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Hi everyone! We've been hard at work addressing a variety of issues that have been reported or discovered internally. It is quite a lot, and we want to be careful and take time to test it further. But it includes some fixes and changes that we felt were important for our players, and putting them in an opt-in open beta is a great way to test them over the weekend (and for people who have run into the issues and can't wait for a real patch).

Why beta patch and should you download it:
We do open beta patches to make sure we get a lot of testing and catch new issues before a patch goes live.
So, if you know how to use beta patches and dare to live a little dangerously (I wouldn't attempt ironman on this build tbh in case it ruins your save), and would love to help then check this out. I am not going to promote this patch outside the forum because, well, its beta and not fully supported. If you run into problems, just roll back to default version.

Note that just because a reported issue isn't listed below doesn't mean its forgotten or that we aren't prioritizing it. Just that it hasn't gotten a fix yet. The point of the patch is to make sure the stuff we listed is ok, not necessarily fix more stuff. So questions like "Have you fixed X yet" is best answered by doing a search through the patchlog below, or test yourself. More fixes than whats below will keep coming in future updates.

So to make stuff super clear:
This is BETA. meaning we haven't even QA tested all the things ourselves.
Its here so we get help with that and can release a real patch faster and in a better shape
It could all crash and burn, if that is scary just keep playing 1.9.0 and let others help with BETA testing.

Initial Patchlog 2020-02-28:
##################################
# Balance
##################################
- lowered intel required for approximate army count & fielded manpower count to 5%
- Fixed upper bound of define for min legitimacy of government in exile to allow equipment transfer, which has the practical effect of increasing this min required legitimacy from 1 to 5.
- Fixed bounds of define for daily legitimacy change of liberated government in exile, which has the practical effect of changing the rate from -1 to -1.5 legitimacy per day.
- Soviet NKVD spirit now gives an extra operative slot
- SMERSH now gives +1 slot and coutner intel if you have LaR
- mitigated the effects of deleting your whole army to get more XP training exploit
- Add a max cap of 10 to operative number
- every country should now have access to a minister to unlock an extra operative slot

