You can also use No Garrison to deliberately increase resistance if it's likely to be invaded by a hostile power who doesn't have it as a core, the resistance remains when they take it, and then it's their problem
@@ethanmcquerry9400 resistance yes, but occupation laws I think were added in La Resistance DLC. But I may be wrong, it has been a long time I don't quite remember anymore.
Brutal oppression is great in specific situations: when you are getting into a territory that was already occupied by someone else, you usually have high resistance and zero compliance: you put brutal oppression, take the resistance down to 25-30% very quickly, and then you improve the situation to something like secret police or local police force. It's absolutely not an F or D tier, it's just not something you want for a very long time, for obvious reason. It's an emergency button for specific situations.
@@ethanmcquerry9400 he probably knows, but he's trying to keep things simple imho. You should not use anything except "local police force" or "civilian oversight" as "base" law, he's right on that. But there are specific cases for most of the other laws: No Garrison is useful when you are occupying something you will lose (Eastern Poland for USSR is the classic example), so that the enemy will have to deal with higher resistance. Hars quotas or forced labour are useful when you are going for a quick war and need the most you can get from a territory immediately (speedruns usually). Military governor is useful when you have higher resistance than normal in a state (usually sign that the enemy is doing something with spies), to keep control without completely destroy the compliance you already gained and so on.
This. I also use Secret Police in place of Local Police Force when I noticed resistance spiking a bit but not too much. At once per in game month I try to look over my resistance map and determine if I need to change anything and sometimes a slight adjustment is better than a momentary one.
I find secret police a good compromise between resistance suppression and compliance gain. With high resistance the partisans start destroying stuff that needs time to repair. In the long run it may cost more than having lower compliance for some time. Secret police deals with resistance quite well but doesn't damage compliance as much as harsher policies. On top of it it doesn't require as heavy garrisoning. It's my go to policy in high resistance areas, that I review later, once compliance bonuses start to kick in.
Liberated workers can stack with the bonuses of compliance so you gain factories per law and for the compliance bonus wich in my opinion makes it the best on the entire game
@@Sky4Jus no, any communist nation can use it. for example: use local autonomy as France to boost compliance while democratic. switch to communism and use liberated workers. you will quickly achieve 100% compliance in the colonies. now factories in the colonies, count as 1.2 factories.
I think you were a trifle unfair with military governor and secret police. They are my "in-between" choices for when I need to bring down resistance right now, then I switch to local police force or civilian oversight to build up compliance.
I think that he specifically sets occupation laws on something and doesn't touch them ever again. In general, I micro them as well, I start off mil gov or secret police and when the resistance is low enough gradually reach civilian oversight. It's the best thing to do imo since it gets compliance faster than just setting all of your territories on civilian oversight and not touching them ever again.
Secret police works. It reduces resistance by a good amount and it doesn't take as much garrisons, the bonuses are not that good, but overall, they're an addition, not the main purpose of the occupation law
Honestly i would put secret police on B tier for 1 reason: i wont need my spy to catch enemy spy, instead i would use secret police to passively increase enemy spys capture chance
Harsh quotas is great when you have puppets or faction members with manpower to borrow for a bit Secret police is probably best for multiplayer when you’re worried about repulsing naval invasions and such
I've always loved local autonomy, I've only ever not used it when I'm playing as something that isn't democratic But since I nigh universally play democracies, I really have only used that one.
