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Occupied territories.png

In patch 1.9 occupation and resistance mechanics were reworked. All states are now divided to two categories: core and occupied. Occupied states now have two values attached to them: resistance and compliance.


Resistance system has two values: Resistance target and Resistance strength.

Resistance strength

Resistance strength is a current measurment of resistance occuring in a state. It affects the debuffs applied to the state, frequency and severity of resistance actions. When resistance strength reaches certain tresholds, 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%
Uprising 75%

Divisions speed: -50%

Strategic Redeployment Disabled: Yes

Local Supplies: -50%

Division Attrition: +30%

When average amount of Resistance strength reaches 90%, a full scale Rebellion will occur and Occupied states will declare independence.

Resistance target

Resistance target reflects a potential anount 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
  • Various scaling effects from Operations, Operatives' missions and Occupation Laws

Without sufficient level of compliance, resistance target can only be lowered to 10%.


Compliance is a measure of non-core territories' loyalty to your country.

Compliance is calculated on per state basis with it's own local effects, while providing overall bonuses for occupied land when reaching a certain average treshold.

Compliance and industry

Compliance provides a boost 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: +0.25%
Local Police Force 25%

Required Garrisons: -25%

Additional Recruitable Population: +0.05%

Reorganized Workforce 40%

Local Resources: +10%

Local factories: +10%

Volunteer Program 60% Recruitable Population: +20%
A New Regime 80% Triggers event to establish a Collaboration Government

Collaboration Government

Collaboration Government is a special type of puppet, available with La RésistanceLa Résistance DLC. It can be stablished once average compliance level of all states reaches 80% and follows certain rules:

  • No Can not declare wars
  • No Can decline call to war
  • No Control over deployed units go to overlord
  • No Can create collaboration governments
  • No Can be Spy Master
  • No Contributes Operatives to Spy Master
  • 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%
  • Yes Master can build constructions on the subject's territory

They receive generic Focus Tree.


Garrison can be assigned from the Occupied Territories tab.

With high enough values of resistance strength, Garrison will start to receive losses both to manpower and equipment. Both types of damage will be scaled by hardness of the Garrison template, so higher hardness will lower you losses significantly.

Occupation laws are scaled with Garrison Efficiency. If Garrison reinforcement order is not fulfiled, 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. Hovewer, 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

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
Civilian Oversight -10% - -50% -25% - - - -
Local Police Force -20% -0.02% -65% -50% - - - -
Secret Police -30% -0.035% -30% -15% +5% +5% -

Enemy intel network strength gain: -25%

Enemy operative detection chance offsrt: +1%

Military Governor -40% -0.04% -10% - +10% - +8% -
Martial Law -50% -0.05% - - +10% - - -
Forced Labor -40% -0.07% +50% +30% +40% +5% -

Civilian Factory Repair Speed: +25%

Resource Sabotage Chance: -25%

Resource Sabotage Duration: -25%

Harsh Quotas -40%
Brutal Oppression -65% -0.1% +100% +100% +10% - -

Resistance Decay Speed: +100%

Exclusive to Fascists

Liberated Workers -15% -0.02% -20% -20% +30% +20% - Exclusive to Communists
Local Autonomy - +0.2% -60% -25% - - - Exclusive to Democracies