占领区

本页面所适用的版本可能已经过时,最后更新于1.9
傻狗本狗~讨论 | 贡献2020年8月18日 (二) 20:26的版本 →‎默认法
For the pre-1.9 occupation system see a previous version of this page.
Occupied territories.png

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

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

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
Resistance organized resistance.png Organized Resistance 25% Garrison Penetration Chance: +50%
Resistance emboldened resistance.png Emboldened Resistance 50% Damage to Garrisons: +100%
Resistance uprising.png Uprising 75%

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 Resistance rebellion.png 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

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%
  • Controller is at peace: -10%
  • 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: [math]\displaystyle{ (100-Stability)*0.2 }[/math] (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 increased by updating agency or by using more agents in one province. The second agent has only half the efficency and so on.)

Compliance

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 gain

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 industry

Compliance provides bonuses to available factories within a state. The formula looks like this:


[math]\displaystyle{ \text {Factories available} = 100% - 75% + 65% \cdot \text {Compliance level} }[/math]


The same applies to the resources and manpower provided by the occupied states:


[math]\displaystyle{ \text {Resources available} = 100% - 65% + 60% \cdot \text {Compliance level} }[/math]


[math]\displaystyle{ \text {Manpower available} = 100% - 75% + 18% \cdot \text {Compliance level} }[/math]


Average level of compliance between states also provides flat percentage bonuses:

Name Compliance level needed Effect
Compliance informants.png Informants 15% Enemy operative detection chance offset: +25%
Compliance local police force.png Local Police Force 25%

Required Garrisons: -25%

Additional Recruitable Population: +5%

Compliance reorganized workforce.png Reorganized Workforce 40%

Local Resources: +10%

Local factories: +10%

Compliance volunteer program.png Volunteer Program 60% Recruitable Population: +20%
Compliance a new regime.png A New Regime 80% Triggers event to establish a Collaboration Government

Collaboration government

Collaboration Government.png 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 抵抗运动抵抗运动 DLC and it has the following puppet rules:

  • No Can 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
  • 是 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. However the puppet will be granted the research progression of the country it is meant to represent. if you are creating a collaboration government of a tag that is using the generic tree by default, your collaborationist government also inherits the generic tree progression despite the continued existence of that country.

  • As an example, if 日本的国旗 日本 creates a collaboration government representing 中华民国的国旗 中华民国 in East Hebei (which starts off controlled by Japan), the collaboration government will be named "Japanese China" and gain cores on every state that 中华民国的国旗 中华民国 itself has a core on while being of the same map color as Japan. When Japan creates Japanese China only after they completely 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.

Currently Compliance will only be checked from one tag per state. which it is depends on the previous core owner when capitulated, when not capitulated the compliance reverts to whichever core tag is listed first left to right. this means that console commanded annexed countries in china will count from nationalist Chinese compliance instead of its previous owner, due to the Nationalist Chinese core claim being the first listed. An example: Japan may create a collaboration network in communist china, when the advance reaches yan'an and communist china capitluates, the collaboration will be counted from communist china towards japan for Shaanxi (state) only. this means they can immediately be released as a collaboration government, since communist chinas collaboration is NOT checked for the other japanese owned states in China, as their collaboration is counted from Nat china toward Japan. When released they will only receive the provinces from which their compliance is calculated but retain their other cores.

This mechanic prevents formation of some pre-existing tags that are another nations core. ex: Macedonia, Croatia, Occitania, Algeria etc. they cannot be formed into collaboration governments (unless released attacked and annexed), only released as regular puppets. this also prevents the formation of a collaboration government from provinces in which the releasing nation has cores, these prvinces will however be released with an eventual collaboration government. An example of this is if Italy creates a yugoslavian collaboration government, they would then lose control and their core on Istria which would be ceded to the collaboration government in yugoslavia

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.

Garrison

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:


[math]\displaystyle{ \text {Modifier} = 100% - \text {max}(\text {(Manpower requirement)}^2 \text {; (Equipment requirement)}^3) }[/math]


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%.

占领政策

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% -0.025% -65% -50% - - - -
Secret Police -30% -0.04% -30% -15% +5% +5% -

Enemy intel network strength gain: -25%

Enemy operative detection chance offset: +1%

Military Governor -40% -0.045% -10% - +10% - +8% -
Martial Law -50% -0.055% - - +10% - - -
Forced Labor -40% -0.08% +50% +30% +40% +5% -

Civilian Factory Repair Speed: +25%

Resource Sabotage Chance: -25%

Resource Sabotage Duration: -25%

Harsh Quotas -40% -0.08% +60% +50% +5% +25% -

Military Factory Repair Speed: +25%

Civilian Factory Repair Speed: +25%

Military Factory Sabotage Chance: -25%

Civilian Factory Sabotage Chance: -25%

Brutal Oppression -75% -0.11% +100% +100% +10% - -

Resistance Decay Speed: +100%

Exclusive to Fascists

Liberated Workers -15% -0.025% -20% +25% +30% +20% - Exclusive to Communists
Local Autonomy - +0.02% -60% -25% - - - Exclusive to Democracies