Hey, did you know you can use these to "own factories" to do the 5 year plan focuses as soviets? Using your civil war exploit, I rushed southern thrust while justifying on turkey. I occupied most of the countries to boost my factory count so I could get the 5 year plan buffs before finishing the wars to continue with the "right side" tree.
i usually use civilian oversight as the quick compliance gain usually makes resistance rarely go over 50% at max then lowering down to like 20% once compliance is high enough
Situational usage is key for getting the most out of your conquests as an axis nation or Japan If it makes oil, alu or something else useful put it on forced labour. If its got lots of factories (Paris, Belgrade area, other capital areas, coastal areas of France for dockyards) its harsh quotas works very similar to forced labour This helped me win a modded MP cos I put Guyana on forced labour and that saved me a load of civs (high compliance+forced labour stacked and I was making ~100 alu) Everywhere else I tend to put on civ oversight or local police. Autonomy if I’m a democracy. Always make sure your garrisons are fully supplied or it kills your compliance and the resistance rises big time. Getting it down again is a massive pain
Well once again you (Feedback) have shown me and enlightened me on how a system of the game worked. I was always clueless on how to apply the Compliance stats in the game because I didn't realize that there was a base Compliance gain of 0.075%. So I couldn't understand why my compliance was going up instead of down. Thanks so much for this video. I guess that I can actually play this part of the game now. 🙂
One thing to keep in mind regarding compliance is that you gain a percentage bonus on top of your compliance gain when at peace, which makes high compliance gain laws even better. So if you've annexed a nation, civilian oversight is the only choice. Additionally, occupying a state whose government is in exile gives you a FLAT REDUCTION in compliance gain based on how high your current compliance is. So with France as an example, building compliance on civilian oversight is basically just a HUGE waste of resources, unless you're going to be at war for like, at least a couple years. Havent done the math on that, but as a rule of thumb, it would be far less expensive just to go down to local police force for longer occupation, unless its REALLY long. This applies double to all occupation laws that reduce damage to garrisons, because a 50% dmg reduction to a 500k garrison is a pretty huge deal. You literally have to make half the equipment. For nations who struggle to handle the manpower/industry strain of occupying large, heavily populated areas - such as Iran prior to forming Persia - you can make use of many of the low-compliance laws, as long as you are not planning to keep occupying these areas for the rest of the game (either by coring, or by ending the war). For the same reasons, no garrisons can also be quite useful, since if you're planning on coring these states soon anyway, it doesn't really matter, however you might be spending a lot of time repairing with this one. In my experience, the best laws for minimizing strain on your economy and manpower pool short-term are martial law, local police force and harsh quotas. Harsh quotas in particular is good cause it reduces damage done to factories, while also giving you factories, so if you have manpower, but lack factories, its a good one. Local police force and martial law, meanwhile, require the smallest garrisons that are cheap to maintain, due to low damage modifiers, so as long as you can actually satisfy the initial garrison requirements, they keep costs down, which can be crucial if you're playing a low-population nation, such as a nordic nation, and occupying large parts of russia. Then again, it might be better to just use no garrison if it is the single cause of you not being able to advance because you can't reinforce your troops, due to insufficient manpower and/or equipment, which is to say most of the time, as a nordic nation :) Also, because these are good short-term, i would actually say its best to set one of these as your default law, and manually change to civilian oversight for areas you actually want to actively build compliance in. If I'm invading the soviet union and i'm not planning to annex them, why would i bother building compliance? For this reason in particular, martial law is great, cause it keeps garrison losses low, even if the garrison size is larger, thanks to the reduction in damage to garrisons, similar to local police, and it keeps resistance low. In light of these facts, i think its understandable why paradox set military governor as the "default", default occupation law. It's not bad as a *default* law, as long as you actually bother to set your occupation laws.
liberated workers is S+ tier in my opinion in any deeper math other youtube done (like production , losses factories , recources) it goes ontop of even "local autonomy" most of the time ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-lnEY4xEKoqE.html this guy done ridiculesly good video , on it with all math , interesting part is when he gets to "production overtime" as remember...it gives you extra factories , despite local autonomy gives you more factories , liberated workers gives you them erlier , so despite having "less" your getting "more" becouse of bonus its mad op , long ago i was sure its worse but its mad mad op , best ocupation law , definitly better then civ and local autonomy Also id rate civ a bit higher , with spies to rootout resistance you can consistantly keep it below 25 even during war and even sometimes with goverment exile , it is go to for any unaligned and facist countries for "long game"
100% + liberated workers, is the absolute best. you can get it fairly easily in the colonies (either you have them and switch to communism or you capture them). the only other way to get 100%+ factories in a sustainable way, is comecon and puppets. but as soviets you anyway have enough factories.
