• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

DaveLogan

Sergeant
41 Badges
Apr 26, 2004
55
0
  • 500k Club
  • Europa Universalis III Complete
  • Naval War: Arctic Circle
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Sengoku
  • Supreme Ruler 2020
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • March of the Eagles
  • Crusader Kings II: Holy Knight (pre-order)
  • Pride of Nations
  • Rise of Prussia
  • Achtung Panzer
  • Hearts of Iron IV Sign-up
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Steel Division: Normand 44 - Second Wave
  • Steel Division: Normandy 44 -  Back to Hell
  • Europa Universalis IV
  • Hearts of Iron II: Armageddon
  • Cities in Motion
  • Crusader Kings II
  • Commander: Conquest of the Americas
  • Darkest Hour
  • Deus Vult
  • East India Company
  • Europa Universalis III Complete
  • Divine Wind
  • Arsenal of Democracy
  • For The Glory
  • For the Motherland
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • Iron Cross
  • Lead and Gold
  • Magicka
  • Majesty 2
I hate to complain, but this is nutz. As the U.S.A. I have had one country wide communist revolt after another - yearly. I literally stamp out one revolt and then another begins. There needs to be some kind of social slider screen (something like religious tolerance in EU) or something. Maybe this will be fixed when the game is expanded and you can choose a later starting date. The lack of deciding a starting date (as in EU3) was a sketchy exclusion anyway. Anyone have an idea when the first expansion will be out?
As it stands the game is unplayable (at least as the U.S.). Has someone from Paradox addressed when the revolts will be fixed? It is extremely annoying to have played from 1836 and get to 1907 and decide that fighting the game engine isn't worth it anymore.
I apologize for being so negative, I am just thoroughly frustrated.
I will try a game with a small country and see if things go better.... sigh
 
I hate to complain, but this is nutz. As the U.S.A. I have had one country wide communist revolt after another - yearly. I literally stamp out one revolt and then another begins. There needs to be some kind of social slider screen (something like religious tolerance in EU) or something. Maybe this will be fixed when the game is expanded and you can choose a later starting date. The lack of deciding a starting date (as in EU3) was a sketchy exclusion anyway. Anyone have an idea when the first expansion will be out?
As it stands the game is unplayable (at least as the U.S.). Has someone from Paradox addressed when the revolts will be fixed? It is extremely annoying to have played from 1836 and get to 1907 and decide that fighting the game engine isn't worth it anymore.
I apologize for being so negative, I am just thoroughly frustrated.
I will try a game with a small country and see if things go better.... sigh

Have you tried asking for advice on your rebel issues? I had those problems for a short while, but the people voted the socialists into power pretty quick and my social reforms stopped all major revolts for the remainder of the game.
 
The reason, if I understand it, that the Paradox team provided one starting date, is twofold. First, they found that the vast majority of people just played the Grand Campaign anyway (considering that there's only 100 years in which to play in, not surprising), and Secondly, the combination of research and balancing required to model changes in pops is significantly higher than any similar problems found in EU3. You've got thousands of minute changes every year, whereas one might need to change a few provinces' religion after four or five decades in EU3. Hence, one starting date.

As for your problem, I've found the best way of handling the Communists is to station significant forces all around your country. If you really want to, you can micromanage and remove all Communist soldiers to reduce the chance of massive Communist forces popping out of your stationed troops.
Furthermore, enacting social reforms (political ones I'm not sure are supported) will lower the rebellion problems.
 
I station troops everywhere in my country, but running around with 20+ armies crushing revolts is not very fun.
I have passed all of the social reforms I can. The political reforms were quite easy to pass, but I think that I have passed a total of two social reforms. Is there a way to get more social reforms faster?
As for the government, for the last 20 years the socialists have been in a coalition government with the liberals. The communist party itself is tiny.
Any more advice is more than welcome.
I am trying here, I really am. lol

update
2 hours later - 1912 - after three brutal revolts where I must have killed a million communists they have stopped revolting. Don't know what I did. There still needs to be a way to appease factions/rebels without having them revolt. Something more than social reforms - a group of sliders (see the religion sliders in EU3) or maybe a national focus or technology track that effects revolts. They still have to be toned down - rebels are usually confined to a region in real life. Well thanks for the help, but I am still not sure I did anything.
 
Last edited:
Look at your pops and check why their militancy is rising. Nothing happens in this game without a coded reason.