##################################
# Bugfix
##################################
- fixed ai not being able to properly put taskforces on hold on some lack of fuel situations
- Fixed faction members joining wars via one's puppets, overriding master's consent
- Pakistani independence war units will now be deleted when the two nations make peace in any circumstances.
- Fixed an issue in the Romanian focus tree where the 'All Parties Must End' focus incorrectly added a democratic drift instead of non-aligned drift.
- Updated Romanian focus Handle The King to give democratic support instead of non-aligned
- Fixed error in log about invalid nationality when running triggers for operative trait of a captured operative
- Fixed lack of initial pause when starting a new game after exiting to menu from in game when the application was started with -start_speed=N.
- fixed unit leaders being both reckless and cautious
- fixed a potential oos with random variables
- fixed "cancel improving relations" being disabled if you are out of pp
- Fixed propaganda operative mission having no ETA nor efficiency indicator
- Prevent some UI to be visible on the loading screen when loading a save from in-game
- No Pasaran now bypasses if you have finished the SCW
- Foreign arms purchases decisions should now appear for the anarchists
- The French "Invest in..." focuses should now pick the correct states and not pick the same state twice
- Fixed air base capacity not updating properly when the controller of the state differ from the controller of the airbase
- When a long text is truncated, add the full text in tooltip, even in the main menu.
- Fixed an issue where Canadian focus "Skewer the Eagle" was automatically bypassed if Britain failed to enforce loyalty.
- French purchase weapon decisions should now show up correctly
- fixed front orders having glitchy graphics in some cases
- Fixed display settings not being available in the launcher on Linux
- French focuses should now be correctly positioned when La Resistance is not active
- Former Warlords are now able to use the "Integrate the Warlords" decision given they have completed the appropriate focus.
- Limit the new decisions alert tooltip, to not show a too big list.
- Democratic Supervised States will now have elections
- fixed being able to see taken mutually exclusive focuses without intel
- fixed an exploit that was done by renaming unit templates to the one that will be used in scripts
- Fix tooltip telling you can edit a template when you can't
- fixed agency upgrades being free unless you have wtt dlc
- reordered country scorer database to avoid some crashes
- Expand Soviet Aid focus now bypasses if you are Stalinist Spain and the SCW has ended.
- fixed a crash that happens while loading/saving game rules if you enabled a difficulty setting that was on a disabled mod
- Vichy France reuniting with Free France after Germany refuses to hand over the occupied territories will no longer result in a game over for a player Vichy France (Singleplayer only)
- fixed clear user directory not clearing saved game rules
- Against Fascism was impossible due to the combination of requirements. It no longer requires Expand Soviet Aid to be completed.
- fixed compliance map icons not being visible if resistance is surpressed
- fixed a broken trigger in the Hungarian "Take Austria by Force" focus
- Random Non-Aligned leaders should no longer be Anarchist.
- Fixed operative on Boost Ideology and Propaganda being re-assigned to Counter Intelligence on save load when no operative is assigned to Build Intel Network in their intel network
- fixed pressing esc while drawing front orders not clearing things correctly and causing issues in future fallback orders
- the Iberian Pact Invoked event should now only fire if Spain or Portugal is not in a faction
- Fixed being able to start the operation Orchestrate Coup against a country with the same ideology or already in a civilwar
- Luis Maria Martinez should now use the correct portrait even if he is spawned via civil war
- Remove manpower need for operations
- Join the Allies now properly does what it says on the tin.
- Portuguese Anarchism focus now bypasses if Portugal no longer exists (for example if it has been Anarchized already).
- Anarchist Spain is no longer allowed to call into being nation-states from liberated communal territory, much less puppet these as well.
- Prevent CTD if the dependency of a technology is invalid.
- Fix a crash when refresh ratio is 0 and fullscreen = yes
- Boost ideology network requirement only depends on the target state network
- Unite Iberia now bypasses if Portugal no longer exists.
- Reaffirm the Popular Front Strategy now bypasses if the Anarchists have already rebelled.
- All Must Bear the Torch now also requires Collectivization and Workers' Control to be completed, thereby preventing situations in which the former's 5% recruitable population bonus was erroneously not being applied.
- French Disunite Germany focus will now only create a faction if France isn't in one already
- Unplanned Offensive now also reduces air mission effectiveness in affected areas.
- fixed drop_cosmetic_tag not changing country colors in some cases
- Fixed issues with resource requirements in operations differing between UI and gameplay
- If an operation somehow gets too much equipment (like if modifiers improve) it will now give that back on start of operation
- fixed an issue where operation slots were duplicated on save load during preparation
- certain spanish song wont play overly much anymore
- Why Die for Danzig achievement should now require players to turn France fascist and occupy Danzig without going to war with France.
- Regional Defense Council of Iberia focus not coring POR
- Republican Spain should no longer incorrectly load the wrong strategy plan and expand Soviet aid in Historical Mode.
- Expand Soviet Aid now requires the Soviets to actually have sent volunteers before it is available.
- If Republican Spain declares independence after having Expanded Soviet Aid, the Soviet Union can now choose to grant it, instead of being forced to fight them over it. If the Soviet Union elected to annex Spanish land in preparation for the Independence War, via the event, this land will be returned and spawned divisions are once again removed. The AI is unlikely to choose this course of action unless they are in a large war.
- Ensured Reassert Dominance decisions can no longer target Denmark, if its capital has moved to the Americas.
- Anti-Fascist Unity is no longer available after the Anarchists have risen up.
- fixed owner/controller in scripts not working in some cases
- Fix dynamic countries not being able to research variants and having all land doctrine paths unlocked
- fixed coordinate strike not working in some cases
- Tito now dies when you kill him (did not die previously when he was killed)
- fixed num_finished_operations not working correctly
- French Intervention in Greece focus should now give the correct claims
- Achivement: I See Everything should now check for air intel as well
- Allow operative to be re-assigned to their mission when the operation completes
- Bled agreement effects
- Toggle between build network and quiet network on right click. Improve tooltip, and fix map mode for CounterIntelligence mission.
- Limit amount of foreign manpower given
- Add new request lend leases modifier for france traits
- Added Corsica, Occitania, and Brittany as releasable nations
- multiplayer related DLC images and textbox fixed
- Reload the number of factories used by project immediately.
- Fixed bug where staging a coup in Brazil lead to a second Civil War when Portugal completed The Empire of Brazil focus, even if stability and non-aligned support requirements in Brazil were met.
- Portugal AI will be more inclined to build the required dockyards for Naval Research Institute focus after completing Fuzileiros focus.
- Fixed add_ai_strategy
- Add a tooltip to explain that you need an operative working on the network to prepare an operation.
- Fixed Guarda and Porto population being the other way around. Renamed state files to match the actual state names.
- Release captured operatives of your new allies when you join a faction.
- Fix garrison alert showing when you have foreign manpower
- Fixed misspelling in a variable used for calculating size of Civil Wars in Portugal. Civil Wars in Portugal will be potentially harder but WAD now that the appropriate variable is used.
- Portugal cannot send volunteers to a Spanish faction they are not supporting.
- Fixed edge case where Spain could unlock two mutually exclusive faction branches (aka Anarchist and Communist) while the SCW starting event was active.
- Fixed Portuguese Anarchism focus to give Anarchist Spain a war goal against all Portuguese tags if Portugal is in a Civil War when the focus is completed.
- Nationalist Spain will no longer complete Iberian Pact focus in historical mode.
- A Portuguese puppet will not be able to complete focuses that will make it join a war upon completion.
- Fixes to historical AI strategy plan, preventing Portugal to take any undesired focuses that will make it abort historical plan.
- Fixed Metropolitan Army focus not actually giving technology boost for infantry and support equipment.
- Added "name = X" too all technology bonuses missing it in Portuguese FT, X being focus name.
- Fixed issue with Portuguese cosmetic tag colors: United Kingdom of Portugal and Brazil loosing its blue color when loading save game. The Fifth Empire will now be green for all ideologies (previously the color was only applied to non-aligned and democratic, and it was almost the same blue as for monarchists)