@@beyondEV its even more op if you do collaborative government as its law who gives you more then factories and recourses then any other law(without losing compliance) and bigger reason i started to play more communist countries then facist(tho facist still get a lot menpower , for generic focus tree theya re stil S+ tier for fun gameplay) , tho if you do "puppet manpower trick" Communist is propobly better , paired up with lots PP for advisors and the occupation law
Doing the no garrison flip for weapons is really useful as any nation that has occupied territory and also equipment shortages at the start of the game like Great Britain, as you get the guns into your field divisions which translates into more XP from training, which is a really useful early game strat for getting that rarest of the rare, the fabled army XP. You don't even need to wait a few days to flip the guns, if you set to NO Garrison, then in the recruitment window switch the reinforcements priority to green, and the garrison priority to red you can flip straight back to local police, and a pop up will tell you how many guns the garrison is now missing
Now there is the Italian occupation option specifically for any African land called "Colonial Police". It can be upgraded as well. Not bad for an option with limited use. Definitely more useful than the Turkish specific policy. It has -30% required garrison, -40% damage to garrison, -30% resistance target, and -0.020% compliance gain so 0.005% more compliance gain than local police. Nothing is better for compliance and manpower if you are playing Fascist or Monarchist Italy so definitely A tier in my book. Only downside is its only for Africa but you will be fighting in Africa so its useful. Wont be getting much factories but manpower will be an issue for Italy for much of your run so this definitely helps. It should also be pointed out that stability plays a factor in resistance and if you are at war or not. Being at war with low stability raises resistance much faster than having high stability and being at peace so going for pure compliance gain over suppression is not always viable.
No Garrison has some special tricks. For example, you can switch to No Garrison when you take over all of Africa, which is a wasteland. We don't care about losing these lands. It is very interesting that the high resistance can be transferred to the enemy when they retake these lands. If the AI doesn't have enough gun garrisoned to lower nightmarish resistance, the whole of Africa will be a horrific black hole of manpower and equipment.
At this point democracy have so much good bonuses. Best occupation law, best army corp, majority of major democracies have GBP doctrine, that is buffed so much with NSB. So the only downside of democracies at this point is that they can't do aggressive was except through focuses
Meta is local police force till compliance gets to either 25-30% then switch to civilian to boost compliance since higher compliance equals more stuff and less resistance. Spies are a cheap way to do it with the root out resistance mission to drastically lower resistance so compliance builds faster.
This tier list would need to get reranked by the occupation law changes of BBA. Taureor actually touched upon it on his pre-release Ethiopia video; he went up to Martial Law. I didn't know what the hell he was on about, sharing the position you took in this video, but if you compare the changes in the wiki they're pretty stark. Occuption is gonna need to be more mircoed now.
Well the only thing changed for me is that instead of using Civilian Oversight i use Local police force now. Does one really need to go higher? I don't think so.
Yep, that's exactly what I noticed, if you go beyond 10% resistance strength prepare to bleed equipment on daily basis, and not even know it (it does not show as activity). I think Secret Police is the go to know if lucky, maybe Military Governor or even Martial Law until you stabilize.
Liberated workers is by far the best. I would say local autonomy isn't the second best though due to democracies never really occupying land. my second favorite is probably local police force. its an amazing balance between compliance gain and resisting.
Saying martial law doesn't have a point is odd. It offers the best resistance suppression for non-facist governments, and is useful specifically for stamping down states where enemy agents might have temporarily boosted resistance. Yes you likely aren't building compliance in the region, but it will atleast delay an uprising if not being able to stop it with high anti-spy delay agency upgrades.
