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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.

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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.

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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!
 
Finally, HoI4 has proper rebellions. I had been waiting since release for this feature to be added back. This is a good day. :)
 
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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?
Good question. I suppose the rebels might be treated like a separate entity like the rebels in a civil war and there is a separate system in place -- ie. I can send volunteers to help Republican Spain, and the volunteers can fight German volunteers without being at war with Germany. This would be my guess.

Or, as others said, you have to wait for the uprising to be crushed, or just advance through the liberated area since it's no longer hostile.
 
Give non-aligned it's its own occupation laws. As has been stated above, it's becoming just as common as the other three in newer trees.

I think non-aligned should have its occupation laws focused towards integration/reducing autonomy for puppets. These states should have the least difficulty gaining cores.

Same goes when Russians take the three Baltic states. I don't know the demographic stats back in 1940 were but I know today each of those countries is around 1/3 ethnic Russian. Same would go if Poland took that one southern land from Hungary. Obviously having pops with % of ethnicity would be ideal in these cases ..... but without that, is there anyway to represent this? Focus Trees? Decisions?

Back in 1940, there weren't many Russians in the Baltic States. The populations living there today arrived after the war.

I would recommend having an option to make population exchanges between states/nations. This happened after the 1920-21 war between Greece and Turkey, for example, and would probably happen if the USA and France divided up Canada.
 
Good question. I suppose the rebels might be treated like a separate entity like the rebels in a civil war and there is a separate system in place -- ie. I can send volunteers to help Republican Spain, and the volunteers can fight German volunteers without being at war with Germany. This would be my guess.

Or, as others said, you have to wait for the uprising to be crushed, or just advance through the liberated area since it's no longer hostile.
that's all well and good for players but what about the AI?
 
:confused: Why I feel like the peace conference will thus be further messed up.......
Allies may win the war, but they may lose their previous colonies to local uprisings.
 
What's to stop Italy cheesing Britain by pulling out of this Egypt and turning them into a buffer state, preventing Britain from pushing Libya through Egypt as well as denying them Suez Canal access?

Likely Egypt would instantly join the Allies due to them being at war with the Axis alongside Britain. There may be edge cases where they join the comintern, co prosperity sphere, between seas etc, which is a good point that the devs should think about. In the case of the Co-prosperity sphere, it could be used by a multiplayer Axis-Japan team to block the Allies until Japan pushes south.
 
Likely Egypt would instantly join the Allies due to them being at war with the Axis alongside Britain. There may be edge cases where they join the comintern, co prosperity sphere, between seas etc, which is a good point that the devs should think about. In the case of the Co-prosperity sphere, it could be used by a multiplayer Axis-Japan team to block the Allies until Japan pushes south.
then that means that Britain can't retake their colony and isn't fair, surely.
 
So will we be able to kill off or deport large portions of the population to facilitate suppression? More or less trading manpower for security.

No to the first part, yes to the second. As quoted below the fascists will be able to suppress resistance at a high material cost. [the first part is one of those banned topics that will never be implemented directly]

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
 
There should be the opportunity for a faction leader to create GiE for foreign cores in a country you are at war with. It would / should cost you PP but it might help creating unrest.
 
Good. Now Soviet Resistance would also be a factor in war. Also it would be more realistic to actualy show resistance as a factor in war. Also Chinese war would be closer to atctualy second sino-jappan war. At least Jappan wont win in 1940.
 
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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.

I think that is good as long as nations can/will always get cores to all states that had historically belonged to them until WWI, and where a substantial part of population was of that nationality or heritage. Also, mixed population states should be cores of at least two countries.

For example Danzig: according to Wikipedia, Free City of Danzig population was 98 % German, 1 % Polish, 1 % other. So in terms of nationality, it should be only German core, and definitely cannot be just Polish core.

If Danzig is core for both Poland (1 %) and Germany (98 %), also other contested states should be cores of both majority and minority nationality: for example Katowice and Poznan (Poland and Germany), Memel (Lithuania and Germany), Wilno (Poland and Lithuania), South Tirol (Italy and Germany), Alsace-Lorraine (France and Germany), North Ireland (UK and Ireland), Karelian SSR (Soviet Union and Finland) and so on.
 
:confused: Why I feel like the peace conference will thus be further messed up.......
Allies may win the war, but they may lose their previous colonies to local uprisings.
Well, peace conferences are already messed up with exiled countries.