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Excellent game but I think I need to take a bit of a brake till the rebel issue is fixed I dont quite know what these fixes do but I suspect they will hurt reforms also. I just cant bring myself to play my US or Japan game again the country just keeps going rebel crazy.
 
Excellent game but I think I need to take a bit of a brake till the rebel issue is fixed I dont quite know what these fixes do but I suspect they will hurt reforms also. I just cant bring myself to play my US or Japan game again the country just keeps going rebel crazy.

That's probably the best idea, but I will say that when Paradox releases a fix for this, I'm almost sure they will simply modify the militancy numbers in the defines file. I'm not sure what else they could do. The problem at the moment is that the Liberal Revolution event (called springtime for nations or something like that), combined with early agitation for reforms that can't be enacted, pushes militancy through the roof. In my experience, this leads to huge Jacobin, A-L, and Reactionary revolts.

When you lower the militancy, however, these revolts simply don't happen as much or with as much force.
 
BTW - does stationing troops in provinces lower the risk of revolts breaking out?
You know, if you could just avoid these revolts for the price of being at full stretch militarily - at least to some point...
 
To not have the jacobi rebels all the time, you need to ocassionally set the political reform "Vote Franchise". If you read the rebels popup info you will come to the same conclusion. Though I'm not really sure how long this will keep them off your back. Since eventually they want a democracy... and you might not.

Of course you have a problem *IF* you cannot do any reforms like me... having the upper house spread almost evenly between socialist, liberal and conservanists.... and I'm so not sure I will ever get out of this.
 
To not have the jacobi rebels all the time, you need to ocassionally set the political reform "Vote Franchise". If you read the rebels popup info you will come to the same conclusion. Though I'm not really sure how long this will keep them off your back. Since eventually they want a democracy... and you might not.

Of course you have a problem *IF* you cannot do any reforms like me... having the upper house spread almost evenly between socialist, liberal and conservanists.... and I'm so not sure I will ever get out of this.

The problem is, that if the rebels win, they still don't allow you to make reforms to allow voting.

Also...

I personally think that every time you kill off a rebel army on the map it should reduce militancy of the pops in question since they were beaten and figured that they'd rather live than keep dying.
 
Also how can you make Great Powers your allr usually they refuse...

That's the point: the constant rebel occupation deprived them from GP status, slipping to secondary powers - in fact Prussia went to being a civilized nation for some time.

Don't panic, this is a great game, with a bit of time they will release 1.2 what will make these moddable annoyances disappear. I'm sure they knew the answer to the rebel problem by last Saturday the latest, but will add other corrections/tweaks to the patch (which will include new nations with events too, so it takes time) to be released in a week or two.
 
I think there is another bug contributing to this. I saw an Egypt completely occupied by anarcho-liberal rebels for 10+ years, Egypt had no army/navy left at all. I tag switched to them, and it had the green asterisk next to "capital:
occupied by a-l rebels
occupied for 365 days..."

Yet the rebels were still not enforcing the demands. It certainly doesn't always happen (I tested the rebel control on myself and it worked with Jacobins)

I checked out what the US was doing with its 20+ years of fighting with communist rebels.

I switched to them...
I saw hardly any actual rebel armies left (I think it was 1 3k army left) and the US had 3 stacks of 50K troops. The problem was... they were each just trying to retake 1 province each. I believe King said they were working on this though.

Then I checked Russia out to see how it's massive rebel occupation was going...
They had a 30K stack left in Novgorod fighting rebels. Like the US, actual rebel armies were very sparse and rare, but they occupied all but ~10 provinces. The rebels don't seem to try to take the capital over other provinces enough. The files indicate that they value moving to a capital 2x as much, but I believe they only get a short term goal. Making the rebels attempt to take capitals more should help this as well. (In the US as well, Washington was able to remain unoccupied while everything else was for qutie some time)


The most needed fix is clearly the AI capability to reoccupy territory. (from what I've seen at least) If others could check out the countries getting completely occupied it might hint to the most needed fixes.
 
Adding my voice to the list. This is a game breaking problem, and a solution would be appreciated!:)
 
Why not let the rebels win if you can't enact the reform they want? :confused:
Sometimes that can make the problem worse, for example if you let Anarcho-Liberal rebels win and end up with a Bourgeois Dictatorship that is impossible to reform.

I thought I could deal with the little rebel problem in my UK game. I had a few revolts here and there but nothing massive. Then in 1860 almost every British and Irish province rose, along with half my Canadian territories. I put them down without too much difficulty, but it was time-consuming. The next year the same thing happens, only more seriously, and I feel that it will continue to happen until I can get reforms through.

Herein lies the problem. My upper house is split into roughly 50% conservative, 24% reactionary, 25% liberal and 1% Anarcho-Liberal. This would be fine if my militancy was high enough to scare enough Tories to vote in favour of reform. However my average militancy is 0.8 - while thousands of rioters rampage through the streets.

My guess is that in the case of the UK, the main problem is with the average militancy calculation taking into account the gigantic population of low CON, low MIL peasants, soldiers and labourers in India. The homeland is full of rebels and the colonies remain peaceful. Shouldn't the militancy of POPs in a country's home territories be primarily responsible for calculating the average militancy? I apologise if such a system is already in place - it just doesn't seem like it.
 
Rebels should pop up less but be more dangerous. Like instead of just popping up some random 1 unit armies here and there and making it a mindless click fest, it should be a real challenge. Just having one unit rebels sitting in a bunch of provinces is more annoying that anything else. The rebels should wait until they have a lot of numbers and then sieze some part of the country, mobilize forces from there, and attempt to overthrow the government. This way it would be more like a civil war type scenario as opposed to just whack a mole style attacks every few years. I would rather have one big rebellion like this in the space of ten years as opposed to a tiny nuissance rebellion every year.
 
As a work-around for absolute monarchs....

