Peace Conference: Puppet vs ??? Advice

  • 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.

MR2

Political Operative
22 Badges
Apr 21, 2004
747
654
  • Steel Division: Normandy 44
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: By Blood Alone
  • Battle for Bosporus
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Age of Wonders II
  • Age of Wonders III
  • Hearts of Iron IV: Death or Dishonor
  • Arsenal of Democracy
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Magicka 2
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Europa Universalis IV
  • Darkest Hour
  • Crusader Kings II: The Old Gods
  • Crusader Kings II
I'm often flummoxed with the peace conference and generally confused with choosing annexation, vs. puppeting, or reichswhatever, etc.

It's Sep. 4, 1940 and the Allies have capitulated (usual suspects except the US). I'm fascist Germany. Romania and Hungary are satellites, Netherlands and Poland have 30% collaboration, while Free France and Denmark have 9% collaboration, and Yugoslavia (98% compliant) has been annexed. The axis includes Republic of China and so we are at war with Communist China.

Plans include bringing Finland into the axis so I can invade USSR this winter... Go to war with Japan when they DoW one of my subjects in South East Asia; while building up infrastructure in South America and Canada for a DoW against the USA.

Out of the peace conference I know I need access to Western USSR, Indochina and/or the Malaya, East Indies, and a jumping off point in Northern South America. My Chinese allies will feed my garrisons well and I'd also like to retain as many Civ/Mil factory's and dockyards as possible to expand my military while laying the infrastructure needed to invade the USA.

The wiki describes advantages/disadvantages of annexation, vs. puppeting, or reichswhatever - but I'm confused as to what strategy I should be employing. So any advice on initial selection would be welcomed and strategy/timing for transitioning these puppets into actual German owned territory.

In the peace conference, if I puppet the UK or France there are a host of other countries that need liberating or satelliting, puppeting Australia results in only one province becoming a puppet. WTF? Every British Raj choice appears result in a random result. WTF?

Thanks for reading...
 

Sbrubbles

Colonel
17 Badges
Jan 6, 2014
1.040
2.384
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Stellaris
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: La Resistance
  • Age of Wonders: Planetfall
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV
  • Pillars of Eternity
  • Victoria 2
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
Huh. Even when I sealion effectively, I can never end the war against the allies before the US comes in. This probably has to do with whatever mod I'm currently using though.

Anyway, in your situation: if you're at the peace conference and the game isn't over, annex everything unless it's some place out of the way you don't want to deal with. Do this because the AI is bound to fuck things up, so it's better to have everything under your control.
 

Orbs

Second Lieutenant
11 Badges
Mar 15, 2019
114
251
  • Europa Universalis IV
  • Cities: Skylines
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines Industries
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron III
This is what I like to do, maybe it can help with your decision making.

First the advantages of puppets in my style of warmongering is 1) they give much more access to industry near-term if I don't have compliance already built up (50% or higher), 2) I can steal their navy if they have a decent navy, 3) If it's not a piece of land that I can easily defend or even care about I can just make them a puppet and never call them to war and lastly 4) if I want that piece of land later I'll just lower the autonomy of the puppet and annex it later (hence points #2 about stealing their navy).

The advantage of annexation is 1) great if you already have decent compliance, 2) great if you don't have compliance but can wait for compliance to slowly build-up along with repairing damage done to your stuff through resistance, 3) great for making the map look slick when you zoom out and your country that you run is dominating the globe and 4) great if it allows you expansion to reach key strategic areas that you want for additional warmongering or for support of the warmongering efforts (adjacencies for example). But with the new compliance system, annexation isn't as good as it used to be but sometimes we as egomaniac warmongers really love #3 :cool:

As far as peace conferences, whenever possible I don't allow my allies to fight with me, meaning I never call them to war. Thus no matter what I end up deciding, I don't have to worry about a critical country or piece of land getting sniped by some fool who most likely didn't actually help me at all in the war efforts.

However in some cases you just get sucked into a multi-faceted war and get stuck at the peace table with countries that don't share the same goal of your global domination (read: the USA). In these cases, read the room. Who has the most points? Who has second most? What territory is most important to you? Prioritize. Can you pass on a few of the starting rounds to build up a war chest of points? Who is 2nd in war score? Do they have enough points to grab things immediately or will they pass with you (allowing you to potentially get enough points to lock everyone else out)? What do you think their priority is? If their priority is your priority then you have to puppet because you won't have enough points to annex all those pieces before your points run out.

Bitmode actually wrote me a very nice explainer HEREEEE on how the AI "thinks" during a peace conference. I found this immensely helpful (thanks @bitmode ) for how to manipulate their goals vs. my own goals when trying to grab land.

And if all else fails, save the game right before capitulation and practice different techniques until you get the outcome you love. Good luck!
 