##################################
# UI & Graphics
##################################
- removed horrible yellow text in the description of an operation phase
- moved air research window elements a bit so it will fir 1920 width resolutions
- assigned f10 to faction map mode (you can take screen shot of map using ctrl + f10)
- Achievements should now have much more readable descriptions

##################################
# AI
##################################
- Prevented AI from attempting to refit ships to their current equipment variant.
- Fixed an issue with French Random Ai path selection breaking in most cases
- you can now set the French Ai to become monarchist through custom game rules (LaR only)
- fixed an issue where the Soviet AI random path selection was broken
- Republican Spain is now more intelligent in when it will Expand Soviet Aid.
- Republican Spain will now never join the allies in search of aid in their independence war, and thereby cause an Allied-Soviet war.
- ai should now randomize their boost resistance operation target a bit more


##################################
# Database
##################################
- updated some Soviet tank variant flavor names
- war goals gained from focuses no longer expire
- Rearranged the order of dynamic tag colors, making it less likely that Nationalist Spain or Vichy France will end up neighboring dynamically-generated tags (civil war factions) that have the same color as them.
- researching modern spaa now correctly shows modern spaa subunit as unlock (it always unlocked it, but showed wrong subunit instead)
- José Antonio Primo de Rivera and Francisco Franco advisors now have icons that are direct copies of their country leader portraits. In Franco's case this has resulted in miraculous rejuvenation!
- minor performance improvements through usage of more accurate scoping in operation triggers
- added flavor names for Portugese tanks


##################################
# Modding
##################################
- Added trigger network_national_coverage to test for Intel Network National Coverage
- unless producer tag is specified, add_equipment_to_stockpile will now remove equipment from all tags until it removes all required amount if amount is negative
- fixed updating a mod possibly breaking fired events in saves
- event pictures now can be customized using scope by using scripted localization (example: picture = " ")
- added set_variable_to_random/set_temp_variable_to_random effect/triggers
- added markdown/json/html files for scripting documentation
- Added console command documetation to -dump_script_doc launch option
- Improved logging of event errors to specify file, line number, and id, and logged when the event window times out but no option is allowed by script.
- added support for random female army leaders & admirals (controlled by define NCountry::FEMALE_UNIT_LEADER_BASE_CHANCE & modifiers female_random_operative_chance female_random_army_leader_chance female_random_admiral_chance)
- added effects for setting country/unit leader portrait/name/description
- fixed duplicate localization keys breaking strings in the game
- removed "We ran out of preallocated icons for icon type" error
- Added error logging for defines that have invalid values. They are still fixed up to be valid, but now the automatic change is reported, alerting designers and modders to adjustments that will not have the expected effect.
- fixed has_available_idea_with_traits tooltip not listing traits
- Fixed originator property of operative_leader_event effect not working as intended
- now possible to get intel agency name from localization as [ROOT.GetAgency]
- Fixed handling of -start_speed=N startup option so that the game will immediately begin running even when combined with -start_save=SAVE.