When the UH becomes stuck with average MIL too low to reform, flip your party in charge between two unpopular ones repeatedly until MIL rises enough for the Conservatives back reforms.

It's not ideal, but it does help break 'appointed' UH jams, and even to switch to a better UH selection system.
 
Ugh, and I had enough problems dealing with the endless Anarcho-Liberal revolts in Vicky1 in every nation I was in that would never stop as long as those bastards existed(or Reactionaries would take their place).

Now I find out that in 15 or so years in my France game that I'm going to have to deal with them AGAIN. At least being a communist is fun. Anarcho-Liberals will forever remain in my mind as the most annoying little bastards in any Paradox game.
 
You end this problem with basically two seconds of typing.

Open up the defines.lua file in a text editor and change the following text under pops =, to:

MIL_LACK_EVERYDAY_NEED = 0.1,
MIL_HAS_EVERYDAY_NEED = -0.1,
MIL_HAS_LUXURY_NEED = -0.2,
MIL_NO_LIFE_NEED = 0.1,
MIL_REQUIRE_REFORM = 0.1,
MIL_IDEOLOGY = -0.1,
MIL_RULING_PARTY = -0.1,
MIL_REFORM_IMPACT = 10,
MIL_WAR_EXHAUSTION = 0.005,
MIL_NON_ACCEPTED = 0.005,

This might actually make the game TOO easy. But I promise you'll never deal with a liberal revolt again.

Not working. I am in 1879 and rebels are everywhere ... :mad:
 
IF you are desperate...

And don't CARE what this does... use it. It nerfs Jaco's, reactionaries and Anarcho-liberals out of the game (Unless you are really running your nation bad, they won't appear.)

Don't even READ what this does as it makes no sense. Copy it all to rebeltypes.txt in common folder.

Code:
##############################################
# The five rebel types used by the game engine
##############################################
# Valid arguments:
#
# area = [nation/culture/nation_culture/nation_religion/religion/culture_group/all]
# defection = [culture/culture_group/religion/ideology/any/none/pan_nationalist]
# independence = [culture/culture_group/religion/colonial/any/none/pan_nationalist]
#
##############################################

###################################
# Reactionary Rebels
###################################
reactionary_rebels = {
icon = 1

area = nation # Stays within the nation


# <this is the governement in the country> = <this is what the rebels want>
government = {
proletarian_dictatorship = presidential_dictatorship
presidential_dictatorship = absolute_monarchy
bourgeois_dictatorship = presidential_dictatorship
fascist_dictatorship = presidential_dictatorship
absolute_monarchy = presidential_dictatorship
prussian_constitutionalism = absolute_monarchy
hms_government = absolute_monarchy
democracy = presidential_dictatorship
}


defection = none # Will defect to the "best" alternative.
independence = none # Does not strive for independence
defect_delay = 18

ideology = reactionary

allow_all_cultures = yes
allow_all_religions = yes
allow_all_ideologies = yes

resilient = no # Disbands on retreat
reinforcing = no # Does not receive reinforcements
general = no # Does not use generals
smart = no # Does not assault forts, tactically withdraw from battle, etc.
unit_transfer = no # Units do not remain after enforcing demands.

# triggers a general rising, modifier will be multiplied with the countrys army strength and compared to the factions strenght
will_rise =
{
factor = 0.2

modifier = {
war = yes
factor = 0.1
}

modifier = {
war_exhaustion = 4
factor = 0.1
}

modifier = {
war_exhaustion = 6
factor = 0.1
}

modifier = {
war_exhaustion = 8
factor = 0.1
}

}

# The rebel type with the highest modifier for this pop gets picked
spawn_chance = {
factor = 1
modifier = {
factor = 0.01
NOT = {
OR = {
pop_majority_ideology = reactionary
pop_majority_ideology = conservative
pop_majority_ideology = fascist
}
}
}
modifier = {
factor = 1
pop_majority_ideology = reactionary
}
modifier = {
factor = 1
AND = {
pop_majority_ideology = conservative
NOT = {
country = {
has_country_modifier = global_liberal_agitation
has_country_modifier = springtime_of_nations
}
}
}
}
modifier = {
factor = 0
is_primary_culture = no
}
modifier = {
factor = 0.1
is_accepted_culture = no
}
modifier = {
factor = 0.1
country = { government = absolute_monarchy}
}
modifier = {
factor = 0.1
country = { government = presidential_dictatorship }
}
modifier = {
factor = 0.1
country = { plurality = 10 }
}
modifier = {
factor = 0.05
NOT = {militancy = 6 }
political_reform_want = 0.05
}
modifier = {
factor = 0.05
NOT = {militancy = 6 }
political_reform_want = 0.10
}
modifier = {
factor = 0.05
NOT = {militancy = 6 }
political_reform_want = 0.15
}
modifier = {
factor = 0.05
NOT = {militancy = 6 }
political_reform_want = 0.20
}
}

#This is checked for EACH province in the Area of Operations
movement_evaluation = {
factor = 1
modifier = {
factor = 0.1
units_in_province = 1
}
modifier = {
factor = 0.001
controlled_by = REB
}
modifier = {
factor = 0.2
average_militancy = 4
}
modifier = {
factor = 0.2
average_militancy = 6
}
modifier = {
factor = 0.2
average_militancy = 8
}
modifier = {
factor = 0.1
is_capital = yes
}
}

# Province Scope
#siege_won_trigger = {
#}

#siege_won_effect = {
#}


# Country scope
demands_enforced_trigger = {
capital_scope = {
controlled_by = REB
province_control_days = 365
}
}

demands_enforced_effect = {
political_reform = none_voting
political_reform = party_appointed
political_reform = no_meeting
political_reform = state_press
political_reform = state_controlled
political_reform = underground_parties
prestige = -5
}
}

###################################
# Fascist Rebels
###################################
fascist_rebels = {
icon = 2

area = nation # Stays within the nation


# <this is the governement in the country> = <this is what the rebels want>
government = {
proletarian_dictatorship = fascist_dictatorship
presidential_dictatorship = fascist_dictatorship
bourgeois_dictatorship = fascist_dictatorship
fascist_dictatorship = fascist_dictatorship
absolute_monarchy = fascist_dictatorship
prussian_constitutionalism = fascist_dictatorship
hms_government = fascist_dictatorship
democracy = fascist_dictatorship
}


defection = none # Will defect to the "best" alternative.
independence = none # Does not strive for independence
defect_delay = 18

ideology = fascist

allow_all_cultures = yes
allow_all_religions = yes
allow_all_ideologies = yes

resilient = yes # Does not disband on retreat
reinforcing = yes # Receives reinforcements
general = yes # Uses generals
smart = yes # Assaults forts, tactically withdraws from battle, etc.
unit_transfer = no # Units remain after enforcing demands.

