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HoI4 Dev Diary - Resistance and Compliance

Hello HoI bois and ladies, welcome to the second dev diary on our upcoming unannounced expansion and 1.8 ‘Husky’ update. This update features some big changes to how occupied territory functions. The biggest part of this is an overhaul of the game’s current resistance system into what we are calling the “Resistance and Compliance” system. This should help curb a bit of power from snowballing (Hello, Germany), remove gamey early war sniping of provinces, and put a bit of a clock on world conquest runs.

The old resistance system is rather simple. Each occupied state has a suppression requirement. If you meet that requirement nothing happens. If the suppression requirement is not met then you suffer from increasingly common sabotage to factories or infrastructure as resistance strength grows. We decided we could make this more interesting and use it as a way to further control the power of snowballing.

The growth of resistance is no longer stopped by having an adequate garrison. Resistance now functions with a target system. The resistance level will grow or decay towards whatever the current target is. The target is impacted by the development of the state, the core owner still existing and other factors. Resistance activities will still scale with the level of resistance, but the garrison will now work as a shield that absorbs these sabotages. If the garrison is adequate, the garrison shield will absorb the vast majority of sabotage attempts and take losses to manpower and equipment. Not having an adequate garrison means a higher resistance target and more resistance activity making it past the garrison shield to the state.

DD_RESCOMP_COMP.png


Compliance is in some ways the opposite of resistance. It is a rating of how willing the local state is to work with their occupiers. Compliance will normally start at zero and increase slowly over time. Compliance growth will generally be slow and several factors can affect that speed of growth. As compliance increases in a state, it will decrease local resistance and give access to more resources, factories, and manpower.

DD_RESCOMP_COMP2.png


Resistance and compliance also will have various effects that are unlocked. Resistance will gain the ability to more frequently bypass the garrison shield after it reaches a strength of 25%. Reaching 25% compliance means reducing suppression requirements for the current level of resistance.

DD_RESCOMP_UNLOCKS.png


The highest level of resistance unlocks include two levels of uprising. The first is a passive malus that is applied to the state, adding attrition, decreasing move speed, and slowing org regain for occupying forces in the area. The 2nd level uprising is a full scale organized uprising that functions somewhat like a civil war. The states that rise up will gain low-quality divisions and either rejoin their former master or if that no longer exists, reestablish themselves on the map. Both of these should be somewhat rare and will require the local resistance being supported by an outside source.

DD_RESCOMP_UPRISING1.png



In conjunction with these new systems, we have reworked how occupied states are handled. Colony states will be removed as a concept and every state not controlled by a nation with a core on the state will be viewed as occupied. Occupied states will now be less rewarding for the occupier. Access to the factories and resources of the state will by default be much lower than before. However, the conqueror can get more out of the state by cultivating compliance or adjusting occupation laws. This gives a bit of granularity between what was previously colony states and cores.

Occupation laws will also be updated to work with the new resistance and compliance systems and give the player more choice. Previous occupation laws were mostly a linear system of paying PP and increasing suppression need for increasing rewards. If you could afford it, harsher occupation would almost always be more beneficial. This was also a system not a lot of people interacted with as it was hidden behind several layers of the menu.

New occupation laws are built around trying to give the player choice based on playstyle and short and longterm goals. The new laws tend towards one of three objectives: compliance growth, resistance suppression, factory/resource exploitation. Compliance growth is a longterm reward, while resistance suppression and resource gains are more short term. These laws will, in turn, be bad at what they are not concerned with. IE focusing on resistance suppression will generally not be very rewarding in terms of resources or long term compliance growth. Cultivating compliance will mean that the player will have to deal with a period of low yields and maybe a more active resistance movement. Each of the big three ideologies will also get their own special occupation laws. These laws fit the themes of the ideologies and give them some unique choices

DD_RESCOMP_OCULAW02.png


That's all we got for this week. Next week we will update the good people of these forums on what is going on with France. Secrets and things hidden will be revealed!
 
So, will there be some focuses/events related to the most famous resistance movements (Yugoslavia, France, Greece, maybe Denmark ?) ? Maybe an increase of the resistance growth ? Could there be an uprising if the resistance is high enough and friendly troops enter the state (To give the capitulated countries something to restart with) ?