Sliders that directly reflect revolt risk aren't appropriate in Victoria because unlike EU, where revolts stem solely from a Revolt Risk variable, Victoria's revolts are driven by militancy, which is driven by dozens of factors. If you want to cut down on revolt risk, mod something that cuts down on militancy. However, this game is supposed to have stopping your population from revolting as a major goal, so modding down militancy is like modding the enemy AI to have worse units in HoI

(Disclaimer: I haven't played the USA since the demo, so I don't have first-hand experience with how bad the revolts are if you try to keep militancy down. I'd give them a try, but I don't have the time to do so at the moment.)
 
There still needs to be a way to appease factions/rebels without having them revolt. Something more than social reforms - a group of sliders (see the religion sliders in EU3) or maybe a national focus or technology track that effects revolts.
Isn't this all ready kind of in place with the Conservatives voting for social reforms if militancy is high enough?
 
I hope you're using 1.2, because it kinda nerfed rebels terribly. Plus, US is playable even if you get tons of rebels, there's things called like modifying your game files. Just look in defines.lua, you don't see any super hard codes with 100 brackets and 5 letters in 1 line, instead you have stuff there that you can understand (for example - "YEARS_OF_NATIONALISM" instead of (inc=fnc)31yu6tufhfanjt8327086-780623097^#(*^T4289264613253259800_&)).
 
Look at your pops and check why their militancy is rising. Nothing happens in this game without a coded reason.

Sliders that directly reflect revolt risk aren't appropriate in Victoria because unlike EU, where revolts stem solely from a Revolt Risk variable, Victoria's revolts are driven by militancy, which is driven by dozens of factors. If you want to cut down on revolt risk, mod something that cuts down on militancy. However, this game is supposed to have stopping your population from revolting as a major goal, so modding down militancy is like modding the enemy AI to have worse units in HoI

(Disclaimer: I haven't played the USA since the demo, so I don't have first-hand experience with how bad the revolts are if you try to keep militancy down. I'd give them a try, but I don't have the time to do so at the moment.)

Revolts have been toned down a lot since the demo.

And as for reforms: Don't enact them if you don't have to!! The political reforms are just as nice for calming the rebels as the social reforms. So keep one or two liberal political reforms unenacted... and use them later, to reduce MIL when you see it rising.

Same for social reforms. Under NO CIRCUMSTANCES enact reforms without a need to do so! Well except health care perhaps, since it's so powerful and costs nothing.
 
There still needs to be a way to appease factions/rebels without having them revolt. Something more than social reforms - a group of sliders (see the religion sliders in EU3) or maybe a national focus or technology track that effects revolts.

I can hear the Czar in 1917: "Move the slider! Put a 'pacify rebels' national focus on St. Petersburg! Start research on the 'no revolts' tech!"
 
I can hear the Czar in 1917: "Move the slider! Put a 'pacify rebels' national focus on St. Petersburg! Start research on the 'no revolts' tech!"

And it would have worked too - if he had thought to increase litteracy earlier...
 
...there's things called like modifying your game files.
This shouldn't be necessary for a full play through of a video game. Modifications are supposed to enhance the gaming experience... not allow for one.
 
Well some of that was helpful. I will definitely look at the militancy. I am playing 1.2. I don't think I should have to mod a game to play it. Seemed to have angered some people, sorry about that.
 
Its also interesting that for some reason, user made mods fix more problems than the patches do at times.
I wonder.
Really? You have a single example where a user-fix fixed more things than the relevant patch that came later?
 
Its also interesting that for some reason, user made mods fix more problems than the patches do at times.
I wonder.
Well, no. I have to disagree with this. Paradox tends to release pretty big patches. They screw up sometimes, but ya gotta give them credit where credit is due.
 
Well, no. I have to disagree with this. Paradox tends to release pretty big patches. They screw up sometimes, but ya gotta give them credit where credit is due.

Yup. Contrast with the size of the patches Civ5 has been geting, and consider the likely disparity in available resources between Paradox and Take Two/Firaxis... sure, 1.2 is not perfect but there are a hell of a lot of games which never get as 'perfect' as 1.2.
 
OK, here's how you get what you need short of losing revolts:
Conservative UH: Never pass UH reforms. Tax the rich to keep them from buying luxury goods.
Downside: Your capis won't invest nearly as much.

Liberal UH: Never pass UH reforms. Set rich taxes to 0. If you are a democracy, run elections constantly to manipulate issues. Always pick +CON decisions for rich POPs. Get the education boosting effects, and pass reforms for Free Press.

Socialist UH: Pass Trade Union reforms ASAP to max it out to get +30% social reform desire. Reform the UH as far as you can (craftsmen especially lean towards Socialist). Run elections constantly to manipulate issues. Always pick +CON decisions. Get the education boosting effects, and pass reforms for Free Press.

Anyone want to chime in on how to get Reactionary, A-L, Communist, or Fascist UH?