# triggers a general rising, modifier will be multiplied with the countrys army strength and compared to the factions strenght
will_rise =
{
factor = 1

modifier = {
war = yes
factor = 0.8
}

modifier = {
war_exhaustion = 4
factor = 0.95
}

modifier = {
war_exhaustion = 6
factor = 0.95
}

modifier = {
war_exhaustion = 8
factor = 0.95
}
}

# The rebel type with the highest modifier for this pop gets picked
spawn_chance = {
factor = 2

modifier = {
factor = -2000
NOT = {
is_ideology_enabled = fascist
}
}
modifier = {
factor = 0.01
NOT = {
OR = {
pop_majority_ideology = fascist
pop_majority_ideology = reactionary
}
}
}
modifier = {
factor = 30
pop_majority_ideology = fascist
}
modifier = {
factor = 0.2
is_primary_culture = no
}
modifier = {
factor = 0.2
is_accepted_culture = no
}
modifier = {
factor = 1.5
country = { plurality = 10 }
}
modifier = {
factor = 3
country = {
has_unclaimed_cores = yes
}
}
modifier = {
factor = 1.5
location = {
minorities = yes
}
}
}

#This is checked for EACH province in the Area of Operations
movement_evaluation = {
factor = 1
modifier = {
factor = 0.1
units_in_province = 1
}
modifier = {
factor = 0.001
controlled_by = REB
}
modifier = {
factor = 1.5
average_militancy = 4
}
modifier = {
factor = 1.5
average_militancy = 6
}
modifier = {
factor = 1.5
average_militancy = 8
}
modifier = {
factor = 2.0
is_capital = yes
}
}

# Province Scope
#siege_won_trigger = {
#}

#siege_won_effect = {
#}


# Country scope
demands_enforced_trigger = {
capital_scope = {
controlled_by = REB
province_control_days = 365
}
}
demands_enforced_effect = {
political_reform = none_voting
political_reform = party_appointed
political_reform = no_meeting
political_reform = state_press
political_reform = state_controlled
political_reform = underground_parties
prestige = -5
}
}

###################################
# Communist Rebels
###################################
communist_rebels = {
icon = 3

area = nation # Stays within the nation


# <this is the governement in the country> = <this is what the rebels want>
government = {
proletarian_dictatorship = proletarian_dictatorship
presidential_dictatorship = proletarian_dictatorship
bourgeois_dictatorship = proletarian_dictatorship
fascist_dictatorship = proletarian_dictatorship
absolute_monarchy = proletarian_dictatorship
prussian_constitutionalism = proletarian_dictatorship
hms_government = proletarian_dictatorship
democracy = proletarian_dictatorship
}


defection = ideology # Will defect to countries with proletarian dictatorships
independence = none # Does not strive for independence
defect_delay = 18

ideology = communist

allow_all_cultures = yes
allow_all_religions = yes
allow_all_ideologies = yes

resilient = no # Disbands on retreat
reinforcing = no # Does not receive reinforcements
general = no # Does not use generals
smart = no # Does not assault forts, tactically withdraw from battle, etc.
unit_transfer = no # Units do not remain after enforcing demands.

# triggers a general rising, modifier will be multiplied with the countrys army strength and compared to the factions strenght
will_rise =
{
factor = 1

modifier = {
war = yes
factor = 0.8
}

modifier = {
war_exhaustion = 4
factor = 0.95
}

modifier = {
war_exhaustion = 6
factor = 0.95
}

modifier = {
war_exhaustion = 8
factor = 0.95
}

modifier = {
factor = 0.95
any_neighbor_country = {
government = proletarian_dictatorship
}
}
}

# The rebel type with the highest modifier for this pop gets picked
spawn_chance = {
factor = 2

modifier = {
factor = -2000
NOT = {
is_ideology_enabled = communist
}
}
modifier = {
factor = 0
government = proletarian_dictatorship
}
modifier = {
factor = 0.01
NOT = {
OR = {
pop_majority_ideology = communist
pop_majority_ideology = socialist
}
}
}
modifier = {
factor = 30
pop_majority_ideology = communist
}
modifier = {
factor = 15
pop_majority_ideology = socialist
}
modifier = {
factor = 1.5
country = { plurality = 10 }
}
modifier = {
factor = 3
country = {
any_neighbor_country = {
government = proletarian_dictatorship
}
}
}
modifier = {
factor = 5
country = {
average_militancy = 6
}
}
modifier = {
factor = 5
country = {
average_consciousness = 6
}
}
}

#This is checked for EACH province in the Area of Operations
movement_evaluation = {
factor = 1
modifier = {
factor = 0.1
units_in_province = 1
}
modifier = {
factor = 0.001
controlled_by = REB
}
modifier = {
factor = 1.5
average_militancy = 4
}
modifier = {
factor = 1.5
average_militancy = 6
}
modifier = {
factor = 1.5
average_militancy = 8
}
modifier = {
factor = 2.0
is_capital = yes
}
}