Seems like this would be a nice thing to tie into the governments in exile as either focuses or decisions.
 
This was considered, but we decided not to do it for now as it created too many headaches from a gameplay and UX perspective.
Can you please explain what's the problems here? For me, as a nutshell it's just philosophy that state generate resistance if it has cores that aren't your own, and if you allow it to grow, you'll have insurgency. But, with high compliance and state being your core for factories and resources, in normal situations you would be able to ignore such "hotpoints".
Actually, it's answering my "China issue" perfectly - Nat. China would have a constant ComChina pressure (and vise versa), and on some point of focus tree you'll be able to remove this other cores from your lands.
 
What of Partisan Combat Divisions? :eek:

For example... Not to undermine the western allied effort but more people died in Yugoslavia than Britain and America combined.
Some of which weren't just war crimes but countless resistance fighters with casualties that amounted to entire Battles in their own right...

Not to mention many of these Resistance Movements after liberating and controlling their land would form National Armies and establish a front line against the Axis such as the Syrmian Front!

And if you leave regions to fully rebel and don't do anything about it will a new country with Divisions appear?
 
Warsaw Uprising here we come!

@YaBoy_Bobby can we get some more details about what the different occupation laws are for each ideology? What are the democratic ones vs communist ones vs fascist (which is what I am guessing you already have shown up above)?

For now we are doing one unique law per major ideology.
  • Democacies will get "Autonomous Occupation" which will focus on generating compliance at the cost of initially higher resistance
  • Fascists will get "Brutally Oppressive Occupation" which will focus on suppressing resistance at a high material cost
  • Communists will get "Liberate Workers" which will focus on getting more factories from the state at the cost of increased resistance
 
For now we are doing one unique law per major ideology.
  • Democacies will get "Autonomous Occupation" which will focus on generating compliance at the cost of initially higher resistance
  • Fascists will get "Brutally Oppressive Occupation" which will focus on suppressing resistance at a high material cost
  • Communists will get "Liberate Workers" which will focus on getting more factories from the state at the cost of increased resistance
thank you!
 
The growth of resistance is no longer stopped by having an adequate garrison. Resistance now functions with a target system. The resistance level will grow or decay towards whatever the current target is. The target is impacted by the development of the state, the core owner still existing and other factors. Resistance activities will still scale with the level of resistance, but the garrison will now work as a shield that absorbs these sabotages. If the garrison is adequate, the garrison shield will absorb the vast majority of sabotage attempts and take losses to manpower and equipment. Not having an adequate garrison means a higher resistance target and more resistance activity making it past the garrison shield to the state.
Does this "Garrison" refer to units on the map that are currently inside the occupied state in question?
Or is garrison some off map thingy?

And what about suppression? Will that be removed as a concept?
We might see a drastic decline of the horse population in our simulated alternative histories...
 
For now we are doing one unique law per major ideology.
  • Democacies will get "Autonomous Occupation" which will focus on generating compliance at the cost of initially higher resistance
  • Fascists will get "Brutally Oppressive Occupation" which will focus on suppressing resistance at a high material cost
  • Communists will get "Liberate Workers" which will focus on getting more factories from the state at the cost of increased resistance

I sure hope there would also be a unique law for monarchists/non-aligned ones. Thank you :)
 
Democacies will get "Autonomous Occupation" which will focus on generating compliance at the cost of initially higher resistance

Great

Speaking of democracies will the colonies start at 0 compliance in 1936? It seems weird that the French and British don't have a deep cooperation from natives elements in the colonies. It would better for them to start with more than 50% compliance and start losing some of it when the war starts.
 
Devs suspiciously often mention "external powers"...
This is doubly suspicious if we recall the contents of the roadmap.
Does this mean that spies infiltrated the Husky?
 
How will this work with Colonies and Puppets/Integrated Puppets? There are some deeply unsatisfying (not to mention, cheap and low-effort) events associated with the Quit India focus and Quebecois conscription crisis. Will this be changed to a resistance/compliance system?