Hearts of Iron IV

Hearts of Iron IV

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wolfiee Jun 21, 2023 @ 11:15pm
how to control rebellion
Played israel.
conquereed Israel, took every bit of manpower.
it was impossible to control Syria, rebellione ran out of control and the game was asking for 15,000 tanks to control them, Even the Russian Army today doesnt have 15,000 tanks.
the manpower requirement was impossible, i used light tanks .1 suppression and MPs to try and control it.
Yet to complete this game once, either some game feature bugs out or some mMOD prevents it.
the only ever game i ever played since the 80s that been impossible to complete.
Because of ridiculous fetaure.
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Showing 1-5 of 5 comments
Disska Jun 21, 2023 @ 11:35pm 
use cavalry in the garrison template. Or, if you're playing as a small nation, make puppet states instead of capturing them, otherwise you may not have enough manpower and rifles to garrison.
velvetcrabman Jun 22, 2023 @ 10:24am 
Originally posted by wolfiee:
Played israel.
conquereed Israel,

^ that's confusing.

Advice above from Disska is good whoever you were actually playing....
ToddB Jun 23, 2023 @ 3:21pm 
Resistance is based on how many VP's the state has and is affected by your nation's stability, the state's compliance level, the suppression value of your garrison template, the garrison policy, how well manned and equipped your garrison is and the current level of resistance there.

HoI4 uses an abstract system for it.
You select a template and a policy.
The game then calculates how many divisions of that template are required to meet the policy level. It will then draw an adequate number of men and equipment/vehicles based on how much would be needed to field that many divisions of that template.

It is therefore important to select a template that doesn't have extraneous equipment in it and one that you can reasonably field.
For example: it shouldn't have any support companies, except military police (and even then only if you have enough support equipment to supply them).

It shouldn't have AA, AT, or Arty because they don't add suppression.
Infantry has poor suppression.
Cavalry, armoured cars, and tanks have good suppression.
However, cavalry only requires infantry equipment to field whereas the others also need other equipment/vehicles to field so if you can't afford to supply that many garrison divisions, you shouldn't have that template as your garrison template.

Most likely this explains why they want 15K tanks, you have a tank division template selected as your garrison unit and to field enough divisions of them, would require 15K tanks.

One thing you'll notice is that whether you have a CAV division template of 1 battalion of CAV or a CAV division template with 4 battalions of CAV, there's no effective difference.

The second template has 4x as much suppression so you require 1/4th as many divisions of them, but whether you need 100 of the 1 battalions or 25 of the 4 battalions, they both use the same amount of infantry equipment and manpower.
It would make a difference if you add an engineering support company to each template though. You'd need 4x as much support equipment for the 1 battalion CAV as the 4 battalion CAV because you'd need 30 support equipment per division and 100 divisions need more than 25 divisions do. However, you shouldn't be adding an engineer company to the template anyways because it doesn't help suppression at all.

Typically, an optimal garrison template would be one of the following:

1 CAV
1 ARM
1 armoured car
25 CAV + MP company
25 ARM + MP company
25 armoured car + MP company

If you have a 4 battalion CAV, you can use it, provided it doesn't have any other stuff in it. Don't go building a 1 battalion CAV division if you have a larger CAV division unless the template has useless support companies in it, in which case it's cheaper to pay 5xp to build a new 1 CAV divison template than pay 10 xp per company you have to remove.

Also, it's important not to select a policy above what you can field.
Selecting a higher policy level requires even more men and equipment and if you can't support it fully, you'll be suffering from penalties that will make your garrison worse (and have higher casualties) than if you used a lower policy that you could fully support. It's important to keep resistance in check from the start, once it hits around 25% in a state, it gets harder to contain and you're likely fighting a losing battle that eventually will result in that state having a full uprising and liberating itself.

If you have ways of increasing your stability, do them.
Remember that being at war drops your stability by 30.
If you can get your stability to 80+ (even while at war), you will have less problems with resistance.
Last edited by ToddB; Jun 23, 2023 @ 3:41pm
wolfiee Jun 25, 2023 @ 1:56am 
Originally posted by ToddB:
Resistance is based on how many VP's the state has and is affected by your nation's stability, the state's compliance level, the suppression value of your garrison template, the garrison policy, how well manned and equipped your garrison is and the current level of resistance there.

