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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!
 
Uh, no. You reduce division number on map, but you add a lot of job for CPU. For each tiles : manage rebels and compliance, with a lot of modifier, simulate battle with garrison...
I would expect the net effect is a more efficient process anyway. Evaluating resistance and compliance by state is on a daily cycle, whereas unit evaluation and pathfinding is on every hourly tick. Even stationary units in countries that are not at war take up significant time in the end-game due to the number of units. You can find videos on YT that show this - by removing entire countries from the game, e.g. all of Latin and Central America, which in a historical game is an inactive area anyways.
 
I get why people want to make states cores but I would really hope they don't add a coring system. Coring is essentially telling the world that this is your land and your people live there and the world, or at least most nations, accept it. Look at the Sudentenland, Austria or Memel when Germany annexes them. Or the Chinese warlords needing to get rounded up by the main Nationalist government. I don't want to see the United Kingdom and France having cores across all of Africa. This game is set during a period of about 10-15 years max, depending on how the war goes. People aren't just going to accept a new government after being occupied by them for X amount of time in such a short time frame. Look at issues of today, parts of South Tyrol still wish to join Austria. Still some Greeks in Southern Albania. If someone wants to explain to me in a realistic way how a monarchist Netherlands who manages to conquer their old colonies from the United States and manages to mass convert everyone to diehard Dutch citizens and make it a core within 5-10 years. You can't have every province be as good as the heartland of your country, your cores. So many nations have minority groups of culture, ethnicity or religion still from World War One and Two peace treaties that are asking to be their own nation or have more autonomy, both of which don't sound like core territory of a country to me. The fact it appears that you're going to be able to get more than 2% manpower from non-core states, or more factories, is still a buff for everyone who takes a non-core. Germany will get more out of Bohemia and Moravia now, France will get more out of Africa, India from the Muslim majority states and the list goes on. I could get behind a coring mechanic for an overhaul mod where it's set in EU IV or Vicky II but just regular HoI IV, where the team should be working, coring doesn't make sense.
 
Can we please have more Reichskimmisariats for Germany to help manage occupation and also give the German Empire the ability to form puppet monarchies with the focus?
 
Interesting, but rather confusing.

Could really do with a walk through how this works with situations we know historically.

Eg. Germany vs Poland (some resistance)
Germany vs France (compliance early then Resistance at a later date)
Germany vs Soviet Union (rabid scorched earth resistance, very hard to deal with).

Clearly we will be told more about how the SOE etc boosts resistance networks in a future DD.
 
so the colonies (mainly France and GB) would be a massive strain now? i'm concerned if you'd gain any PP as France :/

i wonder exactly on how the compliance will work and what will base values be


and thus you'd have no more bonus if you manage to annex a country before the war (like Poland)
 
I get why people want to make states cores but I would really hope they don't add a coring system. Coring is essentially telling the world that this is your land and your people live there and the world, or at least most nations, accept it. Look at the Sudentenland, Austria or Memel when Germany annexes them. Or the Chinese warlords needing to get rounded up by the main Nationalist government. I don't want to see the United Kingdom and France having cores across all of Africa. This game is set during a period of about 10-15 years max, depending on how the war goes. People aren't just going to accept a new government after being occupied by them for X amount of time in such a short time frame. Look at issues of today, parts of South Tyrol still wish to join Austria. Still some Greeks in Southern Albania. If someone wants to explain to me in a realistic way how a monarchist Netherlands who manages to conquer their old colonies from the United States and manages to mass convert everyone to diehard Dutch citizens and make it a core within 5-10 years. You can't have every province be as good as the heartland of your country, your cores. So many nations have minority groups of culture, ethnicity or religion still from World War One and Two peace treaties that are asking to be their own nation or have more autonomy, both of which don't sound like core territory of a country to me. The fact it appears that you're going to be able to get more than 2% manpower from non-core states, or more factories, is still a buff for everyone who takes a non-core. Germany will get more out of Bohemia and Moravia now, France will get more out of Africa, India from the Muslim majority states and the list goes on. I could get behind a coring mechanic for an overhaul mod where it's set in EU IV or Vicky II but just regular HoI IV, where the team should be working, coring doesn't make sense.
I agree completely, coring should be limited to the focus tree only.
 
Can this system model the resistance&guerilla warfare situation in China?
For example, if a Nationailist Chinese state with both Communist&Nationalist Chinese core is occupied by Japan, can the communist support the resistance in it to organize an uprising and gain ownership of this state? Historically it is a very important factor which let the communist expand their influence during the Sino-Japanese war.
 