There is no need to, if you get 100% compliance you practically already get everything. 110% factory doesn't mean you get 10% more factories, it still counts as 100%. If the country you are playing as have a passive compliance gain national spirit or advisor like Third Bulgarian Empire, Carlist Spain, or Commie Poland, you can get away with Local Police Force and keep that 100% with reduced garrison.
Honestly the laws being so niche was my biggest complaint. Compliance is so important that it’s just not worth it to go anything other than civilian oversight to get has much compliance as possible
can confirm that harsh quotas is very situational, had a belgium game where unfortunately my tests with my divisions didnt work as I did not have an airforce. I ended up a government in exile and with almost zero factories. I turned harsh quotas on my zaire territories and managed to leech a civilian factory for a while until the compliance deteriorated to the point it went away again and I had to resort to putting it back to local autonomy
If you play with turkey reconciliation should be S tier because after 70 percent compliance you gain a core on the land and you can use all the man power and factories. So it is OP for turkey. But as you said it's only for this 4 states in the east.
For the UK and France its best to go on no garrison right away. No need to waste manpower and equipment on all the deserts and jungles which got no factories and resources. Only adjust the provinces which offer something of value like Vietnam or Malaya for example.
I am guessing this was made before Italy got its update. If I had to guess their colonial police would probably be similar to Turkey’s but it is in more than 4 states, though can be made irrelevant with puppets from focuses or events.
New garrison numbers make most of the lenient laws a meme now. It already took 3 years for civ oversight to beat harsh quotas. With roi pushed back even further, we have less viable options than previously
think forced labour is a little underrated, especially if playing as Japan where you have good manpower and decent industry (compared to rest of asia) but need the resources. im sure any japan player would be happy to sacrifice a few more divisions to get the sweet sweet resources of malaysia and indonesia
So, you go for civilian oversight when at peace to build compliance, local autonomy if your ideology is democracy. While at war, there is a resistance penalty so you go for local police force if you can't afford civilian oversight because resistance is getting too high or you're short of manpower. Harsh quotas and forced labor if you have already build some complaince, like over 40% and need either factories or resources. Liberated workers if you're communist. Military governor or secret police if resistance is getting out of control. The only scenario when I see brutal oppresion as a viable occupation law is if you're taking a state which was already under occupation by another country and the previous owner didn't have the manpower to control the resistance and it has skyrocketed to the point it's about to break into a revolt. And you keep brutal oppression only for a very short time.
Secret Police is... ok in my experience, you get decent compliance gain, don't take major resistance and it's good in areas like France or Poland where you know the defeated country is using their spies to increase resistance
Martial law is really good in reality cause it gives you as much compliance as you'd need overtime and it always keeps resistance very very low maybe even 0% sometimes
One important thing about local autonomy is that it didn’t reduce resistance so if your Turkey you go Democratic and then switch to local autonomy, resistance spike and it might go high enough to cause a revolt. This is only of concern in countries that start non democratic and have a lot of colonies but in certain submods (Kaiserreich) this comes into play sometimes.
I use local police almost exclusively just because the compliance gain is still good and it caps out just before getting the collaboration government popups which I find annoying and don't use. Imo it's the set it and forget it option.
You missed the most important element that makes you choose between these laws: Stability. Stability directly effects resistance. The lower your stability is the faster and higher the resistance grows. And eventually these occupied countries break free and start attacking you. To stop this you will need tonnes of manpower and tonnes of equipment, which will stop you from attacking other countries one after another. So you choose between getting resources or dropping resistance depending on how much manpower and equipment you have. This was possibly another one of Paradox's attempts of "fixing the game" and slow down the conquests and snowballing. If you keep declare wars your stability will hit low and then any country you conquered will break free and will hit you in the back... or was supposed to because the game is so broken everyone uses exploits and outright console commands anyway....
I think you need to consider the use of occupation levels on a per province level though. I for instance have used the brutal oppression occupation level as facist countries alot, but I certainly wouldn't use it across a whole country. I only use it on those particularly stubborn resistance center provinces which are spreading resistance across your other territories. That way you can still gain the benefits of most of the country by crushing the centers of resistance and treating the other regions like normal.