# Province Scope
#siege_won_trigger = {
#}

#siege_won_effect = {
#}


# Country scope
demands_enforced_trigger = {
capital_scope = {
controlled_by = REB
province_control_days = 365
}
}
demands_enforced_effect = {
political_reform = none_voting
political_reform = party_appointed
political_reform = no_meeting
political_reform = state_press
political_reform = state_controlled
political_reform = underground_parties
prestige = -5
}
}

###################################
# Anarcho-Liberal Rebels
###################################
anarcho_liberal_rebels = {
icon = 4

area = nation # Stays within the nation


# <this is the governement in the country> = <this is what the rebels want>
government = {
proletarian_dictatorship = bourgeois_dictatorship
presidential_dictatorship = bourgeois_dictatorship
bourgeois_dictatorship = bourgeois_dictatorship
fascist_dictatorship = bourgeois_dictatorship
absolute_monarchy = bourgeois_dictatorship
prussian_constitutionalism = bourgeois_dictatorship
hms_government = bourgeois_dictatorship
democracy = bourgeois_dictatorship
}


defection = none # Will defect to the "best" alternative.
independence = none # Does not strive for independence
defect_delay = 18

ideology = anarcho_liberal

allow_all_cultures = yes
allow_all_religions = yes
allow_all_ideologies = yes

resilient = no # Disbands on retreat
reinforcing = no # Does not receive reinforcements
general = no # Does not use generals
smart = no # Does not assault forts, tactically withdraw from battle, etc.
unit_transfer = no # Units do not remain after enforcing demands.

# triggers a general rising, modifier will be multiplied with the countrys army strength and compared to the factions strenght
will_rise =
{
factor = 0.1

modifier = {
war = yes
factor = 0.01
}

modifier = {
war_exhaustion = 4
factor = 0.01
}

modifier = {
war_exhaustion = 6
factor = 0.01
}

modifier = {
war_exhaustion = 8
factor = 0.1
}
modifier = {
factor = 0.1
country = {
has_country_modifier = springtime_of_nations
}
}
modifier = {
factor = 0.1
country = {
has_country_modifier = global_liberal_agitation
}
}
}

# The rebel type with the highest modifier for this pop gets picked
spawn_chance = {
factor = 2
modifier = {
factor = 0.01
NOT = {
OR = {
pop_majority_ideology = anarcho_liberal
pop_majority_ideology = liberal
}
}
}

modifier = {
factor = 1
pop_majority_ideology = anarcho_liberal
}

modifier = {
factor = 0.1
pop_majority_ideology = liberal
}

modifier = {
factor = 0.1
political_reform_want = 0.05
}

modifier = {
factor = 0.1
political_reform_want = 0.15
}
}

#This is checked for EACH province in the Area of Operations
movement_evaluation = {
factor = 1
modifier = {
factor = 0.1
units_in_province = 1
}
modifier = {
factor = 0.001
controlled_by = REB
}
modifier = {
factor = 0.1
average_militancy = 4
}
modifier = {
factor = 0.2
average_militancy = 6
}
modifier = {
factor = 0.3
average_militancy = 8
}
modifier = {
factor = 0.4
is_capital = yes
}
}

# Province Scope
#siege_won_trigger = {
#}

#siege_won_effect = {
#}


# Country scope
demands_enforced_trigger = {
capital_scope = {
controlled_by = REB
province_control_days = 365
}
}
demands_enforced_effect = {
political_reform = none_voting
political_reform = party_appointed
political_reform = no_meeting
political_reform = state_press
political_reform = state_controlled
political_reform = underground_parties
prestige = -5
}
}

###################################
# Nationalist Rebels
###################################
nationalist_rebels = {
icon = 5

area = nation_culture # Stays within provinces of their culture


# <this is the governement in the country> = <this is what the rebels want>
government = {
proletarian_dictatorship = proletarian_dictatorship
presidential_dictatorship = presidential_dictatorship
bourgeois_dictatorship = bourgeois_dictatorship
fascist_dictatorship = fascist_dictatorship
absolute_monarchy = absolute_monarchy
prussian_constitutionalism = prussian_constitutionalism
hms_government = hms_government
democracy = democracy
}


defection = culture # If the country seeks independence, defection specifies what type of provinces it wants.
independence = culture # Seeks independence for spawn province culture. Will not spawn at all if there is no suitable tag.
defect_delay = 12 # Can spontaneously declare independence after X months (earliest)

allow_all_cultures = no
allow_all_religions = yes
allow_all_ideologies = yes

resilient = yes # Does not disband on retreat
reinforcing = no # Does not receive reinforcements
general = yes # Does use generals
smart = no # Does not assault forts, tactically withdraw from battle, etc.
unit_transfer = yes # Units do remain after enforcing demands.

# triggers a general rising, modifier will be multiplied with the country's army strength and compared to the faction's strength
will_rise =
{
factor = 1

modifier = {
war = yes
factor = 0.8
}

modifier = {
war_exhaustion = 4
factor = 0.95
}

modifier = {
war_exhaustion = 6
factor = 0.95
}

modifier = {
war_exhaustion = 8
factor = 0.95
}
}

# The rebel type with the highest modifier for this pop gets picked
spawn_chance = {
factor = 100

modifier = {
factor = 0.5
is_primary_culture = yes
}
modifier = {
factor = 0
NOT = {
location = {
any_core = {
is_primary_culture = THIS
exists = no
}
}
}
}
modifier = {
factor = 0.1
pop_majority_ideology = communist
}
modifier = {
factor = 0.5
pop_majority_ideology = socialist
}
modifier = {
factor = 0.75
pop_majority_ideology = anarcho_liberal
}
modifier = {
factor = 3
pop_majority_ideology = conservative
}
modifier = {
factor = 6
pop_majority_ideology = reactionary
}
modifier = {
factor = 9
pop_majority_ideology = fascist
}


modifier = {
factor = 1.5
NOT = { is_culture_group = THIS }
}

modifier = {
factor = 0.4
is_accepted_culture = yes
}
modifier = {
factor = 1.5
is_accepted_culture = no
}
modifier = {
factor = 20
location = {
is_colonial = yes
}
}
}

