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Rizia Power Projection (Outdated)
By JP
How the hell does power projection work in Rizia DLC? Here is all that you need to know to make Rizia presence truly felt in the world
   
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Introduction
Hello there, English isn´t my mother language so please keep that in mind, with that out of the way lets begin:

Power projection is a key mecanic in the Rizia DLC as it is really important for your authority, however it isn´t explain anywhere, evenmore it works in a way that is really confusing.
For example: I had an AVERAGE POWER PROJECTION in one turn and the resources to train a lot of units, so I did exactly that (I trained 6 units all at once), next turn my power projection went down to WEAK.

This is because power projection in Rizia takes into account more elements than just the size of your military.
How power projection works
The best explanation that I found was this one from Reddit (https://www.reddit.com/r/suzerain/comments/1by8piw/so_power_projection/)

There's multiple factors which determine power projection:

Manpower: between +3 and -1 depending on status

Stockpile, between +2 (+3000 small arms) and -2 (-1000 small arms) depending on status (the modifier only depends of the ammount of small weapons/infantry equipment, so ships,submarine,trucks and tanks are not taken into account)

Size of mobile force, +2 for Large (more than 4 units between tanks and trucks) , +1 for medium, -1 for small (2 or less units between tanks and trucks)

Large force of paratroopers, mountaineers, marines: +1 for each

Small force of paratroopers and marines: -1

Fleet size, +2 for large, +1 for medium, -1 for small (requires 7+ between ships and submarine units for Strong)

Strong naval interdiction ability: +1, -1 if lacking (requires 4+ submarine units for Strong)

increased provincial levies: +1

expanded border guards: +1

well trained office corps: +1, bad trained office corps: -1

strong local equipment: +2 (build military factories), heavy reliance on foreign equipment: -1

total number of units between 15-20: +1

total number of units between 21-28: +2

total number of units 29 or more: +3

result of Vendonesam campaign: +2 for win, +1 for stalemate, -1 for loss

modern bombers: +1, -1 if lacking

modern missiles: +1, -1 if lacking

Rumburgians gas: +2

24 year old conscription with 2 year service: +2

18 year old conscription with 2 year service: +1

The numeric value of your power, RiziaDLC.Country_Military_PowerProjection translates in projection as follows:

Weak: -2 or less

Average: between -1 and 3

Strong: between 4 and 8

Overwhelming: 9+
Conclusion
By tral and error, it seems that the most cost efficient/beneficial ways that I found to get out of the WEAK POWER PROJECTION modifier is as follow:


Method 1 (AVERAGE POWER PROJECTION STRAIGHT UP FROM THE BEGINNING)

You could get AVERAGE POWER PROJECTION from the beginning if you selected a couple of specific prologue choices:

YOUR ROYAL FOCUS:
- Taxes and gold
- Oil and energy
- Pr campaign
- Internal Security
- Expand the armed forces (This is the one you should choose it gets you +1 Support Vechicle, +1 Tank, +1 Ship, +500 Equipment, +250 Manpower)

FOREIGN AFFAIRS
-Appeseament
-Interventionism (This is the one you should choose it gets you -1 Pales Public War Support, +1 Zille Resistance Power, +250 Military Equipment)
-Third Way

With just those two specific decisions you can get to average power projection from the beginning as it turns a bunch of red modifiers into yellow or even green ones by expanding your armed forces and increasing your military resources. However, it comes at the cost of changing your initial choices to some that might not fit into your version of Rizia

Method 2 (IF YOU DON´T WANT TO CHANGE YOUR PROLOGUE CHOICES):

DON´T TRAIN NEW UNITS OR USE DECREES THAT REDUCE MANPOWER (to have a lot of available manpower) + GIVE RUMBURG ALL THE GAS THAT THEY WANT + BUILD FRONTIER CHECKPOINTS + BUILD AS MANY MILITARY FACTORIES AND THE PORT AS SOON AS YOU CAN (to get a full military stockpile and local military production)


However, if you have found a better way please share it.

Glorius axa Rizia

3 Comments
Norkal_qc Jan 29 @ 8:46pm 
For turn 2 have average power projection with not take "Expand the armed forces" :


Turn 1 :

Build 1 tank and 1 Support Vechicle

Increase Conscription Duration by 12 Months (or turn 2)

Turn 2 :

expanded border guards
mephistopheles May 20, 2024 @ 11:38am 
Your science is strong mate. International image also counts: denouncing Su Omina(-), allowing Derdians in borders(-), drug raids, strng borders with free press(+), public cruel executions(+)... Any Smolak decision projects power. Being an arms dealer and buyer(+), selling Monquiz and Caleabiz(-), joining ATO(+)... In war some humane decisions - and others + but it is intuitive at least for me:free press +, refugee camps+, corridors to Morella-, rebuild infrastrucure and forts +, propaganda war-...
I also agree that unless u plan to conquer Pales u should not recruit the units just acumulate the stockpile, except for the Navy their bonus is just t quick and good.
maroder11223 May 19, 2024 @ 1:19am 
thanks