##################################
# Stability & Performance
##################################
- Fixed CTD when trying to assign a front line to a selection of units where some belong to an army group and some are unassigned
- Fixed CTD when the game files do not specify a strategic region for a province
- Fixed crash if the GAME_SPEED_SECONDS define is missing or too short.
- Fixed CTD caused by invalid values in game rules
- Fixed CTD when tag switching related to naval mines
- Fixed crash uploader on Linux not working
- fixed a ctd when a mod removes existing gui element

So how do I get this?
1. In steam right click the game in the list of games and pick Properties
2. Go to the Betas tab
3. in the drop-down select 1.9.1_beta (if it doesnt appear you might have to restart steam)
4. Close Properties. Steam should now queue up an update and will display the game in the list as Hearts of Iron IV [1.9.1_beta]
5. if all went well the last bit of the version number in launcher should match the one mentioned in this thread title - which should be the correct checksum.
6. Once we go official you can just remove the beta branch and go back to main by doing this again and selecting NONE.

If this seems even a little bit complicated just skip it and wait for patch to become official.

Other notes:
- Should be savegame compatible with 1.9.0


Some words from design
Hi guys! There is quite a lot of fixes and stuff above but we know there has been a lot of feedback on the number of operatives available, and there are some improvements to that included for USSR and minors (and a nerf to UK or other big exploits to get loads), but I think its a thing we need to balance a bit more as well, so we will be listening to feedback and seeing what you guys think now.

This beta also includes a cool little QoL thing we couldnt finish in time for the release, to help with airwing management and tedium of controlling airplane equipment in them. Here is a breakdown of how it works:
  • You can now duplicate selected air wings as long as there is some planes in stockpile they can use. This copies settings etc so you will only need to access the reorg window fairly rarely.
  • You can set reinforcement rules for air wings in the reorg window With 4 settings to pick from:
    • Reserves - will only use equipment marked outdated
    • Regular - doesnt care, uses anything and acts like old air wings did
    • Elite - only uses up to date equipment
    • Specialized - Will never add plane variants not in the wing already giving you 100% control.
  • Foreign planes will look at your equipment for reference for the auto updating. If for some reason you want to use a foreign variant and have disabled your own of same tech level you should set up specialized wings to consume those.
It looks like this:
View attachment 549089

Since people will ask, when do you release the live patch? We will have to see how it goes and what is spotted. Make sure to bug report or let us know if anything in the above list doesnt work.

this is great and all but I still don't see anything about fixing the bug about being unable to switch spies and use different spies from your total pool. The spies are still locked in place and they can never be changed. Any idea when this will be fixed?
 
Could Portugal’s ‘unstable monarchy’ spirit have an expiry date on it please? It seems that you’re becoming a monarchy for the exclusive reason of annexing Brazil (again). Now, perhaps it’s just me, but just maybe I’d like to ONLY form Portugal into a kingdom and not have Brazil too.

I don’t know, maybe I’m just odd like that.
 
Nice to see so many things fixed, +1 for that :D

However, 3 things:

- While it's good that you're trying to solve the spy-spam problem, I think that you're taking the wrong approach. The main problems is that 1) a nation that doesn't want to be in a faction should still be allowed to build a large agency, 2) a nation that wants to heavily invest in its agency shouldn't have a magical hardcap, 3) its still illogical since spies should require an economy not faction members. Why not make additional operatives slots bind civilian factories instead? During late game, some nations have 100+ civilian factories doing nothing, this would make them useful.

- Related to the point above, when you make an advisor give an additional operative slot, that advisor becomes pretty much a must-have for any nation that wants to be able to run all kinds of operations. That means we only have 2 slots left for advisors, and many nations have a lot of really good advisors. I understand that there should be a choice here, but you're making this choice too exclusive.