#This is checked for EACH province in the Area of Operations
movement_evaluation = {
factor = 1
modifier = {
factor = 0.1
units_in_province = 1
}
modifier = {
factor = 0.001
controlled_by = REB
}
modifier = {
factor = 1.5
average_militancy = 4
}
modifier = {
factor = 1.5
average_militancy = 6
}
modifier = {
factor = 1.5
average_militancy = 8
}
modifier = {
factor = 2.0
is_capital = yes
}
modifier = {
factor = 0.4
country = {
has_country_modifier = springtime_of_nations
}
}
}

# Province Scope
#siege_won_trigger = {
#}

#siege_won_effect = {
#}


# Country scope
demands_enforced_trigger = {
independence = {
all_core = {
OR = {
controlled_by_rebels = yes
NOT = { owned_by = THIS }
}
province_control_days = 60
}
}
}
demands_enforced_effect = {
# political_reform = wealth_voting
# political_reform = state_equal_weight
# political_reform = yes_meeting
# political_reform = free_press
# political_reform = non_socialist
# political_reform = secret_ballots
release_vassal = REB
prestige = -1
}
}

###################################
# Pan-Nationalist Rebels
###################################
pan_nationalist_rebels = {
icon = 6

area = culture_group

# <this is the governement in the country> = <this is what the rebels want>
government = {
proletarian_dictatorship = proletarian_dictatorship
presidential_dictatorship = presidential_dictatorship
bourgeois_dictatorship = bourgeois_dictatorship
fascist_dictatorship = fascist_dictatorship
absolute_monarchy = absolute_monarchy
prussian_constitutionalism = prussian_constitutionalism
hms_government = hms_government
democracy = democracy
}

defection = pan_nationalist # If the country seeks independence, defection specifies what type of provinces it wants.
independence = none
defect_delay = 12 # Can spontaneously declare independence after 12 months (earliest)

ideology = liberal
allow_all_cultures = yes
allow_all_culture_groups = no
allow_all_religions = yes
allow_all_ideologies = yes

resilient = yes # Disbands on retreat
reinforcing = yes # Does not receive reinforcements
general = yes # Does not use generals
smart = yes # Does not assault forts, tactically withdraw from battle, etc.
unit_transfer = no # Units remain after enforcing demands.

# triggers a general rising, modifier will be multiplied with the countrys army strength and compared to the factions strenght
will_rise =
{
factor = 1

modifier = {
war = yes
factor = 0.8
}

modifier = {
war_exhaustion = 4
factor = 0.95
}

modifier = {
war_exhaustion = 6
factor = 0.95
}

modifier = {
war_exhaustion = 8
factor = 0.95
}
modifier = {
factor = 0.4
country = {
has_country_modifier = springtime_of_nations
}
}
modifier = {
factor = 1.5
country = {
has_country_modifier = global_liberal_agitation
}
}
}

# The rebel type with the highest modifier for this pop gets picked
spawn_chance = {
factor = 10

modifier = {
factor = 0
OR = {
culture_has_union_tag = no
is_cultural_union = THIS
NOT = { is_culture_group = THIS }
}
}

modifier = {
factor = 0
country = {
is_greater_power = yes
}
}

modifier = {
factor = 0
OR = {
culture = north_italian
culture = south_italian
}
}

modifier = {
factor = 30
OR = {
country = {
has_country_modifier = global_liberal_agitation
has_country_modifier = springtime_of_nations
}
}
}

modifier = {
factor = 20
pop_majority_ideology = liberal
}

modifier = {
factor = 10
pop_majority_ideology = anarcho_liberal
}

modifier = {
factor = 1.5
political_reform_want = 0.05
}
modifier = {
factor = 1.5
political_reform_want = 0.1
}
modifier = {
factor = 1.5
political_reform_want = 0.15
}
}

#This is checked for EACH province in the Area of Operations
movement_evaluation = {
factor = 1
modifier = {
factor = 0.1
units_in_province = 1
}
modifier = {
factor = 0.001
controlled_by = REB
}
modifier = {
factor = 1.5
average_militancy = 4
}
modifier = {
factor = 1.5
average_militancy = 6
}
modifier = {
factor = 1.5
average_militancy = 8
}
modifier = {
factor = 2.0
is_capital = yes
}
}

# Province Scope
#siege_won_trigger = {
#}

#siege_won_effect = {
#}


# Country scope
demands_enforced_trigger = {
NOT = {
is_cultural_union = THIS
}
cultural_union = {
exists = no
}
capital_scope = {
controlled_by = REB
province_control_days = 365
}
}

demands_enforced_effect = {
political_reform = wealth_voting
political_reform = population_equal_weight
political_reform = yes_meeting
political_reform = free_press
political_reform = non_socialist
political_reform = secret_ballots
random_country = {
limit = {
is_culture_group = THIS
OR = {
is_greater_power = yes
tag = WAL
tag = MOL
}
NOT = {
tag = AUS
tag = KUK
is_cultural_union = yes
}
}
country_event = 11100
}
}
}

###################################
# Carlist Rebels
###################################
carlist_rebels = {
icon = 1

area = nation # Stays within the nation


# <this is the governement in the country> = <this is what the rebels want>
government = {
proletarian_dictatorship = absolute_monarchy
presidential_dictatorship = absolute_monarchy
bourgeois_dictatorship = absolute_monarchy
fascist_dictatorship = absolute_monarchy
absolute_monarchy = absolute_monarchy
prussian_constitutionalism = absolute_monarchy
hms_government = absolute_monarchy
democracy = absolute_monarchy
}


defection = none
independence = none # Does not strive for independence
defect_delay = 18

ideology = reactionary

allow_all_cultures = yes
allow_all_religions = yes
allow_all_ideologies = yes

resilient = yes
reinforcing = yes
general = yes
smart = yes
unit_transfer = no # Units do not remain after enforcing demands.

