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HoI 4 Dev Diary - Policing Garrison Rework

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.

DD_GARRISON_06.png


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).

DD_GARRISON_01.png


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.

DD_GARRISON_03.png


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.

DD_GARRISON_02.png


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.

DD_GARRISON_04.png


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.
 
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If I puppet Romania as Germany and demote them down to a Reichskommissariat can I use their division templates to garrison land occupied by Germany and thereby deflect most manpower losses off Germany?

I play in a competitive multiplayer discord and we were wondering about this.

Thanks.
 
Now can we get rid of the horses please? When did Gestapo and SS use horsies to hunt down resistance?
The SS had several cavalry divisions, in fact:
0cf7d4dc59c38ab4c267ca4776826245.jpg

These were quite useful in policing larger areas where motorized troops could not easily go (like forests and swamps), and where Partisans found it easier to operate.

Also, in Yugoslavia, the Russian Protective Corps (former White Russian exiles and their descendants in Axis service) had a cavalry regiment too that was used to fight the Partisans.
 
When did Gestapo and SS use horsies to hunt down resistance?
From the very beginning of occupation. Polizei-Reiterstaffeln were a part of Schutzpolizei, and indeed were used in occupation duties.
 
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.

Enter armored cars and their main purpose in the game: cheap hardness for garrisons.
 
Changing resistance to an offmap phenomenon is A+ game design. You get the same strategic depth with less micromanagement, less of a performance hit, and less clutter. I wish all games, especially EU4, would switch to this model for their rebels.

I hope the manpower/industry requirements for occupations aren't so severe that they gravely hinder smaller nations. A benevolent decolonizing Nigeria should face much less resistance than Nazi maniacs going for a world conquest. The dev diary focused a bit on slowing down Germany, but don't forget about smaller nations too.
 
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.

View attachment 513254

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).

View attachment 513259

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.

View attachment 513266

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.

View attachment 513267

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.

View attachment 513268

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.
Very nice, great work on these new systems overall.

Just a question, will you be able to set priorities or will the garrison always take what it needs from your stockpile/manpower to be at full strength?
For example, if my manpower is running low or I'm in severe need for equipment, can I tell my garrison to fill only up to half strength (or a quarter, or not at all)?
And even on a lower level, if I'm pulling back from a state (say, to set up defenses behind a river), can I tell my garrisons to not fill the requirements of specific states?
 
By the way, will terrain affect resistance progress? It was far more easier to resist in the swamps of Belarus or mounains of Yugoslavia than in steppes of Southern Russia.
 
Outdated tanks like FT17 were extensively used for anti-partisan duties. Their thin armor wasn't much a problem against resistance fighters who barely had any AT weapons.

So maybe you could give tanks batalions an high suppression value, with little difference between old and modern tanks. That would be a nice and realistic way to recycle old tanks
 
Imo cheap inf brigades with a bit of cavalry on the side should be the go to occupation force, it seems silly that Germany will be fielding cav only as its occupation force
 
The Occupation meny looks very cluttered. And thats only for 1 small country. Imagine this meny in 1941.

I'm certain it's still being worked on. It's almost assuredly not the final version.