HoI4 uses an abstract system for it.
You select a template and a policy.
The game then calculates how many divisions of that template are required to meet the policy level. It will then draw an adequate number of men and equipment/vehicles based on how much would be needed to field that many divisions of that template.

It is therefore important to select a template that doesn't have extraneous equipment in it and one that you can reasonably field.
For example: it shouldn't have any support companies, except military police (and even then only if you have enough support equipment to supply them).

It shouldn't have AA, AT, or Arty because they don't add suppression.
Infantry has poor suppression.
Cavalry, armoured cars, and tanks have good suppression.
However, cavalry only requires infantry equipment to field whereas the others also need other equipment/vehicles to field so if you can't afford to supply that many garrison divisions, you shouldn't have that template as your garrison template.

Most likely this explains why they want 15K tanks, you have a tank division template selected as your garrison unit and to field enough divisions of them, would require 15K tanks.

One thing you'll notice is that whether you have a CAV division template of 1 battalion of CAV or a CAV division template with 4 battalions of CAV, there's no effective difference.

The second template has 4x as much suppression so you require 1/4th as many divisions of them, but whether you need 100 of the 1 battalions or 25 of the 4 battalions, they both use the same amount of infantry equipment and manpower.
It would make a difference if you add an engineering support company to each template though. You'd need 4x as much support equipment for the 1 battalion CAV as the 4 battalion CAV because you'd need 30 support equipment per division and 100 divisions need more than 25 divisions do. However, you shouldn't be adding an engineer company to the template anyways because it doesn't help suppression at all.

Typically, an optimal garrison template would be one of the following:

1 CAV
1 ARM
1 armoured car
25 CAV + MP company
25 ARM + MP company
25 armoured car + MP company

If you have a 4 battalion CAV, you can use it, provided it doesn't have any other stuff in it. Don't go building a 1 battalion CAV division if you have a larger CAV division unless the template has useless support companies in it, in which case it's cheaper to pay 5xp to build a new 1 CAV divison template than pay 10 xp per company you have to remove.

Also, it's important not to select a policy above what you can field.
Selecting a higher policy level requires even more men and equipment and if you can't support it fully, you'll be suffering from penalties that will make your garrison worse (and have higher casualties) than if you used a lower policy that you could fully support. It's important to keep resistance in check from the start, once it hits around 25% in a state, it gets harder to contain and you're likely fighting a losing battle that eventually will result in that state having a full uprising and liberating itself.

If you have ways of increasing your stability, do them.
Remember that being at war drops your stability by 30.
If you can get your stability to 80+ (even while at war), you will have less problems with resistance.
TY, for once its nice to have a decent reply, instead of some arrogant toe rag who give no answer at all
Fargel_Linellar Jun 25, 2023 @ 5:07am 
Originally posted by ToddB:
Resistance is based on how many VP's the state has and is affected by your nation's stability, the state's compliance level, the suppression value of your garrison template, the garrison policy, how well manned and equipped your garrison is and the current level of resistance there.
Small correction.
Your template suppression level has 0 impact on the resistance.
As long as you can fulfill 100% of the garrison, using a template with horrible suppression or high suppression will lead to exactly the same resistance %.

The ratio of suppression to manpower/equipment is important as it will reflect how much you have to put in garrison, but doesn't directly affect resistance.

Also while "harsher" occupation law have a higher "garrison requirement", their lower resistance generally lead to less garrison required.
If garrison is higher than the target it may take time to have an actual effect tho.

As an example:
0% compliance
Stability = 50%
State being occupied has 20 VP = +10% resistance target
The resistance will be 35+10+10=55%

With Local Police = 40% resistance
Suppression need will be 40*0.75*0.7=21

With Martial law = 10% resistance
Suppression need will be 10*0.75*1=7.5

Despite Local Police having a -30% "Required garrison", the lower resistance it will stabilize at will require almost 3x less garrison with Martial law.

Harsher law have lower compliance gain, which of course means that you get less factories/ressources out of the area, but will generally be "cheaper".
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Date Posted: Jun 21, 2023 @ 11:15pm
Posts: 5