Can this system model the resistance&guerilla warfare situation in China?
For example, if a Nationailist Chinese state with both Communist&Nationalist Chinese core is occupied by Japan, can the communist support the resistance in it to organize an uprising and gain ownership of this state? Historically it is a very important factor which let the communist expand their influence during the Sino-Japanese war.
Very good questions.
I also wonder what if I support a revolt in Hong Kong while at peace with Britain. Will Allies declare war on me? :p
 
Cheers for the DD Bobby and the extra info Podcat :D. Sounds like a very interesting system, and having two scales sounds like it will give you interesting situations. Also think it makes things easier with everything just being 'core' and 'other'. Really like that it'll be possible (with support) to have an actual uprising, and that there'll be a cost in equipment and manpower to make those recalcitrant subjects work. Sounds like a system that could also potentially be adapted to a Victoria-like game (I haven't read the rest of the thread, but I'll bet good money this isn't the first comment alluding to Vicky 3 :D).

Yes this is all in the free update

This sounds really good - making this a core, long-term supportable mechanic is tops :). Thank you very much :D.

This is a topic that requires a bit more tangential thinking for a naval pic, but luckily this goes for colonial states as well, so here's a pic of a Bougainville-class colonial sloop - the French made eight (I think, going from memory, could have been nine) of these, and they did duty showing the flag and looking after colonial holdings. In WW2, there was actually a gun battle between two Bougainville-class sloops, one manned by the Free French and the other by Vichy, so it's one of the few (I think only, at least for larger vessels, but my memory is suspect as ever) classes in WW2 that saw one of its ships sunk by another of its ships (and I'm quite sure the only example where the ships were manned by the same nationality on both sides).

While only capable of a dash over 16 knots, they carried three destroyer-calibre (138.6mm) guns and displaced a dash under 2000 tons standard.

1200px-Rigault_de_Genouilly_SLV_Green_1938.jpg
 
I'm glad that resistance is a focus for the next update. Here are my thoughts on what can be added to what was revealed today:

1) Supply depots and infrastructure changes. Supply depots would be like airfields, and can be programmed to cache equipment using the same mechanic as setting up air wings. Guerrillas can steal from it, and armies can capture their contents if they move quickly enough. There would be two types of infrastructure: intra- and inter-state (i.e., roads vs rails). This would allow guerrillas to choose between targeting supplies sent to units within the state (say, there's a battle nearby), or those passing to other states (weaken from afar). If one infrastructure is overloaded with supplies, then the other acts as a safety valve, but at lowered efficiency.

2) Player and AI should be able to direct targets of attacks, just like how strategic bombing can be guided.

3) Pro-occupation militias are probably the most effective counter to guerrillas, and were used liberally by Germany and Russia. These need to be a thing, or at least abstracted in some way.

4) Communism should have the most buffs for spreading resistance, Fascism should have the max number of countering it. Communism historically used guerrilla/insurgency tactics offensively, and this should be as integral as a congress system (something the French and USSR both need).

5) Monarchists should have bonuses to reducing autonomy and annexation, to set them apart from other ideologies. Royalty inherently see all of their subjects in familial terms, and all royal houses in this era had a dim view of racial/class warfare. In fact, one might argue that they were less concerned with race than the democracies!

I like these ideas. Especially item No. 5. Small steps to deal with Non-Aligned Occupations.
 
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.
I am not shure about this. It might be realistic for countries like Norway or Denmark, but it is hardly realistic for the eastern front and Slavic countries in general. For example in Russia in 1943 compliance was hardly higher than it was in 1941, with some provinces requirng german Tank divisions in order to supress the partisans and entire villages leavig to become partisans. In Yugoslavia partisans held control over entire regions, and were a constant nuisance for the germans. My point is, maybe there should be a big debuff for compliance in provinces with slavic and other populations, whom germans considered subhuman. But then again, that would require a rework of population mechanics.
 
*sees occupation policies*

Killing nazis just got a whole lot sweeter! Freedom shall sweep the planet! :D
 
I highly recommend you guys looking into the mobile game Rebel Inc. for some novel approaches on this subject matter... you might find a couple of gold nuggets in that design. It's also just really fun to play.

Ahh, Rebel Inc. That constant dilemma of whether to extend coalition troop deployment or not. :D

Also, the integration with national soldiers and locals could be applied in HOI4 as well.
 
Looks great. Can't wait.
Might get me back into HOI4
 
Will Ukraine, Belarus and Kazakhstan be counted as occupied in USSR?
The Soviet Union has cores on those territories, so no
Will resistance be a factor in core states if another country has cores to? examples like northern Ireland for Britain and Istria for Italy
This was considered, but we decided not to do it for now as it created too many headaches from a gameplay and UX perspective.
 
if uprisings are given to GiEs, then say if the Soviet Union moved into German occupied Poland as usually happens as well as what historically happened and then there is a Polish uprising what is to stop this resulting in a Comintern-Allies war?