Forced Labor – A Prisoner of War Mod
Disclaimer: This mod adds a fictional, abstracted gameplay mechanic that lets you assign captured prisoners of war to labor. The forced labor of POWs is a serious war crime under international law (e.g. the Geneva Conventions) and a real historical atrocity. This mod does not endorse, glorify, or trivialize this in any way. It exists purely as a strategic gameplay system, in the same spirit as HOI4’s own vanilla mechanics for occupation, resistance, and compliance in conquered territory.
A Forced Labor Decision Category
A new, dedicated decision category for managing prisoners of war. It’s available at all times, not just while you’re at war, so you can keep assigning previously captured prisoners even during peace.
An Automatic, Persistent Prisoner Pool
- Your prisoner count is calculated automatically every week, based on the casualties you’ve inflicted on your enemies.
- Once captured, prisoners stay in your pool for good. The total never resets, even after a war ends.
Four Independent Labor Categories
- Army Equipment Production
- Naval Production
- Resource Extraction
- Construction Projects
Each category can be shown or hidden independently and holds up to 50,000 assigned prisoners.
Flexible Assignment
- Assign or release prisoners in batches of 5,000 for fast adjustments.
- Reveal "Other Options" per category to fine-tune in steps of 1,000 – handy when your prisoner count doesn’t divide evenly.
- Change your mind any time: released prisoners return to the general pool immediately and can be reassigned elsewhere.
Scaling Production Bonuses
Each category grants a bonus to its own national stat – factory output, dockyard capacity, resource gain, or construction speed – scaling smoothly with how many prisoners are currently assigned there, up to +10% at the full 50,000.
This mod is an expanded, from-the-ground-up rebuilt version of Prisoner of War.
- Credit to Irinel for the original Prisoner of War mod and the core idea behind it.
- Credit to sonny for the updated version of that mod, which several fixes and features in this mod took inspiration from.
All decisions, variables, and files in this mod have been written from scratch under their own namespace and are not a direct copy of either mod’s code. No other mod is required to use this one.
Bug reports and feedback are always welcome!