- I will propably get a lot of downvotes for this one, but I need to point this out. While it's good that you fixed the training-1-division exploit, it's not good that now we're now unable to directly change our division templates. In real life, military high command could change their divisions templates without first gathering any kind of experience. Experience might be required to make a good change, but you can still make a change even without experience. That exploit was a way for players to bypass that illogical game barrier. Now if we want a special purpose division at the start of the game, we have to train half of our army first, which doesn't make any sense. How about making division template changes free?

Also I'm a bit disappointed to not see any fixes to serius bugs such as not being able to reach 80% complience without running operations and not being able to dismiss operatives.

Would also be nice if you could remove the -50% building slot penalty for non-core states as the aviable factories from complience already takes care of that limitation. Also, please allow us to core states if the complience reached 80% or 100%.

I wrote you some feedback here aswell:
https://forum.paradoxplaza.com/forum/index.php?threads/la-resistance-feedback.1340403/
Would be much appreciated if someone from Paradox could atleast write a line or two regarding Paradox's stance on these suggestions ;)

the one division training thing and experience as a whole to change the template has been my primary and most hated complained about the game. like you said it makes no logical sense if there is absolutely no reason that any military commander would be unable to make a logical change to their division template.. there's not some magical RPG style experience that is required. When division training was the only way that you could realistically change your army before the war begins. don't get me wrong I hated One Division training because I was stupid too... But there has to be a better system. I can think of a million different ways to do it better. But it's doubtful we'll see a change to the experience system.
 
Yay for Balkanizing France!

Now let us split Italy into a few states pls (Sardinia, Savoy, Veneto, Two Sicilies at least)
Could Portugal’s ‘unstable monarchy’ spirit have an expiry date on it please? It seems that you’re becoming a monarchy for the exclusive reason of annexing Brazil (again). Now, perhaps it’s just me, but just maybe I’d like to ONLY form Portugal into a kingdom and not have Brazil too.

I don’t know, maybe I’m just odd like that.

Nah, I was hoping for a Kingdom of Portugal that was purely focused on Portugal, not being forced to recreate the old empire, but maybe we're both just odd. :p
 
Well.... "mitigated" one division training is a bit of an understatement isn't it?
 

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Nah, I was hoping for a Kingdom of Portugal that was purely focused on Portugal, not being forced to recreate the old empire, but maybe we're both just odd. :p
It does look that way, I never really like playing majors/super-powers. But a minor which can punch reasonably above it's weight? Definitely.
 
- Fixed faction members joining wars via one's puppets, overriding master's consent

Does this mean puppets no longer call factions member into wars? if so that's one of my pet peeves gone.
 
It does look that way, I never really like playing majors/super-powers. But a minor which can punch reasonably above it's weight? Definitely.

Same, I have more fun playing Canada, Hungary, Romania and Australia to name a few, the whole world dominating/conquest as a major thing doesn't appeal to me. I like the idea of "here's a country, here's your objective, try to do it with limited resoures". Now I don't know what focus path for the Kingdom of Portugal would like, since I agree that it might not be the most engaging without trying to return Brazil to the empire, but I'm sure they could've done something with monarchist Spain, Great Britain, Italy or whatever, maybe one day when they start revisiting DLC trees we'll get a Kingdom path.
 
this is great and all but I still don't see anything about fixing the bug about being unable to switch spies and use different spies from your total pool. The spies are still locked in place and they can never be changed. Any idea when this will be fixed?
Thats how its designed to work. You pick and the you stick with the agents you picked. So its not a bug. That said I feel like it could be nice to fire people and recruit others so could be a useful feature to add, but as such its not as prioritized as working on bugs

there is absolutely no reason that any military commander would be unable to make a logical change to their division template..
So any commander could have called up high command and drastically alterer all divisions in their army? I doubt it. not without solid testing in training exercises or data from actual combat, which is what the system simulates. Some nations were much more behind than others and I feel its important to model this. Could we have a different system where you design a target template and need to work up the XP to start integrating it? yeah I think that would work, but I wouldnt like a system where you could just change stuff to the optimum however you pleased.

- Fixed faction members joining wars via one's puppets, overriding master's consent

Does this mean puppets no longer call factions member into wars? if so that's one of my pet peeves gone.
ye
 
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I've noticed that random_list seems to be broken. Attached is a piece of code I have for it. Has something been changed?

