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DukofDeth

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I was wondering if coup cells in HoI4 will be treated similar to how they were in HoI3, where once placed they remained unnoticed until used. As there was - in HoI3 - a system for placing and activating resistance/partisan cells, why not do the same for coup cells. Then the opposite player or AI will have a better chance of coping with the cells even once they are created. While I accept that such cells would be hard to discover as long as they remained quiet and inactive, but there would be times when someone would have to check up on the cells to ensure they were ready to go if called upon. its control activity like that which can threaten a cell. Various techs could improve the training and trade-craft for cells, and all of that could carry over to more regulated intelligence activities performed by the various nations.

I also thought that instead of stealing techs to advance one's own research, stolen techs could give a bonus toward current or future research in a field, due to the insights attained as well as having a better understanding of what one may be up against. Nations that can't use certain techs could try selling them to other [more favored] nations to get some cash or aid. And that could give the offended nation a chance to trick the thieves into selling the tech back to them to keep it out of other hands. The main point for me here is that an advanced nation should not be left out of the tech intelligence game just because they are ahead - they could discover what they would be up against, and perhaps even steal some of the opposition's talent away. There they would have the advantage - who would really want to defect to some backward third-world nation when there's a richer, more advanced nation offering a more comprehensive signing bonus?

After all, the intelligence game - performed properly - can make a significant difference, and it certainly keeps a player engaged while waiting months [in-game] for other events to transpire.
 
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Rudolf Hessbart

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I am not really sure, but I think that they removen the group cells. At least they changed the rebellion system.
 

LordOfWar16

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No, they dont exist in the map. If you support an coup of an faction in another country you send them political power which increases their popularity and weapons, which they obviously need for an coup. Once the civil war starts, depending on each sides popularity, the states get split between both parties accordingly randomly. Only exception are historical civil wars (spanish one), where the state assignment stays the same.

The whole "whack-a-mole" system from HoI III was thrown out, because nobody was really happy with it. In HoI IV unrest is an value, which increases if not suppressed while occupied. It will lower the supply throughput and damage and destroy factories etc. It also gives strategic informations to the enemy depending on the unrest level, basicly the french resistance spying on you and reporting to the british for example. There wont suddenly rebells starting popping up randomly all over the map in HoI IV.

There wasnt an dev diary about unrest yet, but there was one about Civil Wars, i.e Coups. Click this link and it will automaticly take you to the dev diary.
 
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kviiri

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DukofDeth

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Thanks! I'll take another look at the Dev diaries! I spammed through them all but I'm not one for sitting through videos, so therein I may have missed some points. I did enjoy the one about the National Dog system! I can see the Swiss ND getting a lot of attention [St. Bernard - has to be] with it's handy little keg! {I realize it was all just a joke - but it would be a fun mod!}