendered and complied with the Germans to avoid harsh treatment. Will some countries get surrender events that grant more compliance?
oh.. maybe *wink wink* future reveals
 
Exactly how will this work with the Governments in Exile? Will the full-scale division-level revolt give it's lands and divisions to the GiE? Will it be possible to have the GiE's and the rebellion's goals conflict and somehow have multiple governments emerge from one nation, one formed out of the GiE and one formed out of rebellion? I mean, we're probably going to need a way to divide a nation into seperate pieces at some point, just East and West Germany tags aren't going to work forever as alt-history begins to ramp up.

This can get a bit complicated and is something we discussed. What will likely happen, is that if there is an uprising and either a GiE or the a core controller still exists, the uprising will join with their countrymen. However, for this to happen the GiE or original owner will have to have an opposing ideology to the occupier.
 
Interesting concept, could you give examples how this works ingame right now.

So how does it work for example for Italy peacedealing Yugoslavia+Greece, or Japan agains China. How does these changes affect these nations. Can you raise cooperarion in 2 years high enough to make it beneficial for the coming world war?
How does it work for Germany and occupying Poland, Benelux and France. Do you still just press Force Labour/Harsh Quotas for maximum Industry?
And how does it work for UK/France in Africa/Asia. Do they need garrision divisions all over the world no, just to stop rebellions? Or does this only become a problem if for example Italy ignites rebellion in Egypt?

Edit: Ah just now I see that it seems that garrisions are now offmap and just consume Manpower and Equipment. Mega-nice.

Raising compliance to high levels will take years.

You can still choose harsh laws that revolve around generating resources, but those will be bad at controlling resistance and generating compliance. Longterm you will get more out of a state with high compliance than with harsh occupation. Its a choice between long and short term reward. Running harsh occupation laws will generate less resources and factories than in the current game.

The allies will not need to dedicate large numbers of resources to hold their colonies unless certain things happens.
 
Does resistance and compliance work at a state level or at a country level? If Germany occupies France, do all French states share the same level of compliance and resistance?

On an independent note, what are your thoughts about having ideologies for states and not just for countries? It would mix nicely with civil wars, resistance/compliance, democratic elections, etc.

Resistance and compliance exists on a state by state basis. However, we also look at the average of those values across all of a tag's cores for certain things IE: full scale revolts.

State by state ideology seems overly complicated to me without a lot of gain in game play. It could also make balancing historical game progression, which is already not trivial, even more bananas.
 
Excellent update! At least we got rid of thoses "colonial states" !!

A question about modding : is it possible to make states/countries modifiers affecting resistance/complience? For exemple the diverses minorities helping the occupier against the occupied country legitimate government (like in USSR for exemple) ?

Thanks

This should be possible
 
Warsaw Uprising here we come!

@YaBoy_Bobby can we get some more details about what the different occupation laws are for each ideology? What are the democratic ones vs communist ones vs fascist (which is what I am guessing you already have shown up above)?

For now we are doing one unique law per major ideology.
  • Democacies will get "Autonomous Occupation" which will focus on generating compliance at the cost of initially higher resistance
  • Fascists will get "Brutally Oppressive Occupation" which will focus on suppressing resistance at a high material cost
  • Communists will get "Liberate Workers" which will focus on getting more factories from the state at the cost of increased resistance
 
So before this conversation derails, you will have different options to deal with resistance and compliance, both with cons and pros.

This new system (we hope) is more interesting than a binary "ill just put horses here and be done with it".

I would like to remind everyone that we take different nations into account when doing balancing and introducing new systems, not just Germany.

This is a war game and you need at least two to tango
 
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