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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!
 
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.

I'd also apply this for nations your not at war with but have capitulated and you take their cores in the advance, such as Yugoslavia and Poland for the Soviets. A tug of war for legitimacy between governments could be interesting and may be something that Vichy France and Free France have to do, which we may hear about in a week or so.
 
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Besides garrisons, can the occupant use various counter resistance options? Is It will be dubious, or will we have options like mass shootings or deportations, counter resistance forces like Gestapo or NKVD, Generals with a counter resistance status etc? I doubt it, it's a mine field, in a game that doesn't even show the real symbols of nations.
 
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Any form of mass kilings or civilian slaughtering representation is forbidden by developer design policies.
That is the point, they are including a feature that involves civilians, complicities etc, the resistance was basically armed civilians, there was a concrete counter resistance, with several options, if the game will include resistance they should also include counter resistance. Or let it be as it was.
 
That is the point, they are including a feature that involves civilians, complicities etc, the resistance was basically armed civilians, there was a concrete counter resistance, with several options, if the game will include resistance they should also include counter resistance. Or let it be as it was.

probably will be very "abstracted" basically the ones we had seen on the last dev screenshot.
 
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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.
You do realize that the 'State' represented by Danzig in game is More than just the Free City of Danzig?
 
You do realize that the 'State' represented by Danzig in game is More than just the Free City of Danzig?

Yes, in game it is larger than just the City. That larger area is comprised of the City (German majority) and the Corridor (Polish majority), so both countries should legitimately have a core in it from the beginning of the game.
 
Great lead-in Dev Diary sounds like there is still more to add I still wonder why Hawaii or Puerto Rico is not classified as a colonial state instead as part of the United States.
 
Why is this always an addition to HOI games?? It always sucks, and always fails to deliver anything but unneeded micro to the game.
 
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Why is this always an addition to HOI games?? It always sucks, and always fails to deliver anything but unneeded micro to the game.

What do you mean? Resistance is already in the game as a mechanic, they are just improving and expanding on it.

I personally like any additions to the game which create choices and decisions. Before the only real option seemed to be using harsh occupation policy and military police divisions to keep things under control.

The thing I'm most interested in is how they seem to be phasing out core/non-core states. For me that alone is a big improvement.
 
: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.

I doubt it, for the rebellions to happen a foreign power have to give them some kind of support, so a victorious UK or France might have little to worry about unless we get some Cold War DLC in the future and the Soviets start giving funds to rebellions in the third world
 
I doubt it, for the rebellions to happen a foreign power have to give them some kind of support, so a victorious UK or France might have little to worry about unless we get some Cold War DLC in the future and the Soviets start giving funds to rebellions in the third world

I mean they've already alluded to in this thread that foreign powers will be able to influence partisan activity in other countries. Would be cool to send stuff into Indochina to spark the Vietnamese war.
 
I mean they've already alluded to in this thread that foreign powers will be able to influence partisan activity in other countries. Would be cool to send stuff into Indochina to spark the Vietnamese war.

Yeah, but I suppose the AI will only do it against countries they're at war with so for now I don't expect the USSR inciting rebellions in Africa or Asia.
 
Probably because resistance to occupation was an integral part of WW2. How would you do the system better?
I bet the only way to fight resistance will be adding more troops to the province. The developers are limited due political limitations,the players won't be allowed to do nothing else besides it, no repression possible.
 
Titogang incoming

also ist it possible to deploy partisans and that they could assosiate themselves to political parties
so that a goverment in exile not only fights the opressors but also different factions which try to become the new legitmate goverment?
 
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