# triggers a general rising, modifier will be multiplied with the countrys army strength and compared to the factions strenght
will_rise =
{
factor = 1

modifier = {
war = yes
factor = 0.8
}

modifier = {
war_exhaustion = 4
factor = 0.95
}

modifier = {
war_exhaustion = 6
factor = 0.95
}

modifier = {
war_exhaustion = 8
factor = 0.95
}

}

# The rebel type with the highest modifier for this pop gets picked
spawn_chance = {
factor = 2

modifier = {
factor = -1
country = { NOT = { tag = SPA}}
}
modifier = {
factor = 1.5
country = {
tag = SPA
}
}
modifier = {
factor = 0
country = { government = absolute_monarchy }
}
modifier = {
factor = 30
pop_majority_ideology = reactionary
}
modifier = {
factor = 0
NOT = {
OR = {
pop_majority_ideology = reactionary
pop_majority_ideology = conservative
pop_majority_ideology = fascist
}
}
}
modifier = {
factor = 0.8
is_primary_culture = no
}
modifier = {
factor = 0.8
is_accepted_culture = no
}
modifier = {
factor = 1.5
country = { plurality = 10 }
}

}

#This is checked for EACH province in the Area of Operations
movement_evaluation = {
factor = 1
modifier = {
factor = 0.1
units_in_province = 1
}
modifier = {
factor = 0.001
controlled_by = REB
}
modifier = {
factor = 1.5
average_militancy = 4
}
modifier = {
factor = 1.5
average_militancy = 6
}
modifier = {
factor = 1.5
average_militancy = 8
}
modifier = {
factor = 2.0
is_capital = yes
}
}

# Province Scope
#siege_won_trigger = {
#}

#siege_won_effect = {
#}

# Country scope
demands_enforced_trigger = {
capital_scope = {
controlled_by = REB
province_control_days = 365
}
}

demands_enforced_effect = {
set_country_flag = carlism_prevails
remove_country_modifier = la_guardia_civil
political_reform = none_voting
political_reform = party_appointed
political_reform = no_meeting
political_reform = state_press
political_reform = state_controlled
political_reform = underground_parties
prestige = -5
}
}

###################################
# Boxer Rebels
###################################
boxer_rebels = {
icon = 1

area = nation # Stays within the nation


# <this is the governement in the country> = <this is what the rebels want>
government = {
proletarian_dictatorship = absolute_monarchy
presidential_dictatorship = absolute_monarchy
bourgeois_dictatorship = absolute_monarchy
fascist_dictatorship = absolute_monarchy
absolute_monarchy = absolute_monarchy
prussian_constitutionalism = absolute_monarchy
hms_government = absolute_monarchy
democracy = absolute_monarchy
}


defection = none
independence = none # Does not strive for independence
defect_delay = 18

ideology = reactionary

allow_all_cultures = yes
allow_all_religions = yes
allow_all_ideologies = yes

resilient = yes
reinforcing = yes
general = yes
smart = yes
unit_transfer = no # Units do not remain after enforcing demands.

# triggers a general rising, modifier will be multiplied with the countrys army strength and compared to the factions strenght
will_rise =
{
factor = 1

modifier = {
war = yes
factor = 0.8
}

modifier = {
war_exhaustion = 4
factor = 0.95
}

modifier = {
war_exhaustion = 6
factor = 0.95
}

modifier = {
war_exhaustion = 8
factor = 0.95
}

}

# The rebel type with the highest modifier for this pop gets picked
spawn_chance = {
factor = 2

modifier = {
factor = 0
NOT = {
year = 1870
}
}
modifier = {
factor = -1
country = { NOT = { tag = CHI} }
}
modifier = {
factor = 0
country = {
NOT = {
government = absolute_monarchy
}
}
}
modifier = {
factor = 0.2
country = { is_independant = yes}
}

modifier = (
factor = 10
country = { is_independant = no}
}

modifier = {
factor = 30
pop_majority_ideology = reactionary
}

modifier = {
factor = 30
location = {
OR = {
has_province_modifier = western_presence
has_province_modifier = foreign_smugglers
has_province_modifier = foreign_trading_post
has_province_modifier = local_opium_habit
has_province_modifier = european_military_mission
}
}
}
modifier = {
factor = 5
country = {
has_country_modifier = western_influences
}
}
modifier = {
factor = 5
country = {
NOT = {
prestige = 30
}
}
}
modifier = {
factor = 5
country = {
NOT = {
prestige = 25
}
}
}
}

#This is checked for EACH province in the Area of Operations
movement_evaluation = {
factor = 1
modifier = {
factor = 0.1
units_in_province = 1
}
modifier = {
factor = 20
OR = {
has_province_modifier = western_presence
has_province_modifier = foreign_smugglers
has_province_modifier = foreign_trading_post
has_province_modifier = local_opium_habit
has_province_modifier = european_military_mission
}
}
modifier = {
factor = 0.001
controlled_by = REB
}
modifier = {
factor = 1.5
average_militancy = 4
}
modifier = {
factor = 1.5
average_militancy = 6
}
modifier = {
factor = 1.5
average_militancy = 8
}
modifier = {
factor = 2.0
is_capital = yes
}
}

# Province Scope
siege_won_trigger = {
OR = {
has_province_modifier = western_presence
has_province_modifier = foreign_smugglers
has_province_modifier = foreign_trading_post
has_province_modifier = local_opium_habit
has_province_modifier = european_military_mission
}
}

siege_won_effect = {
CHI = {
prestige = 2
}
remove_province_modifier = western_presence
remove_province_modifier = foreign_smugglers
remove_province_modifier = foreign_trading_post
remove_province_modifier = local_opium_habit
remove_province_modifier = european_military_mission
any_pop = {
reduce_pop = 0.95
}
random_country = {
limit = {
is_greater_power = yes
}
country_event = 13356
}
}