Secret police is great for eastern Europe if you're invading the Soviets and want to counter Stalin's activities. Supply really is crucial there, especially since NSB. Same reason for brutal oppression, yes, expensive, but if you really really need every supply hub and railroad then this is your choice, for example for Japan pushing deeper into China, supply gets worse in western China and you only need to occupy it for a short period of time. Also prepare collaboration government mission lowers the surrender limit of China so that you don't have to push in as deep. Forming an agency right at the start is a good move, a fast conquest of China is a huge advantage for Japan.
Well you can get down to -resistance (same effect as 0) and brutal suppression sometimes necessary unless you want your resistance go to +50 which you should never have, at least in expert ai mod ai uses a lot of intelligence ops increasing resistance target up to %100 which then you have to use brutal oppression and also spies to fight with partisans, in fact even if you have 100 compliance with intelligence operations ai can very well decrease that compliance to 0, I regularly see that as germany.
As somebody who just did an anarchist spain run, I don’t remember if I got a special occupation law. What I do remember is I got a -20% resistance target buff that basically countered the +20% resistance target from having 0 stability all the time.
So what about garrison with armor? If armored cars reduce garrison damage taken, how about max armor tank? 👀 Not like it needs to move so... Might skimp on other bits?
The more "hardness" you put the less damage you take, but there is some math going on: cavalry is way cheaper than armored cars and light tanks (that basically can be better than armored cars), so taking less casualties and damage from Garrison becomes cost effective only if you have to occupy territory for a long time. I think feedback has a video on that, and for sure other guys do, but the break even is around 3 in game years for the cheapest light tanks, 5 years for armored cars and less than 2 years for a 50W division with military police II. If you want the detail, search for a specific video, but a "base" rule is: Short game, any combat width pure cavalry. 2-3 years of war: 50W cavalry with MP II. Games that last over 1945, 50W light tanks (the cheapest you can make, on the pre war chassis) with MP. That's the best IC efficiency.
@@12gark I'm aware the basics but I still think I wanna give it a go by garrisoning superheavies and seeing if la resistance can kill my maus :p I know it doesn't make sense ic wise, but... For science.
@@Deroven well, you can absolutely do it, go for it. Your maus will probably never die, just you'll need all of Germany's industry to Garrison Czecoslovakia 😂
@@Deroven superheavy are like 95% hardness right? So you only lose 5% of what you would lose normally. Garrison damage is pure soft damage, so the more hardness you get, the less damage you take. That's why 80% hardness for around 2ic of the cheapest light tank is good 😂 Look for 71cloack RU-vid channel, he made a full spreadsheet analysis on this topic.
Nah, martial law is very good in cases where resistance is too high. Right now I occupy democratic Greece who is in Allies faction as communist Bulgaria. And Greece after capitulation got immediately to 100% legitimacy for their government in exile, so it's +20% resistance. Plus 10% from capitulated country. That's too high to control without martial law, armored cars or agents.
No, harsh quotas will reduce your compliance, hence you'll soon get less than what you'll get with local police force for a higher cost. Harsh quotas and forced labour are basically just for speed running or specific states (ex: Baku, to get the oil immediately and close the war, or if you get a state with a lot of factory you immediately need for some reason, like a big tank deficit)
If you play a fascist nation, shouldn't you also have to deal with the pains of being a fascist nation and be forced to be on strict occupation laws? It doesn't make much sense to me, if fascist (or authoritarian countries in general) are liberal in terms of occupation, because it benefits them. Ofc it's beneficial, but it's just not what would happen realistically.
@@baneofzakhaev Yeah, but you can assign certain laws to individual regions, which the game could do for you via events. In the case of Denmark, there could be an event in '43 that let's the German player know that the Danish government gets dismissed and the Germans are now in full control.