Any hints on turning country fascist?

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FranklyJustNess

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While turning country socialist is pretty interesting, as it requires moving power from capitalists to workers, avoiding them revolting, has related journal entries and a clear path of reforms to take, I can't really see any of that for the fascists, that also emerge in the later part of the game. Mostly I have a problem with empowering the PB, because as opposed to Industrialists or Trade Unions, there's really no way of getting them more clout. By the time they can be fascist all the buildings have capitalist ownership. Really only source of PB clout would be urban centers and possibly trade centers, if you don't switch away from mercantilism. Or maybe the idea is to empower the Armed Forces or Industrialists and hope they get a "good" leader?
 

Gui10

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While I haven't tried that route (going isolationist at the start gets rid of the PB for the first half of the game and after the last rework I am more concerned with boosting the trade unions as much as I possibly can so I am able to pass labor reforms) have you tried going for high authority and repression (to boost the PB and suppress their main competitors for pops), increasing the amount of clerks/shopkeepers and increasing government wages (they boost the PB aproval, so I would guess they would affect them someway, but haven't checked)?
 

Thandros

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Best bet have ethnostate as your cultural law and have the interest groups in government. It gives a huge boost to the chance of getting a fascist leader of the IG. Also have groups that are discriminated against and have your IGs be angry.

Once you actually have the fascist leader in a party complete the path to fascism journal entry and you can set several other interest groups to only have fascist leaders with events.

Also remember any interest group can go fascist. It's more likely by default for the PB and Armed Forces and less likely for the Intelligensia and Trade Unions (they won't get a boost if angry either).
 
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Marirosa

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In my prussian game they were the rural folk who became fascist. Maybe because it was a multicultural colonialist Prussia with no state religion and they hated it a lot.
 

FranklyJustNess

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Best bet have ethnostate as your cultural law and have the interest groups in government. It gives a huge boost to the chance of getting a fascist leader of the IG. Also have groups that are discriminated against and have your IGs be angry.

Once you actually have the fascist leader in a party complete the path to fascism journal entry and you can set several other interest groups to only have fascist leaders with events.

Also remember any interest group can go fascist. It's more likely by default for the PB and Armed Forces and less likely for the Intelligensia and Trade Unions (they won't get a boost if angry either).
Do you know where I can find the modifiers, that determine the likelihood of certain leader ideologies? I haven't seen it on wiki, so I assume I would need to go digging in the files, but it would be an interesting thing to dig deeper into.
 

Thandros

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Do you know where I can find the modifiers, that determine the likelihood of certain leader ideologies? I haven't seen it on wiki, so I assume I would need to go digging in the files, but it would be an interesting thing to dig deeper into.

00_Leader_ideologies in the ideologies folder of the common folder. Has them their for all the ideologies a leader can hold.
 
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BPZ1941

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While turning country socialist is pretty interesting, as it requires moving power from capitalists to workers, avoiding them revolting, has related journal entries and a clear path of reforms to take, I can't really see any of that for the fascists, that also emerge in the later part of the game.
Fascism in Victoria 3 is basically the law Ethnostate. All the other 'requisite' laws can be gotten with an alliance of the Petty Bourgeoisie and Armed Forces from the start of the game.
Mostly I have a problem with empowering the PB, because as opposed to Industrialists or Trade Unions, there's really no way of getting them more clout. By the time they can be fascist all the buildings have capitalist ownership. Really only source of PB clout would be urban centers and possibly trade centers, if you don't switch away from mercantilism.
Max out Secret Police, promote the PB and suppress the Intelligentsia. Now the PB will be the prime choice of your Bureaucrats and Academics - and those can be generated indefinitely, if you have the money for it.
Also remember any interest group can go fascist. It's more likely by default for the PB and Armed Forces and less likely for the Intelligensia and Trade Unions (they won't get a boost if angry either).
True, I had the most amazing combination my recent game. Ethno-Nationalist Trade Unions and Communist Armed Forces with Vanguardist Rural Folk and Fascist Intelligentsia. It's mostly just RNG.