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HOI4 Dev Diary - Collaboration, Compliance and Coups

Hi guys! Today we are going to be talking about collaboration, compliance and also coups as we missed covering them in last weeks dev diary about operations.


Coups

Lets start off with coups. These are now an operation and needs to be set up by your agents.

upload_2019-11-27_10-54-7.png

Its possible to say where you want the coup to originate, which adds some nice strategic power to it (such as targeting colonial areas that are harder to recover etc).

There are several ways to make a coup more successful, and in reverse protect yourself. A coup needs low stability, political support for the couping ideology and agents need to have prepared a network, infiltrated the government and built up the coup. So as an attacker you will want to mess with these things in advance (say by using spy missions and operations). And of course as the target, you want to keep these values up to stay safe, as well as making sure your nation counterespionage is up to the task.

We have also changed the behaviour of the resulting wars a bit so when a side wins against the other planes and ships will switch hands instead of being lost. This could often be a reason to launch small coups with no hope just to mess with the enemies navies.


Collaboration

Collaborators work similar, but opposite to Governments in Exile. They are created by an operation where agents are sent in to convert and/or support local collaborators.

upload_2019-11-27_10-11-17.png


This is an operation you can run more than once (although cost and time goes up every time), and for each one you will strengthen the collaborators. Foreign Collaboration governments are tracked (much like GiE) from your country screen.

upload_2019-11-27_10-41-25.png


The higher the value of collaborators present the easier it will be to make the nation capitulate which can be important in cases where you need to move in fast. You also unlocks levels of compliance in the new resistance and compliance system which will be transferred to regular compliance once the target nation is capitulated. This can be useful for giving you a head start on managing a lot of occupied areas by laying some groundwork before you even attack.

upload_2019-11-27_9-57-14.png


Speaking of compliance, we never really went into detail on how that worked before, so lets take a look now. If you need to read up on the changes coming to the resistance system as a whole though check out the dev diary here.

There are several levels of compliance "unlocks". These happen on a national level for the occupied nation.
upload_2019-11-27_10-57-28.png

The first unlock is “Informants.” Secret police working in the province have established a network of snitches and collaborators. This gives an increase to defense against enemy operatives in the occupied nation. The next unlock is “Local Police Force.” At this level, enough locals have been trained and are loyal enough to police their country for the occupiers. As a result, local garrison needs are now reduced. The third unlock is “Reorganized Workforce.” At this point, Life is returning to some level of normalcy and people are able to go about their daily lives and perform their normal jobs. This compliance unlock adds access to another 10% of factories and resources across the occupied nation. “Volunteer Program” is the fourth compliance unlock. This represents locals volunteering to serve in their occupier’s military and adds 10% of the population as fit for service.

The final unlock is “A New Regime”. At this highest level it is possible to create a new subject type “Collaboration Government” directly. This frees you up from policing it and ensures that it sticks to you in any peace deal you win. Getting high compliance can be a lot of effort in war time and it can be a very good idea to make sure you have collaborators in place before invasions.
upload_2019-11-27_11-2-4.png


Collaboration governments will mirror your map color as well to show how closely aligned they are.

upload_2019-11-27_11-4-1.png


See you all next week when we will look at some intel gathering tools…
 
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OK, I see. You read the previous DDs, but didn't understand or comprehend them. From the HoI4 Dev Diary - Resistance and Compliance we know that The way I read that is that it is a sliding scale based on compliance, so there is no set percentage (and more importantly this early in the development process all numbers are subject to change so they certainly aren't going to include them in a DD).

From what I read the occupation laws modify Resistance and Compliance (separately), and resistance and compliance modify what resources/manpower/industry/etc you get from a given state (again separately). So as Compliance grows (and Resistance is reduced) what resources/factories/manpower/etc you get also grows.

So yes, we don't know what the base values for resources/factories/manpower are but as I read it, it no longer is solely tied to occupation laws. Now occupation laws seem to affect mostly Resistance Target and Compliance Growth. But we did see from one of the screenshots in that DD (and this one) that there are spikes based on new levels of compliance. For example, 'Reorganized Workforce' (which seems to start when you hit 50%, but it doesn't go away until it falls below 38%) gives a +10% bonus to both Local Resources and Local Factories (and since these are are measured at the state level it will vary across your occupied territories.
Alright, you actually didn't need to even write this comment. I get all of that. The snarkiness isn't necessary either.

What you aren't comprehending about what I am saying is that regardless of a change in occupation mechanics and dealing with the new partisans, that in the end, there will be hard numbers around what each nation/government type can achieve when it comes to IC/resources. They've already shown a +10%, and all I was trying to say is that it would be nice to know the overall numbers so we can understand how that +10% figures into the whole thing.
 
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Hi guys! Today we are going to be talking about collaboration, compliance and also coups as we missed covering them in last weeks dev diary about operations.


Coups

Lets start off with coups. These are now an operation and needs to be set up by your agents.

View attachment 528571
Its possible to say where you want the coup to originate, which adds some nice strategic power to it (such as targeting colonial areas that are harder to recover etc).

There are several ways to make a coup more successful, and in reverse protect yourself. A coup needs low stability, political support for the couping ideology and agents need to have prepared a network, infiltrated the government and built up the coup. So as an attacker you will want to mess with these things in advance (say by using spy missions and operations). And of course as the target, you want to keep these values up to stay safe, as well as making sure your nation counterespionage is up to the task.

We have also changed the behaviour of the resulting wars a bit so when a side wins against the other planes and ships will switch hands instead of being lost. This could often be a reason to launch small coups with no hope just to mess with the enemies navies.


