- For the pre-1.9 occupation system see a previous version of this page.
In patch 1.9 occupation and resistance mechanics were reworked. All states are now divided into two categories: core states and occupied states. Any state controlled by a country that does not have a core on said state is considered an occupied state. Occupied states now have two values attached to them: resistance and compliance.
Resistance system has two values: Resistance target and Resistance strength.
Resistance strength is a current measurement of resistance occurring in a 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 per state basis:
|Name||Resistance level needed||Effect|
|Organized Resistance||25%||Garrison Penetration Chance: +50%|
|Emboldened Resistance||50%||Damage to Garrisons: +100%|
Divisions speed: -50%
Strategic Redeployment Disabled: Yes
Local Supplies: -50%
Division Attrition: +30%
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 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: 10%
- Target country has government in exile: from 2% to 20%, depending on legitimacy
- Controller has a claim: -5%
- Victory points in state:
- 0-5 VP: 0%
- 5-20 VP: +5%
- 20-50 VP: +10%
- 50-... VP: +20%
- Spread from neighbouring state, if their resistance targets are different (from higher resistance target state to lower), whichever is higher:
- +50% of neighbour's resistance target
- +50% of neighbour's spread from neighboring state
- From compliance in state: -50% of compliance
- From controller stability: (0% to +20%)
- 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 -15% (can be increase by updating agency or by using more Agents in One province. The second Agent has only half the efficency and so on.)
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 base gain is 0.08%/day and modified by occupation laws. It decays depending on compliance already reached, up to -0.08%/day at maximum compliance. 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 industryEdit
Compliance provides bonuses to available factories within a state. The formula looks like this:
The same applies to the resources and manpower provided by the occupied states:
Average level of compliance between states also provides flat percentage bonuses:
|Name||Compliance level needed||Effect|
|Informants||15%||Enemy operative detection chance offset: +25%|
|Local Police Force||25%||
Required Garrisons: -25%
Additional Recruitable Population: +5%
Local Resources: +10%
Local factories: +10%
|Volunteer Program||60%||Recruitable Population: +20%|
|A New Regime||80%||Triggers event to establish a Collaboration Government|
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 in 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.
- 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 state that China itself has a core on while being of the same map color as Japan. When Japan creates Japanese China only after they completly annexed regular China in a peace conference, the new formed China will use the National China Focus Tree, and will get all Chinese Cores controlled by Japan.
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, but they themselves can increase their own autonomy status and become a regular puppet, allowing them to eventually become independent through the normal puppet autonomy ladder.
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.
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 fullfiled, 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 amount of garrisons needed will remain as if it was 10%. The same rule applies, when resistance strength rises above 50%.
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||Resistance target||Compliance gain||Required Garrisons||Damage to Garrisons||Local Resources||Local Factories||Local Manpower||Additional effects|
|No Garrison||+40%||-||-100%||-||-||-||-||Compliance change disabled|
|Local Police Force||-20%||-0.025%||-65%||-50%||-||-||-||-|
Enemy intel network strength gain: -25%
Enemy operative detection chance offset: +1%
Civilian Factory Repair Speed: +25%
Resource Sabotage Chance: -25%
Resource Sabotage Duration: -25%
Military Factory Repair Speed: +25%
Civilian Factory Repair Speed: +25%
Military Factory Sabotage Chance: -25%
Civilian Factory Sabotage Chance: -25%
Resistance Decay Speed: +100%
Exclusive to Fascists
|Liberated Workers||-15%||-0.025%||-20%||+25%||+30%||+20%||-||Exclusive to Communists|
|Local Autonomy||-||+0.2%||-60%||-25%||-||-||-||Exclusive to Democracies|