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Inside it you can change the default template and default garrison rule, or change it individually for each nation you have occupied.
The template used is always one of your active production divisions, the default is the cavalry division for those nations which start with one but you can choose anyone you want.
Suppression works much the same way as earlier except you don't have garrison troops zooming around the map all the time. Instead the game calculates how many divisions of the selected template are needed to combat the resistance in a given state, and then it deducts the manpower and equipment needed for that directly from your reserves and stockpiles.
Cavalry are the default suppression units, but motorized have higher suppression stats and armored cars have the highest. As such you can keep cavalry for the entire game if you don't expand much or if you have high manpower pools, or you can switch to either of the others if you have good industry.
You can never fully get rid of resistance until compliance gets high. Compliance is a measure of just how adjusted the population is to your occupation, the higher the better and once you hit 80% you may be able to form a collaborationist government which will encompass all the cores you control of the nation in question. This forms a new nation as a subject of yours, even if you are still at war with the original owner, ownership is still transferred to the collab making sure it stays with your through the peace deal.
This is what the world looks like if you take it over and form collabs everywhere
https://steamcommunity.com/sharedfiles/filedetails/?id=2024030134
You choose a template to be a garrison unit. The AI then uses manpower and equipment to "create" that unit, however it never appears on the map.
The military police support unit goes into your garrison unit, it will not do anything in a unit on a map anymore because suppression is only done by garrisons.
Resistance will do damage to garrisons and eat at your manpower and equipment.
If you run out of manpower or equipment for your garrisons resistance will spike rapidly. You cna also send receive requests for manpower to garrison between allies. However the AI almost always has no manpower.
You can also use spies to root out resistance. Do not double them up in a state. Put them in their own states because they root out at a better rate. Resistance spreads to bordering states. I think rooting out also has a small effect on bordering states.
A few countries like India use a freaking armored unit by default.
An out of control resistance can literally stunt your growth because they can destroy buildings as fast or faster than you repair them. Of course if resistance is high enough it slows your compliance growth as well.
Paradox games are great until they break them with a backwards fundestroying update.
If you take a large country without doing collaboration ahead of time then you are asking to be penalized with resistance. If a country goes into exile, then the resistance is even higher than a completely annexed country that no longer exists.
Under the old system you had to devote a unit with suppression and have it on the map. While under the garrison system some states can only require a fraction of that unit. So the new system saves you both manpower, equipment, and micro management. Not to mention the whack a mole resistance from HOI 3 is gone as well.
You can also use spies to root out resistance as well.