Hearts of Iron IV

Hearts of Iron IV

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Population Based Garrison Requirements
   
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19 Dec, 2022 @ 10:05am
22 Dec, 2022 @ 4:20pm
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Population Based Garrison Requirements

Description
The Problem
In vanilla, garrison requirement depends solely on the state's resistance level and the occupier's occupation law. This leads to the ridiculous situation where a Pacific island with a few thousand residents requires the same garrison size as a Chinese state with 53 million people.

The Solution
Every state now has a modifier to garrison requirement based on its population (calculated on_startup and yearly). A state with a population of 2.5 million-- seemingly the average in Western Europe-- will have the base garrison size requirement. A state with 5 million population will have double the requirement, while a state with 1.25 million will halve the requirement, etc.
Note that Hoi4 has only 1 garrison requirement modifier so the population impact is additive with garrison laws/anything else that modifies garrison requirements. A state with fewer than ~625,000 people and 0% resistance won't need any garrison on civilian occupation, since the -75% modifier from population size and -25% modifier from civilian occupation add up to -100%.

Compatibility
PBGR does not allow achievements. However, it should be compatible with EVERY mod that does not overwrite common/dynamic_modifiers or common/on_actions. I have not tested with any other mods, so try them out for yourself.

The code is very simple-- 26 lines in 2 files-- and the state population where PBGR equals vanilla can be changed on the first line of common/on_actions/pop_based_garrison_actions.txt. Feel free to include PBGR's code in your own mod or make variations with different requirements, but please credit & link to me.
16 Comments
McTibu420 21 Sep, 2024 @ 11:24am 
Finally, the state with 600 civilians won't take 17 divisions worth of equipment and manpower
Salsa H-R  [author] 11 Aug, 2024 @ 4:05pm 
@mnk_ Which AIs? It should significantly increase the cost to garrison China and India, moderately increase for central Europe, and actually decrease the cost to garrison most other parts of the world
mnk_ 11 Aug, 2024 @ 2:39pm 
1/10 would not recommend
mnk_ 11 Aug, 2024 @ 2:38pm 
this mod breaks the game/ai, they get endless revolts
Lolgamer 12 Feb, 2024 @ 1:57pm 
cool
Salsa H-R  [author] 12 Feb, 2024 @ 11:04am 
@Lolgamer I can 99% guarantee that this mod will never stop working.
Lolgamer 12 Feb, 2024 @ 10:37am 
Is this mod still compatible with newer versions?
Salsa H-R  [author] 22 Sep, 2023 @ 8:45am 
@epiclander yes I can, but I don't see why I would. The state categories are used very loosely to represent a variety of factors and don't have any strong correlation to state size. Checking state category could also break compatibility with some mods, since categories are defined in script.
Nyxanol 22 Sep, 2023 @ 8:33am 
Can you check the states level? Maybe rural/urban/metropolis/etc regions put up either more or less resistance? Idk if you can check for that either but I think that could be an ok way to try and simulate that.
Salsa H-R  [author] 4 Feb, 2023 @ 3:02pm 
@impaler, it's a good idea in theory but, unfortunately, infeasible. There's no dynamic way in script to check for a state's area/province count, so I would have to manually create a variable for every state, which is far more work than I'm willing to put in & would also break compatibility with mods/updates that change the states