What would be the requirements then? If the Pitt DOWs FUSA, it's unlikely that they won't get some land. How much land (or which provinces) would need DK to be considered to have won the civil war? And the aftermath? I ignore if DK would be able to defeat the Junkers right off the bat.
Honestly, I almost don't use the traits. I see little value in them to be worth it most of the time. For instance:
- Alluring could be useful if the AI bothered to DOW more often. However, it's constant drain of supplies can get annoying (or even break you)
- Secretive is almost useless. Random increments in dissent (bad) in exchange for better spies. The defence part see very little use (IA), and there are just so many places worth to steal blueprints from. If you already had a technological edge, this becomes worse than useless (downside for no gain)
- Warlike cripples your research in exchange for faster unit buildings. It mostly useful for those factions with little to research in the first place. I rarely play those.
- Wise... not sure. I'm still divided if the loss on combat efficiency is worth a 5% tech speed increase.
- Ambitious. From my point of view, it's a minor but useful bust in exchange for a marginal malus. If anything, that belligerence rising event can get a bit tiring after a while. And sometimes the other factions DOW you, allowing war w/o the usual dissent for non-full interventionism nations.
- Cautious is a case of being blessed with suck. While the combat increments look good on paper, the reduced speed drastically limits you initial expansion and the subsequent increase in org loss by concept of moving can make you lose wars if not handled carefully. I suppose that in crowded places you can offset this disadvantage to some extent, but it will be a problem later on. Or it would be if the IA knew any better (or you have a desfavourable position to begin with)
My order of preference would be none, wise, ambitious, warlike. The others damage me far too much.
What would be the purpose of weakening DK for a human player? It's not particularly difficult to drive back the revolutionary forces if are putting attention, and while the Junkers intervention does complicate things, it's not that hard to fight the resulting 2 front war (if you attacked DK as hard as you can). Putting most of you IC in dissent reduction and reinforcements at intervals does the trick, and after a while you can fight back. The tank you have is really useful in cutting their resources and restoring some much needed IC. While I'm not a particularly good player, I managed to win the war by late June (too bad Canada decided to join a few days earlier).
However, adding a few units to IA FUSA is not a bad idea. I don't believe possible to codify an IA good enough to properly fight that 2 front war with so little units to work with, but it may be possible to increase FUSA performance a little.
What about the Roman civil wars? Or the USA civil war? Or the 2014 Egyptian coup d'etat? Or any conflict that dives the military forces?
Anyway, in my experience is fairly safe to ignore the marauders until the more immediate threats are dealt with.
Considering that most of those are garrisons, I fail to see how it is a problem.