Collaboration

Collaborators work similar, but opposite to Governments in Exile. They are created by an operation where agents are sent in to convert and/or support local collaborators.

View attachment 528568

This is an operation you can run more than once (although cost and time goes up every time), and for each one you will strengthen the collaborators. Foreign Collaboration governments are tracked (much like GiE) from your country screen.

View attachment 528570

The higher the value of collaborators present the easier it will be to make the nation capitulate which can be important in cases where you need to move in fast. You also unlocks levels of compliance in the new resistance and compliance system which will be transferred to regular compliance once the target nation is capitulated. This can be useful for giving you a head start on managing a lot of occupied areas by laying some groundwork before you even attack.

View attachment 528564

Speaking of compliance, we never really went into detail on how that worked before, so lets take a look now. If you need to read up on the changes coming to the resistance system as a whole though check out the dev diary here.

There are several levels of compliance "unlocks". These happen on a national level for the occupied nation.
View attachment 528572
The first unlock is “Informants.” Secret police working in the province have established a network of snitches and collaborators. This gives an increase to defense against enemy operatives in the occupied nation. The next unlock is “Local Police Force.” At this level, enough locals have been trained and are loyal enough to police their country for the occupiers. As a result, local garrison needs are now reduced. The third unlock is “Reorganized Workforce.” At this point, Life is returning to some level of normalcy and people are able to go about their daily lives and perform their normal jobs. This compliance unlock adds access to another 10% of factories and resources across the occupied nation. “Volunteer Program” is the fourth compliance unlock. This represents locals volunteering to serve in their occupier’s military and adds 10% of the population as fit for service.

The final unlock is “A New Regime”. At this highest level it is possible to create a new subject type “Collaboration Government” directly. This frees you up from policing it and ensures that it sticks to you in any peace deal you win. Getting high compliance can be a lot of effort in war time and it can be a very good idea to make sure you have collaborators in place before invasions.
View attachment 528573

Collaboration governments will mirror your map color as well to show how closely aligned they are.

View attachment 528575

See you all next week when we will look at some intel gathering tools…
Intriguing, I am looking forward to this. Will a "Master Spy" type campaign be viable without fighting?
 
You're not paying attention. I'm talking about dealing with the operatives involved in the espionage and causing the problems. ... It's about REAL counter-intelligence. Actually doing something about the real problem.

Yes, and IN-game you get that by improving your intelligence agency to have better counter-intelligence AND assigning agents to run counter-intelligence operations.
If it makes you fell better, just assume that these agents are doing sting operations and surreptitiously leaking false reports to try and find moles.
 
Looks like Trump do with venezuela Pre position unit in colombia send "humanitarian aid+guns" collabo gov gaido is ready now just a little more and it's a win.
 
I'm guessing the Portuguese tree is going to revolve considerably around Intelligence/Espionage since they were neutral in the war itself and only contributed indirectly, so makes sense they would bew on the Intelligence mechanics before making a Portuguese tree.
Also, in the Agencies DD you can spot the Portuguese Secret Police, which further makes me believe they are going to be involved in the Intelligence game.

There were a lot of things happening in this period in Portugal to be honest, but since that would require a lot of reading and since the info can only be really obtained in Portuguese books, I doubt they will even include half of the things, thus why I am curious to see what will they do this time (in EU4's golden century DLC they pratically gave Portugal only 1 extra province, 1 naval doctrine and the ability to move capital to Brazil, plus a laughable mission tree - while everyone in Iberia could pratically force Portugal into a Personal Union right at the start of the game in 1444, lol).
 
There were a lot of things happening in this period in Portugal to be honest, but since that would require a lot of reading and since the info can only be really obtained in Portuguese books, I doubt they will even include half of the things, thus why I am curious to see what will they do this time (in EU4's golden century DLC they pratically gave Portugal only 1 extra province, 1 naval doctrine and the ability to move capital to Brazil, plus a laughable mission tree - while everyone in Iberia could pratically force Portugal into a Personal Union right at the start of the game in 1444, lol).
This isn't Eu4, Spain got a very interesting rework here, far more than in the joke that was Golden Century, not all dev teams are the same, you needn't be so pessimistic.
 
Collaboration governments will mirror your map color as well to show how closely aligned they are.

I'm beating a dead horse here but it should read "X Can declare wars" instead of "X Can not declare wars". This oversights is affecting every puppet (TfV, DoD, WtT) system so far.
Writing "X Can not declare wars" is a double negation that indicates they CAN declare wars, which is untrue.

inqp0QS.jpg
 
Will AI Japan use collaborators to create the Wang Jingwei regime during the Sino-Japanese war? Because that is a historical event that is very glaringly missing from the China theatre.
 
I think yes, the Devs announced that in the Agency we have such historical Missions / Events for the playable Countrys (Japan, Germany, UK, Commonwealth, China, etc.).
Great. This DLC is really shaping up to be something. Though, AI is still as stupid as always, and absolutely horrid at using new features. So the Japanese AI might forget to do this.
 
We will see, but the automatet Tests from the special Programm which the Modders with this Patch / DLC get too is showing opposite.
What we can tell is that the automated tests let Paradox improve the AI's land combat and naval invasion capability. The automated tests don't really tell much about air, naval or intelligence.
 
Then you haven´t looked correctly. They have shown the Operations automation from the Agency in the last DD in a Picture. :) And the AI is using it very very much. We have seen the UK only but the AI is using it.

Therfore the AI have get a very very very big Overwork for this. And tomorow we will know what has done to the UI, Gameplay, AI etc. much more with the full DD from the Patch and DLC-Substance. :D