Last edited:
  • 2Like
  • 2
Reactions:

Áurum

Major
34 Badges
Dec 17, 2018
518
1.086
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: No Step Back
  • Victoria 3 Sign Up
  • Stellaris: Ancient Relics
  • Cities: Skylines - Campus
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Shadowrun Returns
  • Cities: Skylines - Parklife
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Green Cities
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • Surviving Mars
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Crusader Kings II: Horse Lords
  • Cities: Skylines
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sword of Islam
  • Hearts of Iron IV: La Resistance
  • Cities: Skylines Deluxe Edition
  • Crusader Kings II
I'm often flummoxed with the peace conference and generally confused with choosing annexation, vs. puppeting, or reichswhatever, etc.

It's Sep. 4, 1940 and the Allies have capitulated (usual suspects except the US). I'm fascist Germany. Romania and Hungary are satellites, Netherlands and Poland have 30% collaboration, while Free France and Denmark have 9% collaboration, and Yugoslavia (98% compliant) has been annexed. The axis includes Republic of China and so we are at war with Communist China.

Plans include bringing Finland into the axis so I can invade USSR this winter... Go to war with Japan when they DoW one of my subjects in South East Asia; while building up infrastructure in South America and Canada for a DoW against the USA.

Out of the peace conference I know I need access to Western USSR, Indochina and/or the Malaya, East Indies, and a jumping off point in Northern South America. My Chinese allies will feed my garrisons well and I'd also like to retain as many Civ/Mil factory's and dockyards as possible to expand my military while laying the infrastructure needed to invade the USA.

The wiki describes advantages/disadvantages of annexation, vs. puppeting, or reichswhatever - but I'm confused as to what strategy I should be employing. So any advice on initial selection would be welcomed and strategy/timing for transitioning these puppets into actual German owned territory.

In the peace conference, if I puppet the UK or France there are a host of other countries that need liberating or satelliting, puppeting Australia results in only one province becoming a puppet. WTF? Every British Raj choice appears result in a random result. WTF?

Thanks for reading...
I usually roleplay and only annex lands which the country would realistically claim. Everything else is a puppet.

If you don't puppet, it's better if you have high compliance. If you don't have any, maybe you should puppet. Puppets give most of their factories at zero cost for you. Having resistance will damage you long term even if you don't notice.
 
  • 1Like
Reactions:

brainiac1530

Captain
Dec 21, 2013
378
714
Puppets can provide a lot of manpower, via colonial division templates, or for garrisons. Good puppets are countries with lots of manpower who don't have bullshit national ideas and focuses, especially (but not necessarily) if they have relatively little industry. That's becoming a rare combination these days, unfortunately. (You can probably get more manpower by occupying the Raj rather than puppeting it thanks to its nerfs national ideas, for example.) That's where collaboration governments can come in handy. So, I think you should add "annex with the intent to release a collaboration government later," to the list of possibilities.

In very long wars, it may be possible to get collaboration governments while still at war, which bypasses the need to claim them during the peace conference. Preparing collaboration governments expedites this process considerably, though due to the way compliance builds up, probably not as much as you would think. (I did the math, and the formula for the time to reach a target compliance given an initial value is a logarithm of a ratio of differences ... dependent on a defines value not directly visible in the game anywhere.) If you're planning on releasing a collaboration government, the second preparation operation is more valuable than the first in terms of time. If you intend to maintain occupation indefinitely, the first is more valuable in terms of reduced resistance.

One-province puppets can be useful in peace conferences, if only to block others from getting that nation. You can also return their territory to them later in the peace deal, at a reduced cost relative to taking states for yourself.
 
  • 2Like
Reactions:

eastcoastceojam

Lt. General
45 Badges
Mar 21, 2018
1.692
1.773
  • Crusader Kings II
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: La Resistance
  • Crusader Kings III
  • Battle for Bosporus
  • Europa Universalis 4: Emperor
  • Victoria 3 Sign Up
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Legacy of Rome
  • Europa Universalis IV
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
I'm not all that skilled in peace conference mechanics, so forgive me if this is a dumb question.

When I puppet a nation, I can't seem to use my remaining war score to feed land to that puppet without ending my turn. This is the case even if I have enough war score left over to annex more states. But I don't want to annex the states, I want to give them to my new puppet.

If you're the only nation with war score, this doesn't matter- you simply grab states for your puppet on the next turn. But if other nations have significant war score, you risk them grabbing states before your turn comes up again.

I am doing something wrong, or is just how it works when puppeting in a peace conference?
 
  • 1Like
Reactions:

GrandVezir

Skeptical Grumbler
84 Badges
Aug 9, 2011
1.406
3.147
  • Europa Universalis III: Chronicles
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Heir to the Throne
  • Semper Fi
  • Divine Wind
  • Europa Universalis III
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Stellaris
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Magicka 2
  • Hearts of Iron IV: Expansion Pass
  • 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
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Rule Britannia
  • Crusader Kings II: Jade Dragon
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: No Step Back
  • Stellaris: Apocalypse
  • BATTLETECH
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Stellaris: Humanoids Species Pack
  • Victoria 2
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Mandate of Heaven
  • 500k Club
  • Cities: Skylines
When I puppet a nation, I can't seem to use my remaining war score to feed land to that puppet without ending my turn
That is correct: you cannot transfer war score to your new puppet during the same turn you puppet them.
 
  • 1
Reactions: