Occupation
- For the pre-1.9 occupation system see a previous version of this page.
States are divided into three main categories based on resistance: core states, occupied states, and colony states. If no countries have a core on the state or if the controller does not have a core any other country does and it's a impassable state, it is a colony state without the resistance system and effect of compliance. If the controller does not have a core, but any other country does and it's a passable state, it's an occupied state. Occupied states now have two values attached to them: resistance and compliance.
Resistance[edit | edit source]
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The resistance system has two values: Resistance target and Resistance strength.
Resistance strength[edit | edit source]
Resistance strength measures the severity of the populace's resistance to the controller's occupation of the state. It affects the debuffs applied to the state, frequency, and severity of resistance actions. When resistance strength reaches certain thresholds, various debuffs begin to apply on a per-state basis:
If the average amount of Resistance strength reaches 90%, a full-scale Rebellion will occur, and Occupied states will declare independence, spawning rebel units and reverting to the control of the original state owner (if that country no longer exists, the rebellion itself will re-establish that country).
Resistance target[edit | edit source]
Resistance target reflects a potential amount of unrest in the state. It is a value, towards which the resistance strength will drift. It has the following modifiers attached to it:
- Resistance Target base: 35%
- Target country has capitulated[1]: 10%
- Target country has government in exile: from 2% to 20%, depending on legitimacy
- Controller has a claim: -5%
- Controller is at peace: -10%
- Victory points in state:
- 0-5 VP: 0%
- 5-20 VP: +5%
- 20-50 VP: +10%
- 50+ VP: +20%
- Spread from neighboring state, if their resistance targets are different (from higher resistance target state to lower), whichever is higher:
- +50% of neighbor's resistance target
- +50% of neighbor's spread from neighboring state
- From compliance in state: -50% of compliance
- From controller stability: +20%) (0% to
- Occupation laws: -65% to +40%
- Continuous focus "Resistance Suppression": -5%
- Enemy Intelligence Operations: +10% or +20% (Bonus Outcome) per successful mission
- Your Agents "Root Out Resistance Mission": Base -10% (can be increased by upgrading agency or by using more agents in one province. Each additional agent has only half the efficiency of the previous)
Compliance[edit | edit source]
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Compliance is a representation of a non-core territory's population's loyalty to the occupying regime. The in-game number represents the proportion of people in the local population that are loyalists.
Compliance is calculated on a per-state basis with its own local effects while providing overall bonuses for occupied land when reaching a certain average threshold.
Compliance gain[edit | edit source]
Compliance base gain is 0.075%/day by default[2], but it is modified by occupation laws. It decays depending on compliance already reached (compliance gain reduction = (current compliance (in %) - 1.2)/1200), up to -0.083%/day at maximum compliance[3].
Another way of getting compliance is by preparing a collaboration government prior to occupation, thus increasing compliance from the start.
Setting up the collaboration government switches the occupied states to a puppet state and dispenses with resistance, making compliance unnecessary.
Compliance and industry[edit | edit source]
Compliance provides bonuses to available factories (civilian factories, military factories, naval dockyards) within a state. The formula looks like this:
(Refineries are unaffected by this. They will always produce the maximum amount of fuel and rubber, depending on technology, same applies for fuel silos)
The same applies to the resources and manpower provided by the occupied states:
The average level of compliance between states also provides flat percentage bonuses:
(Note that due to "Reorganized Workforce", at 100% compliance states will provide 100% of factories and 105% of resources; Additionally if the occupation law is changed to "Harsh Quotas" states will provide 125% of factories and 110% of resources generating additional factories and resources. Under the "Forced Labor" law states provide 105% factories and 145% resources. Note that with these two occupation laws compliance will slowly diminish until reaching a point where you no longer get additional factories and resources. Lastly using the "Liberated Workers" law which is exclusive to communists you can have a whopping 120% factories and 135% resources at 100% compliance and the negative compliance modifier is small enough that it is possible to remain at max compliance as Russia if you get one of the leaders that receive a 0.050% compliance gain modifier. While you can't use the "Liberated Workers" law, the other nations that can receive substantial compliance gain modifiers are Carlist Spain, Theocratic Russia, and Lithuanian-Monarch Poland. Each of these are Non-Aligned but can get 0.050% compliance gain modifiers making max compliance occupation possible and relatively quick.)
Collaboration government[edit | edit source]
The collaboration value represents the local population's willingness to cooperate with and aid the occupiers. Collaboration is necessary for curbing and eliminating resistance.
There are two stages of collaboration: local collaboration and collaboration governments.
Local collaboration is gained through the "create a collaboration government" covert operation and provides the following effects:
- increases initial starting compliance in occupied states by 30-45% per use, up to a maximum of 100% collaboration (as an example, 70% collaboration will give you 70% compliance)
- decreases the surrender progress threshold needed for capitulation
The current amount of collaboration can be seen in the "collaboration governments" tab on the country screen.
If the average local collaboration in all occupied states rises to 80%, the occupying nation will be given the opportunity to install a collaboration government formed from loyal and sympathetic local civilians, to administer and govern the occupied territories. Note that a democratic country cannot create collaboration governments.
The collaboration government itself is a special type of puppet, available with La Résistance DLC and it has the following puppet rules:
Can declare wars
Can decline call to war
Control over deployed units go to overlord
Can create collaboration governments
Can be Spy Master
Contributes Operatives to Spy Master
Master can build constructions on the subject's territory
- Technology sharing bonus -50%
- Subject manpower requirement: +100%
- Extra trade to overlord: +100%
- Overlord trade cost: -90%
- Civilian industry to overlord: +75%
- Military industry to overlord: +75%
Once created, the collaboration government is a separate tag and will be given the Generic national focus tree for use, unless the opposing country for the cores doesn't exist. Additionally, the collaboration government will also gain cores on every state that is a core state of the country the collaboration government is meant to represent, regardless of what territory the collaboration government actually controls.
