Hearts of Iron IV

Hearts of Iron IV

Non-Core Population Laws
40 Comments
haZe 4 Dec, 2022 @ 5:53am 
does this mod work with road to 56
thesquirrell44 8 Nov, 2022 @ 11:10pm 
does the ai use this too?
Lee 27 Jul, 2021 @ 3:38am 
Is this Road to 56 compatible?
Dislodged 21 Jan, 2021 @ 5:20pm 
Love the idea of the mod and am testing it out. Would be cool if this was done in the "Occupied Territories" tab. That way we could change the conscription rate of non-core territories similar to how we change garrisons depending on local resistance. Or an easier work around may be to have multiple foreign territory political buttons instead of the one. Each could be connected to a resistance percentage range and would apply to only those locations. So the "Low Resistance" button we could have extensive conscription and the "High Resistance" button we could have foreign land disarmed selected. Either way I like the direction you went with this.
Chozer 1 Oct, 2020 @ 3:33am 
this mod is pretty epic. now japan can be a powermega house with china
LiptonDI 1 May, 2020 @ 6:29pm 
Hey cool mod, any plans on expanding it with laws that govern acces to factories on foreign land ?
Wölfe  [author] 28 Feb, 2020 @ 7:03pm 
Hello, yes you do not need La Resistance enabled for this to work. And Damage to Garrisons does make your garrisons in colonial states weaker, yes.
Weekend 28 Feb, 2020 @ 1:31pm 
And yeah, Damage to Garrisons, that means my garrisons will be weaker or what?
Weekend 28 Feb, 2020 @ 1:26pm 
hey Wolfe, if i do not play with La Resistance enabled, i will not have any problems right? And one more thing, does it work with 1.9.* ?
Wölfe  [author] 26 Feb, 2020 @ 7:50am 
UPDATE UPDATE! It's here at long last... Using the new resistance features to cause some damage the higher conscription level you choose! I am open to feedback so don't think these values are final! I played for a bit with them and I like them at the current level but am happy to tweak!
Wölfe  [author] 26 Feb, 2020 @ 3:59am 
Hey all, working on an update, just encountering a few issues with updating the compatible version! For some reason HOI keeps reverting my changes back to 1.8.* instead of 1.9.* upon launching! But none the less I'm also experimenting with some resistance effects added via Husky update.

That being said, the mod STILL WORKS. Non-Core recruitable population commands were not changed! So this will still work, only enemy partisan effects were changed in reference to this mod!
FiauraTheTankGirl 25 Feb, 2020 @ 11:06pm 
Update soon? They changed how Non-Core works now for La Resistance.
Woooof 8 Nov, 2019 @ 6:15pm 
WOOOOOOOOOOOOOOOOOOOOOOOOOFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
IceMaverick 3 Nov, 2019 @ 10:17pm 
So from a comment from months ago, I surmise this isn't compatible with R56, but I can't really imagine why they wouldn't work together. Is there something unexpected about how they interact?
Pluvi 17 Oct, 2019 @ 7:37pm 
hellö sir, nice mod, can you help me a bit about government law modding please?
76561198032058028 26 Sep, 2019 @ 8:11am 
oky winder full
Wölfe  [author] 21 Sep, 2019 @ 8:21pm 
Late 1.7 Update, sorry it took so long! However, the mod still worked it just didn't come under 1.7.
76561198032058028 1 Mar, 2019 @ 5:27am 
1.6 hearts of iron
Sir Daniel 28 Sep, 2018 @ 1:15pm 
Because Road to 56 is complex in the way it alters the game.
Kitsuwu 27 May, 2018 @ 9:45am 
why not
Wölfe  [author] 24 May, 2018 @ 7:10am 
No
Kitsuwu 23 May, 2018 @ 3:33pm 
can you make this compatible with road to 56
chasep1997 11 Mar, 2018 @ 3:42pm 
Thankyou for updating!
Aachen 10 Mar, 2018 @ 12:32am 
Thanks for the update!
Call_Me_Istar 9 Mar, 2018 @ 11:33pm 
Please update when possible, I have a multiplayer game that relies on this mod. Thanks!
Wölfe  [author] 12 Feb, 2018 @ 1:31pm 
No idea, probably.
Luminous 11 Feb, 2018 @ 11:39pm 
Does it work with Kaiserreich?
baconprison 11 Jan, 2018 @ 8:21am 
yea can you makes the laws 20 40 60 80 100
cause even with 100 thats still 2% non core (less than limited conscript)
RandomGamerGuy 21 Oct, 2017 @ 3:54pm 
Cool Idea can you add a 50% 60 0 80 90 and 100 non core manpower, with increasing debuffs and mabey even a political power upkeep cost to help keep things balanced at 100%
MacerV 21 Aug, 2017 @ 2:35pm 
Indeed 0.02% would be very few people. Looking at it again it turns out the base % is 0.2% not 0.02%. In anycase the mod in my testing increased the % of recruitable population by 0.5,1,2, and 3% repectively. As in with service by recruitment increases the non-core manpower is 3.2% of the population, not the 30.2% which the description makes it look like.
Wölfe  [author] 21 Aug, 2017 @ 11:42am 
@crewsader1
Thanks for your suggestion. However, as stated in the description the values for Recruitable Non-core are diferent. 0.02% would be a few hundred people at best. And the Non-Core manpower of different ideologies as nice as it would be, would literally be impossible as no such command exists for it.
MacerV 21 Aug, 2017 @ 11:36am 
Maybe add revolt risk as well, reduce the manpower levels to match core states, and account for similar ideologies (use a % of population multiplier with a minimum cap). That way if you take over a communist Canada as the Sttates you still get most of the support of the people, but if you take over France as Germany you're not going to get the same kind of support.

- Disarmed Foreign Land:
Non-Core Manpower: +0.02%

- Foreign Volunteers:
Non-Core Manpower of same ideology: +1.5%
Non-Core Manpower of different ideology: +0.02% (these would be those spies)
Effect of partisans on us: +25%
Foreign Subversive activities efficiency: +10%

- Limited Conscription:
Non-Core Manpower: +2.5% (regardless of ideology as they are concscripted)
Effect of partisans on us: +35%
Foreign Subversive activities efficiency: +20%
Resistance Strength Growth: 0.25% per day


etc.
Super_CD 22 Jul, 2017 @ 3:35am 
thx
Grimhat 3 Jul, 2017 @ 3:08am 
I tested it with multiple nations, and it worked in each test. both under occupation and when annexed.
Wölfe  [author] 3 Jul, 2017 @ 3:04am 
@Starfoth The Burgundy Silk Rug
Hmm, that's strange - from my tests it has been showing me that it depends on your starting nation, but mainly due to how much people are 'Non-Core' population.

@Grimhat
I'm glad I have a balance, however values still need to be altered and hopefully this can be done when I recieve more feedback.
Grimhat 3 Jul, 2017 @ 3:01am 
I've been thinking/working on something quite similar to this for a few days myself, and as it stands, I can't really find a better method/balance than you have allready made.
Starfoth The Burgundy Silk Rug 21 Jun, 2017 @ 4:04pm 
It doesn't seem to be working for me, it doesn''t add anything to the manpower pool
Ivan_McInte 20 Jun, 2017 @ 5:30pm 
Thank you for this!
Wölfe  [author] 15 Jun, 2017 @ 8:20am 
I'm unsure, you would have to check
Derpy Gamer 15 Jun, 2017 @ 8:10am 
what about millenium dawn compability?