# Country scope
demands_enforced_trigger = {
any_owned_province = {
controlled_by = REB
province_control_days = 365
}
}

demands_enforced_effect = {
any_greater_power = {
country_event = 13356
}
}
}

###################################
# Italian Redshirts
###################################
red_shirts = {
icon = 6

area = nation

# <this is the governement in the country> = <this is what the rebels want>
government = {
proletarian_dictatorship = proletarian_dictatorship
presidential_dictatorship = presidential_dictatorship
bourgeois_dictatorship = bourgeois_dictatorship
fascist_dictatorship = fascist_dictatorship
absolute_monarchy = absolute_monarchy
prussian_constitutionalism = prussian_constitutionalism
hms_government = hms_government
democracy = democracy
}

defection = pan_nationalist # If the country seeks independence, defection specifies what type of provinces it wants.
independence = none
defect_delay = 12 # Can spontaneously declare independence after 12 months (earliest)

ideology = liberal
allow_all_cultures = yes
allow_all_culture_groups = no
allow_all_religions = yes
allow_all_ideologies = yes

resilient = yes # Disbands on retreat
reinforcing = yes # Does not receive reinforcements
general = yes # Does not use generals
smart = yes # Does not assault forts, tactically withdraw from battle, etc.
unit_transfer = no # Units remain after enforcing demands.

# triggers a general rising, modifier will be multiplied with the countrys army strength and compared to the factions strenght
will_rise =
{
factor = 1

modifier = {
war = yes
factor = 0.8
}

modifier = {
war_exhaustion = 4
factor = 0.95
}

modifier = {
war_exhaustion = 6
factor = 0.95
}

modifier = {
war_exhaustion = 8
factor = 0.95
}
modifier = {
factor = 0.4
OR = {
country = {
has_country_modifier = springtime_of_nations
}
}
}
modifier = {
factor = 1.5
country = {
has_country_modifier = global_liberal_agitation
}
}
}

# The rebel type with the highest modifier for this pop gets picked
spawn_chance = {
factor = 10

modifier = {
factor = 0
OR = {
culture_has_union_tag = no
is_cultural_union = THIS
is_greater_power = yes
NOT = { is_culture_group = THIS }
NOT = { tag = SAR }
}
}

modifier = {
factor = 0
NOT = {
OR = {
culture = south_italian
culture = north_italian
}
}
}

modifier = {
factor = 0
NOT = {
continent = europe
}
}


modifier = {
factor = 30
OR = {
country = {
has_country_modifier = global_liberal_agitation
has_country_modifier = springtime_of_nations
}
}
}

modifier = {
factor = 20
NOT = {
exists = ITA
}
}

modifier = {
factor = 20
pop_majority_ideology = liberal
}

modifier = {
factor = 10
pop_majority_ideology = anarcho_liberal
}

modifier = {
factor = 10
pop_majority_ideology = conservative
}

modifier = {
factor = 1.5
political_reform_want = 0.05
}
modifier = {
factor = 1.5
political_reform_want = 0.1
}
modifier = {
factor = 1.5
political_reform_want = 0.15
}
}

#This is checked for EACH province in the Area of Operations
movement_evaluation = {
factor = 1
modifier = {
factor = 0.1
units_in_province = 1
}
modifier = {
factor = 0.001
controlled_by = REB
}
modifier = {
factor = 1.5
average_militancy = 4
}
modifier = {
factor = 1.5
average_militancy = 6
}
modifier = {
factor = 1.5
average_militancy = 8
}
modifier = {
factor = 2.0
is_capital = yes
}
}

# Province Scope
#siege_won_trigger = {
#}

#siege_won_effect = {
#}


# Country scope
demands_enforced_trigger = {
NOT = {
is_cultural_union = THIS
}
ITA = {
exists = no
}
capital_scope = {
controlled_by = REB
province_control_days = 365
}
}

demands_enforced_effect = {
random_country = {
limit = {
is_culture_group = THIS
OR = {
is_greater_power = yes
tag = SAR
}
NOT = {
is_cultural_union = yes
has_country_flag = does_not_want_to_be_unified
}
}
country_event = 11103
}
}
}

###################################
# Indian Sepoy's
###################################
indian_sepoys = {
icon = 6

area = culture_group

# <this is the governement in the country> = <this is what the rebels want>
government = {
proletarian_dictatorship = proletarian_dictatorship
presidential_dictatorship = presidential_dictatorship
bourgeois_dictatorship = bourgeois_dictatorship
fascist_dictatorship = fascist_dictatorship
absolute_monarchy = absolute_monarchy
prussian_constitutionalism = prussian_constitutionalism
hms_government = hms_government
democracy = democracy
}

defection = pan_nationalist # If the country seeks independence, defection specifies what type of provinces it wants.
independence = culture
defect_delay = 12 # Can spontaneously declare independence after 12 months (earliest)

ideology = liberal
allow_all_cultures = yes
allow_all_culture_groups = no
allow_all_religions = yes
allow_all_ideologies = yes

resilient = yes # Disbands on retreat
reinforcing = yes # Does not receive reinforcements
general = yes # Does not use generals
smart = yes # Does not assault forts, tactically withdraw from battle, etc.
unit_transfer = no # Units remain after enforcing demands.