The collaboration government will adopt the puppet master's color and will also use the puppet master's adjective in its name to represent the close connection between the two governments. However, the puppet will be granted the research progress of the country it is meant to represent. If you are creating a collaboration government of a tag that is using the generic tree by default, your collaborationist government also inherits the generic tree progression, despite the continued existence of that country.
As an example, if Japan creates a collaboration government representing
China in East Hebei (which starts off controlled by
Japan), the collaboration government will be named "Japanese China" and gain cores on every Chinese core state, while being of the same map color as Japan. If, however,
China did not exist when the collaboration government was formed, the collaboration government will assume the role of
China, including the focus tree.
Currently, Compliance will only be checked from one tag per state. If the state's owner has a core on it, the owner will be the target of compliance, otherwise, it's the leftmost flag in the list of the cores. This can be checked by annexing the Chinese Warlords: China is given a core before the warlords, meaning the resistance will be directed towards them.
An example: Japan may create a collaboration network in
Communist China, the collaboration will be counted from
Communist China towards
Japan for the state of Shaanxi only. They can then immediately be released as a collaboration government since the
Communist Chinese collaboration is NOT checked for the other Japanese-owned states in China, as their collaboration is counted from
China toward
Japan. When released they will only receive the provinces from which their compliance is calculated but retain their other cores.
This mechanic prevents the formation of some pre-existing tags that are another nation's core. ex: Macedonia,
Croatia,
Occitania,
Algeria, etc. They cannot be formed into collaboration governments (unless released, attacked, and annexed), only released as regular puppets. this also prevents the formation of a collaboration government from provinces in which the releasing nation has cores, these provinces will, however, be released with an eventual collaboration government. An example of this is if Italy creates a Yugoslavian collaboration government, they would then lose control and their core on Istria which would be ceded to the collaboration government in
Yugoslavia.
Since a collaboration government has cores on its territory, the puppet master will not need to garrison the territory and resistance will not form.
Collaboration governments cannot be created from an existing puppet, neither can they themselves increase their own autonomy status when controlled by A.I. However, when controlled by a player, they can increase their own autonomy status and become a regular puppet, allowing them to eventually become independent through the normal puppet autonomy ladder.
Garrison[edit | edit source]
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In order to combat resistance and police the population, occupied states will need to be garrisoned by military troops to perform police duties. The in-game Garrison represents this and can be assigned from the Occupied Territories tab.
The divisions needed to staff the garrisons are not visible on the map and are allocated and get their equipment automatically. The equipment allocation can be set via the Recruit & deploy dialog.
With high enough values of resistance strength, Garrison will start to receive damage in the form of losses to both manpower and equipment. Both types of damage will be scaled by the hardness of the division template used by the garrison, so higher hardness will reduce losses significantly.
Occupation laws are scaled with Garrison Efficiency. If a Garrison reinforcement order is not fulfilled, all effects from the occupation law will be scaled by this value:
For every point of resistance, you will require 0.75 points of suppression. However, even if resistance power gets lower than 10%, the number of garrisons needed will remain as if it was 10%. The same rule applies, when resistance strength rises above 50%.
Occupation laws[edit | edit source]
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Occupation laws can be selected in the occupied territories if you have any non-core land. Occupation laws regulate resistance target, compliance generation rate, amount of industry and resources available to you and can give several other advantages. Each state can be assigned with an individual occupation law.
Name | ![]() |
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Required Garrisons | Damage to Garrisons | Local Resources | Local Factories | Local Manpower | Additional effects |
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+40% | - | -100% | - | - | - | - | Compliance change disabled |
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- | - | -20% | -25% | - | - | - | - |
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-15% | -0.025% | -30% | -50% | - | - | - | - |
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-30% | -0.04% | -10% | -15% | +5% | +5% | - |
Enemy intel network strength gain: -25% Enemy operative detection chance offset: +1% |
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-35% | -0.045% | -10% | - | +10% | - | +8% | - |
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-40% | -0.08% | +15% | +30% | +40% | +5% | - |
Civilian Factory Repair Speed: +25% Resource Sabotage Chance: -25% Resource Sabotage Duration: -25% |
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-40% | -0.08% | +15% | +50% | +5% | +25% | - |
Military Factory Repair Speed: +25% Civilian Factory Repair Speed: +25% Military Factory Sabotage Chance: -25% Civilian Factory Sabotage Chance: -25% |
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-60% | -0.055% | - | - | +10% | - | - | - |
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-75% | -0.11% | +25% | +100% | +10% | - | - |
Resistance Decay Speed: +100% |
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-15% | -0.025% | -5% | +25% | +30% | +20% | - | Exclusive to ![]() |
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+10% | +0.02% | -30% | -25% | - | - | - | Exclusive to ![]() |
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- | +0.03% | -50% | -30% | - | - | - | Resistance Decay Speed: +50%
Exclusive to |
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-30% | -0.02% | -30% | -40% | - | - | - | Exclusive to ![]() ![]() |
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-35% | -0.015% | -35% | -45% | +15% | +15% | - | Exclusive to ![]() ![]() |
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-45% | -0.010% | -40% | -55% | +25% | +25% | +5% | Exclusive to ![]() ![]() |
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