Code:
random_list = {
                fixed_random_seed = no
                98 = {
                    country_event = {
                        id = ger_flavor.1
                        days = 1559
                    }
                }
                2 = {
                    country_event = {
                        id = ger_flavor.2
                        days = 1559
                    }
                }
            }
 
Thats how its designed to work. You pick and the you stick with the agents you picked. So its not a bug. That said I feel like it could be nice to fire people and recruit others so could be a useful feature to add, but as such its not as prioritized as working on bugs


So any commander could have called up high command and drastically alterer all divisions in their army? I doubt it. not without solid testing in training exercises or data from actual combat, which is what the system simulates. Some nations were much more behind than others and I feel its important to model this. Could we have a different system where you design a target template and need to work up the XP to start integrating it? yeah I think that would work, but I wouldnt like a system where you could just change stuff to the optimum however you pleased.


ye
@podcat
Although it is not a priority I am extremely happy to hear that switching spies may be a possibility in the future. I'm still baffled why we can't right now though...

But about the army experience thing...
How are we supposed to make changes to our templates before the war starts? Are we not supposed to?

Can you tell me why France, after fighting a 4 year war with entrenching tools in trenches, and their doctrine is based on defense, does not have entrenching tools in their divisions? WHy do I have to pay 10 experience for something that should be standard for this army? I have to grind my army into the dirt and deplete their resources just to add something they should already have.

So what's the point in researching some things if we can't even add them in to our divisions unless we're already at war? When new innovations in warfare were made, they were implemented, before the war. The nation didn't need to throw all their resources into the garbage for 4 years to save up enough magical experience points to add some tanks to their divisions. They just made the tanks and added them in...its kind of counter intuitive that you would lose so many resources when you're trying to add things.

And on the subject of France, they're famous for their B1 bis tank that was a major player in the war historically. You will never get to use it, and the focus to boost research for it is FAR down the tree...they had them in 1936.

The experience system makes SOME sense that you learn and change things as the war goes on. But it makes it nearly impossible to change anything before the war. And in the case of France, which is already crippled with just about every debuff imaginable and buried under a mountain of hate already, there is no hope at all to get anything close to historically accurate or making any even minor changes to your templates.

I think you guys really need to do some historical research about France and actually play test France. Please at the very least change some of the starting templates. If the experience system remains exactly as it is we just need some boost at the start of the game to the default templates, of maybe some kind of system like two of three "freebie" changes we can make.

Why cant we start with something like 25 xp? That solves so many issues. Thats really the smallest and easiest change to make, just a small amount of starting xp...

edit:
Germany starts with their heavy tanks but France does not, it's totally unfair.
Germany also starts with entrenching tools in their divisions, but France does not?
 

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Thats how its designed to work. You pick and the you stick with the agents you picked. So its not a bug. That said I feel like it could be nice to fire people and recruit others so could be a useful feature to add, but as such its not as prioritized as working on bugs
I'm glad to hear this. Being unable to change operatives might sound reasonable at first (realistically you'll want to keep experienced people) but since we are capped at 3 slots, it makes the nationality of operatives difficult to work with. What's the point in recruiting an Italian operative as France if I can't replace them with a German or French operative once Italy is weakened enough and I want to focus my espionage on my occupied homeland or on Germany directly?
 
@podcat
for open betas we usually havent had time to localize yet, it will be before live.


Its on our list to investigate deeper, but when we tested the savegames listed the AI did big reorgs and got it working so it looked a lot like it was heavily modded, but maybe we also sorted something in this hotifx. But we will keep looking into it.

I am playing without mods, and reinstalled. It seems to be somewhat fixed now in the beta hotpatch. Strike forces are being used, patrol fleets seem to be used rarely. Surprisingly subs on raiding seems to be the "patrols" instead.
A large part of the Navies seem still to be in invasions support even when invasions arent planned.

To repeat the issue, start a -39 game as sweden tag over a few weeks after Italy joined the war. and check how the majors (FRA, ENG, ITA, GER) are handling their fleets.
 
I am wondering if there are any plans for altering the compliance system. As far as I am aware it's next to impossible to get the compliance to 80% with non Democratic nation's without building up a spy network and getting the compliance up to 80% or 100% before capitulating your enemy. Which would take years per enemy you sought to be compliant.
 
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