# triggers a general rising, modifier will be multiplied with the countrys army strength and compared to the factions strenght
will_rise =
{
factor = 1

modifier = {
war = yes
factor = 0.8
}

modifier = {
war_exhaustion = 4
factor = 0.95
}

modifier = {
war_exhaustion = 6
factor = 0.95
}

modifier = {
war_exhaustion = 8
factor = 0.95
}
}

# The rebel type with the highest modifier for this pop gets picked
spawn_chance = {
factor = 10
modifier = {
factor = 0
OR = {
is_cultural_union = THIS
location = { NOT = { is_core = HND } }
tag = HND
exists = HND
}
}

modifier = {
factor = 0
NOT = {
continent = asia
}
}

modifier = {
factor = 0
NOT = {
is_culture_group = south_asian
}
}

modifier = {
factor = 40
is_culture_group = south_asian
}

modifier = {
factor = 0
country = {
AND = {
is_greater_power = no
part_of_sphere = no
}
}
}

modifier = {
factor = 20
pop_majority_ideology = liberal
}

modifier = {
factor = 10
pop_majority_ideology = conservative
}

modifier = {
factor = 10
pop_majority_ideology = anarcho_liberal
}

modifier = {
factor = 1.5
political_reform_want = 0.05
}
modifier = {
factor = 1.5
political_reform_want = 0.1
}
modifier = {
factor = 1.5
political_reform_want = 0.15
}
}

#This is checked for EACH province in the Area of Operations
movement_evaluation = {
factor = 1
modifier = {
factor = 0.1
units_in_province = 1
}
modifier = {
factor = 0.001
controlled_by = REB
}
modifier = {
factor = 1.5
average_militancy = 4
}
modifier = {
factor = 1.5
average_militancy = 6
}
modifier = {
factor = 1.5
average_militancy = 8
}
modifier = {
factor = 2.0
is_capital = yes
}
}

# Province Scope
#siege_won_trigger = {
#}

#siege_won_effect = {
#}


# Country scope
demands_enforced_trigger = {
HND = {
all_core = {
OR = {
controlled_by = REB
NOT = { owned_by = THIS }
}
province_control_days = 60
}
}
}

demands_enforced_effect = {
release_vassal = HND
}
}

###################################
# Liberal ("Jacobins")
###################################
liberal_rebels = {
icon = 4

area = nation # Stays within the nation


# <this is the governement in the country> = <this is what the rebels want>
government = {
proletarian_dictatorship = democracy
presidential_dictatorship = democracy
bourgeois_dictatorship = democracy
fascist_dictatorship = democracy
absolute_monarchy = hms_government
prussian_constitutionalism = hms_government
hms_government = democracy
democracy = democracy
}


defection = none # Will defect to the "best" alternative.
independence = none # Does not strive for independence
defect_delay = 18

ideology = liberal

allow_all_cultures = yes
allow_all_religions = yes
allow_all_ideologies = yes

resilient = no # Disbands on retreat
reinforcing = no # Does not receive reinforcements
general = no # Does not use generals
smart = no # Does not assault forts, tactically withdraw from battle, etc.
unit_transfer = no # Units do not remain after enforcing demands.

# triggers a general rising, modifier will be multiplied with the countrys army strength and compared to the factions strenght
will_rise =
{
factor = 0.1

modifier = {
war = yes
factor = 0.1
}

modifier = {
war_exhaustion = 4
factor = 0.1
}

modifier = {
war_exhaustion = 6
factor = 0.1
}

modifier = {
war_exhaustion = 8
factor = 0.1
}
modifier = {
factor = 0.1
country = {
has_country_modifier = springtime_of_nations
}
}
modifier = {
factor = 0.1
country = {
has_country_modifier = global_liberal_agitation
}
}
}

# The rebel type with the highest modifier for this pop gets picked
spawn_chance = {
factor = 2
modifier = {
factor = -100
NOT = { literacy = 0.40 }
}
modifier = {
factor = 0.05
country = {
vote_franschise = universal_weighted_voting
vote_franschise = universal_voting
}
}
modifier = {
factor = 0.01
NOT = {
OR = {
pop_majority_ideology = anarcho_liberal
pop_majority_ideology = liberal
}
}
}
modifier = {
factor = 30
OR = {
country = {
has_country_modifier = global_liberal_agitation
has_country_modifier = springtime_of_nations
}
}
}

modifier = {
factor = 1
pop_majority_ideology = liberal
}

modifier = {
factor = 1
AND = {
pop_majority_ideology = conservative
country = {
OR = {
has_country_modifier = global_liberal_agitation
has_country_modifier = springtime_of_nations
}
}
}
}

modifier = {
factor = 0.1
pop_majority_ideology = anarcho_liberal
}

modifier = {
factor = 0.1
political_reform_want = 0.05
}

modifier = {
factor = 0.1
political_reform_want = 0.15
}
}

#This is checked for EACH province in the Area of Operations
movement_evaluation = {
factor = 1
modifier = {
factor = 0.1
units_in_province = 1
}
modifier = {
factor = 0.001
controlled_by = REB
}
modifier = {
factor = 0.1
average_militancy = 4
}
modifier = {
factor = 0.3
average_militancy = 6
}
modifier = {
factor = 0.5
average_militancy = 8
}
modifier = {
factor = 0.1
is_capital = yes
}
}

# Province Scope
#siege_won_trigger = {
#}

#siege_won_effect = {
#}


# Country scope
demands_enforced_trigger = {
capital_scope = {
controlled_by = REB
province_control_days = 365
}
}
demands_enforced_effect = {
political_reform = universal_weighted_voting
political_reform = population_equal_weight
political_reform = yes_meeting
political_reform = free_press
political_reform = non_socialist
political_reform = gerrymandering
prestige = -5
}
}
 
Rebels.How to Deal With Them?

I am playing as Japan..same as a lot of players..my problem is that it is 1901 and I have rebels out the wazoo! I have changed government types and can not enact any reforms to help bring down my militancy. Any Suggestions?
 
A brilliant post

WHAT DO YOU WANT?
Can't the pesky POPs just email me their demands to evil_emperor@korea.gov or something? lol >_<

... Im stumped.[/QUOTE]

Me, too. As the British in an MP game, I am having rebellions practically monthly. I always crush them pretty quickly, but this is very annoying, and there is not much historical about a rebellion that simultaneously begins in England, Ireland, Scotland, South Africa, Western Canada, Belize, India, and Singapore. Even with that, I do love this game, and I look forward to 1.2 with eager anticipation.
 
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