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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.

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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.

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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

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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!
 
I like what I am seeing. It raises some questions though...
Will the resistance system also apply to puppet states ? Because releasing a country could be an easy fix to problematic annexed countries. Since countries with decolonization can't release occupied land, it kinda breaks the balance of the game.
This new mechanic could also interact with independence system.
That could be an opportunity to fix/improve some puppet focus trees (British raj maybe, it suffered from mtg from my point of view)
Also, I find kinda weird that every French colony are annexed. Tunisia, Lebanon and Syria were protectorates. Marrocco was more independent than let's say Algeria. These facts are not reflected in game.
Hopefully the new compliance system will be better at portraying these nuances by giving higher starting compliance to the better integrated colonies, while giving lower compliance to the more autonomous ones
 
This looks great but i just want to know if integration can be achived over a span of a few years which would probably have events with stability debuffs and Political power drops since if for example italy conquers a bit of croatia in a war they fought against yugoslavia and keep the rest as a puppet would it be able for this land which is similar to italy to slowly be integrated?

For the rest keep up the amazing work.
 
One thing that would be very interesting is that when conquering a country, we should have the option to promise to liberate that country after the war and then have less resistance while the war is ongoing. This especially makes sense when taking lands that have already been conquered by another country.

For example, the Soviets taking Bohemia and Moravia from Germany get resistance there. The same resistance as they get in any other part of Germany and the same resistance as if Czechoslovakia was still independent. It's as if Czechs liked the Germans as much as Czechoslovakia. There should be an option to be the liberator and promise the Czechs being a puppet/independence and get less/no resistance there. And if the promise is not kept, then there's a massive boost to resistance after the war.
 
Glad to see this is being moved off map. Hopefully it helps with late game performance.

And then next question is... why stop at Resistance? You could off-map all garrisons, essentially. You could decide what kind of division defends ports, coastlines, forts, airfields, cities... Just suck the equipment and manpower out of your inventory.
 
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And then next question is... why stop at Resistance? You could off-map all garrisons, essentially. You could decide what kind of division defends ports, coastlines, forts, airfields, cities... Just suck the equipment and manpower out of your inventory.

...because it would be nice to control which ports you feel the need basic token defense, and which areas you want to really focus your defensive strength.

Edit: And because there are plenty of forts that are useful when you build them, but then become unnecessary. I wouldn't want to have to garrison them forever.

I do think each core urban area should have its own built-in defense though. Not huge, but some.
 
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I do think each core urban area should have its own built-in defense though. Not huge, but some.
It'd cause issues with paratroopers, that's for sure. Perhaps state AA gives a defense against paradrop landings, so you can get rid of VP garrisons if your AA level is high enough. That'd give people at least one more small reason to build it
 
It'd cause issues with paratroopers, that's for sure. Perhaps state AA gives a defense against paradrop landings, so you can get rid of VP garrisons if your AA level is high enough. That'd give people at least one more small reason to build it

You shouldn't really be dropping paras into cities anyway. They were historically dropped into open areas, not urban areas, whether defended or otherwise.
 
reduced resources and factories until you build up compliance, the one reason i have for taking territory is gone, i might as well not fight any wars

Not necessarily, there are occupation laws that focus on maximizing the factory output or resources available in exchange of a faster resistance growth or slower compliance. It's just short term Vs long term.
 
Not necessarily, there are occupation laws that focus on maximizing the factory output or resources available in exchange of a faster resistance growth or slower compliance. It's just short term Vs long term.

its more micro management that i dont want to do, previously i just ignored resistance and once the war is over it was gone, now it looks like i will stay after the war is over and id have to devote manpower and equipment to deal with it