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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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A few questions:
1, Can 2 countries both set up cooperate government in one target country (something like Both Japan and German set up cooperate government in USA...)
2, If they can, how will it look like in peace conference?
3, If they can't, how to decide who can?
 
A few questions:
1, Can 2 countries both set up cooperate government in one target country (something like Both Japan and German set up cooperate government in USA...)
2, If they can, how will it look like in peace conference?
3, If they can't, how to decide who can?
Uh, when the peace conference happens, the USA is split up.
 
Good good but can we take some provinces from our puppets?

I tried to say just like Generalgouverment Polen. It is not puppet but civilian adminastration. Can we do that?

And so many people want Reorgarnized National Goverment of China in East Asian War. Can we do it before Chinese surrender?
 
Ok so two questions:
1. Do collaboration governments have a core on their territory, or do they still need to police their population?
2. In the case of the Vichy government, since they will not technically be a collaboration government with Germany.. will it be possible for Germany to set up another french collaboration government in the part of France that they occupy?
 
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…
@podcat
Still no word yet on how players can actively defend against this, counter these operations, or guard their information. It's extremely one sided right now. There should be more discussion about player actions for defense and keeping things secret. Can we get an answer or a Dev diary about active defense soon?

How do we crack down and stop this deliberately and actively? We can't just sit there and let it happen.
 
Ok so two questions:
1. Do collaboration governments have a core on their territory, or do they still need to police their population?
2. In the case of the Vichy government, since they will not technically be a collaboration government with Germany.. will it be possible for Germany to set up another french collaboration government in the part of France that they occupy?
Vichy will neutral and independent state. So 3 France will possible.
 
Vichy will neutral and independent state. So 3 France will possible.
But quien a focos tree could join axis, and in the path colaborate with germany.
3 but a maximum of 2 at same time of don't bug. I'm concern about how will they with the cores with this.
 
This looks wonderful, exactly what I have been hoping would come to the game for a few years now.

I have one big concern about this. Are we limited to setting up collaborators to existing tags on the map? For an invasion of the Soviet Union from a more pragmatic, but also plausible and realistic standpoint, no fascist, reactionary, liberal, etc would simply want to recreate the Soviet empire but of a different ideology. They would want to break it up into its constituent nations which would mean you wouldn't actually want collaborators for the SOV tag, but for all the nations that make the Soviet Union up. I think we should have the ability to get specifically Russian collaborators, Ukrainian collaborators, and so on rather than being stuck with 'Soviet' collaborators whose provisional government would cover the entire Soviet Union.

Another concern is that creating a provisional government is whether it will give them all the territory they had when the war began. It doesn't really make sense, for example, that you'd let a collaborationist regime keep cores of yours. I am thinking of a scenario like Hungary occupying Romania. I am worried that creating a collaborationist regime under the existing rules would mean that 'Greater Romania' would remain in tact even though Hungary will likely have cores on Transylvania. Ideally I think we should have control over whether new collaborationist regimes get to keep territory that we or our allies have cores or claims on.
 
But quien a focos tree could join axis, and in the path colaborate with germany.
3 but a maximum of 2 at same time of don't bug. I'm concern about how will they with the cores with this.
Collabration sound to me like puppet. Vichy will not a puppet even they join Axis. Vichy will not have cores in paris in start. They will have some focuses to do that. So AI i think wont do that.

So technially 2 state ( free france- and your couped collabrationist puppet) can have cores in Northern France not Vichy.

---

But look for eastern giant. This will be best for Soviets.
 
Can we please get adequate peace deals for civil wars?
I mean when civil war ends, winning side will annex only cores instantly - while colonial states will be subjects of peace conference

So for example if USSR helps Japanese communists win civil war - then it can use earned warscore to get couple non-core islands in the pacific

Or if Axis wins WW2 - then Germany can take French colonial possessions through peace deal, while core continental France will be annexed by Vishi instantly
 
If we don't take Vichy France,,but instead occupy all of France, can we then Setup a Collabersation Goverment in France minus Elsass-Lothringen/Alsac-Lorraine after it becomes a geram core?
How are oversea non-core territory handled which you don't control. When you conquer them,,are,they autmatically flipped to your puppet?
 
Can you explain how the different items work on the coup and collaborate government window? Does prepositioning units or pickup by submarine actually involve player action, or is all this just flavor text? Are these stages the same for every operation of this type or do they vary?

its flavor text. altho some of these "phases" can add to the overall costs. For example if the only way to infiltrate is through the air due to the political and geographical situation the cost will be increased with transport planes

Still no word yet on how players can actively defend against this, counter these operations, or guard their information. It's extremely one sided right now. There should be more discussion about player actions for defense and keeping things secret. Can we get an answer or a Dev diary about active defense soon?

Defense is mostly passive because we need to keep the overall pressure on player attention down. You defend by passive upgrades and assigning operatives to defense. We have tried to keep operations often depending on something else so saboutage and such dont really work without resistance so as a defender you can make sure to keep on top of that and stability as ways of defending. Passive defense has some perks tho as you will capture and interrogate enemy agents and thus gain intel on them in return
 
One of the most recent strategies I used that actually worked for Communist China was staging a Communist Coup in Manchukuo, which disrupted the Japanese frontline and allowed the Chinese United Front to push the Japanese completely out of China. I hope that kind of thing will still be viable, and that Communist China is not neutered in terms of covert operations simply because of its size and economic capabilty.
 
@podcat
Still no word yet on how players can actively defend against this, counter these operations, or guard their information. It's extremely one sided right now. There should be more discussion about player actions for defense and keeping things secret. Can we get an answer or a Dev diary about active defense soon?

How do we crack down and stop this deliberately and actively? We can't just sit there and let it happen.

As they showed in the previous DDs there is both passive defence that you can improve & Counter Intelligence operations to defend yourself.

https://forum.paradoxplaza.com/foru...i4-dev-diary-the-intelligence-agency.1270326/

https://forum.paradoxplaza.com/foru...i4-dev-diary-operatives-and-missions.1273741/
 
Being given Poland gets invaded very early on, how will it be handled that we don't see Polish SS divisions and a collaborative government in 1941? What will the government in exile or its allies be able to do to prevent such weirdness?