Got to: Victoria 2\events\IdeologyEnabling.txt and delete lines 71-130. This will prevent the communist ideology from ever being activated.
Will not deactivate it if it already has been activated, though, so you will have to start a new game.
Alternatively you can mod their spawn chance to zero by changing line 499 in rebel_types.txt from:
"factor = 1.02"
to:
"factor = 0"
However, if you remove the communists chances are that they will just spawn another rebel faction. So your problem lies more in angry pops then communist agiators.
Have you issued all reforms that are desired? Have you checked that your pops can fulfill their needs? Check your pops and their militancy tooltip to see what drives them mad.
Rebel algorithm for communist rebels (from rebel_types.txt):
Will not deactivate it if it already has been activated, though, so you will have to start a new game.
Alternatively you can mod their spawn chance to zero by changing line 499 in rebel_types.txt from:
"factor = 1.02"
to:
"factor = 0"
However, if you remove the communists chances are that they will just spawn another rebel faction. So your problem lies more in angry pops then communist agiators.
Have you issued all reforms that are desired? Have you checked that your pops can fulfill their needs? Check your pops and their militancy tooltip to see what drives them mad.
Rebel algorithm for communist rebels (from rebel_types.txt):
Code:
communist_rebels = {
icon = 3
area = nation # Stays within the nation
break_alliance_on_win = yes
# <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 = yes # Disbands on retreat
reinforcing = yes # Does not receive reinforcements
general = yes # Does use generals
smart = yes # Does not assault forts, tactically withdraw from battle, etc.
unit_transfer = no # Units do not remain after enforcing demands.
occupation_mult = 1.0 # The amount of strength this rebel gains from taking provinces
# triggers a general rising, modifier will be multiplied with the countrys army strength and compared to the factions strenght
will_rise =
{
factor = 0.5
modifier = {
war = yes
factor = 0.8
}
modifier = {
factor = 0
NOT = {
is_ideology_enabled = communist
}
}
modifier = {
factor = 0
political_movement = yes
}
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 = 1.02
modifier = {
factor = 0
country = { civilized = no }
}
modifier = {
factor = 0
NOT = {
is_ideology_enabled = communist
}
}
modifier = {
factor = 0
government = proletarian_dictatorship
}
modifier = {
factor = 1.015
NOT = { political_reform_want = 0.05 }
}
modifier = {
factor = 1.15
social_reform_want = 0.15
NOT = { political_reform_want = 0.15
}
}
modifier = {
factor = 0.01
NOT = {
OR = {
pop_majority_ideology = communist
pop_majority_ideology = socialist
}
}
}
modifier = {
factor = 1.3
pop_majority_ideology = communist
}
modifier = {
factor = 1.15
pop_majority_ideology = socialist
}
modifier = {
factor = 1.015
country = { plurality = 10 }
}
modifier = {
factor = 1.03
country = {
any_neighbor_country = {
government = proletarian_dictatorship
}
}
}
modifier = {
factor = 1.05
country = {
average_militancy = 6
}
}
modifier = {
factor = 1.05
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 = 30
}
}
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
nationalize = yes
}
}
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