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incognitus

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As far as I understand, partisans and rebels are not the same thing. Rebels just pop up randomly depending on revolt risk in a sector and partisans are created by intelligence operations. Is that correct?

Now, I would like to know, how to completely disable both rebels and partisans, as they are nothing but tedious to deal with and pose no real danger (as is the case in all PDS games I have played).

I have altered \common\static_modifiers.txt in the following way:
occupied = {
local_revolt_risk = 0 #2% revolt risk!
}


revolt_risk = {
local_ic = -0.02
local_manpower_modifier = -0.02
local_resources = -0.02
}

nationalism = {
local_revolt_risk = 0.0 #0.3% for each year revolt risk!
minimum_revolt_risk = 0.0 #0.3% for each year revolt risk!
}
You can see the original values in the #notes...

Will this do (for rebels)?

I was also wondering if an easier way to turn off rebels would be to change the "global_revolt_risk" value that is part of every difficulty level to -100, but I was concerned that maybe negative revolt risk might lead to problems...

This will probably only address rebels, how do I turn off partisans?
 

Count Blue

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As far as I understand, partisans and rebels are not the same thing.
..............
This will probably only address rebels, how do I turn off partisans?

I dont think you can.
Since the change to TFH they are part of the game, more or less.
Maybe I am wrong.
 

incognitus

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I dont think you can.
Since the change to TFH they are part of the game, more or less.
Maybe I am wrong.
Wow, that really sucks. I just had a rebellion, so obviously what I did wasn't enough - if anything can be done. I really don't understand why PDS consistently mess up their games with these pesky rebels. They contribute nothing to gameplay.
 

Count Blue

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Wow, that really sucks. I just had a rebellion, so obviously what I did wasn't enough - if anything can be done. I really don't understand why PDS consistently mess up their games with these pesky rebels. They contribute nothing to gameplay.

Is it that extreme?
What nation are you playing and where does it happen?

Usually its enough to keep a few units of CAV or something else "light and fast" around where they pop up to keep them down.
"Whack-a-mole" was the term I believe. ;)
 

incognitus

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Don't know if it's extreme. It is just really annoying to me that I have to waste time on such a tedious, administrative task. In my last campaign with Ireland, I would get rebels in the middle of Africa, which means it will take months in-game to put them down an reclaim the province. There were loads of rebels in Scandinavia, Norway and Sweden were all striped from their feeble re-conquests.

In my Japan game right now I'm trying to defeat the US (conquest) and I can only imagine the pain in the ass that will cause. I have attacked them in early 1937, which means if I actually manage to defeat them within the usual time frame (12-18 months), I will have a whole campaign of whack-a-moling ahead of me.

I mean, I am quite ambitious in my games, which means that I will hold entire continents occupied or conquered, because I just don't like puppets, because they make the map look messy (I want it painted MY colour!)...

Considering how hated rebels are, I am surprised that their isn't an option to turn them off. We can turn off SUPPLIES(!), for fuck's sake. But to top it all off, they had to make it impossible (or unnecessarily hard) to mod the rebels out of the game. Thank you very much indeed!
 

Count Blue

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Don't know if it's extreme. It is just really annoying to me that I have to waste time on such a tedious, administrative task. In my last campaign with Ireland, I would get rebels in the middle of Africa, which means it will take months in-game to put them down an reclaim the province.

Well how about a AI solution.
I usually leave occupation forces behind and recently I have tried give them AI orders to hold defensivly an area.
They did exterminate rebels and partisans that way.
Not very efficently (quick) but they did.

I used an army HQ and some corps and divisons below. cheap units not fit for frontline duty.
I play a mod where there are ample such units but from what I understand in "vanilla" 2xCAV should just as well work fine for that purpose.
 

marxianTJ

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The *real* problem I have with partisans is that the AI always freaks out about them. For example, Germany will *constantly* suicide itself to kill 1-2 rebel groups with huge corps sized formations - and meanwhile allow themselves to get run over by the Soviets.

I think this has the explanation.

It speaks volumes that hoi4 does not have partisans - since the whole game is basically played in "ai mode" and the AI has always been absolutely horrible at dealing with small amounts of rebels. https://forum.paradoxplaza.com/forum/index.php?threads/how-can-i-disable-partisans.441619/

When Kovax shows up I'm sure he'll be able to tell you a few gems of how frustrating it is watching Germany completely kill itself because 2-3 rebel groups popped up in Norway or France.
 

incognitus

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I made that same experience in my Ireland (Axis) game. The eastern front completely collapsed because of some rebel or rather partisan militia in France.

I have read that thread you linked before starting this one, maybe I will try all the "fixes" they suggest as well.
 

Count Blue

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The *real* problem I have with partisans is that the AI always freaks out about them. .

Oh yes, that explains it. Didnt have that problem for along time.
But I dont play vanilla.
I play BICE and the few partisans and rebels that pop up in foreign countries seem to be less than a nuisance for the AI.
Or at least I havent seen the AI running amok about it for along time.
But I get your dilemma.
 

incognitus

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I'd love to get into BICE, but it's like going back to university for me. It took me dozens of hours of reading and watching videos to get a working understanding of vanilla. BICE is so muh more complex PLUS you just don't find tutorial videos for the latest version... I'm not even gonna try.
 

Palmerdale

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Rebels can have a significant role on supply, especially if your supply route runs through a one-province wide corridor. This can happen quite frequently. To see this in action, start as Italy and avoid joining the Axis. Conquer Yugoslavia and Greece and move overland to attack Turkey. This creates a natural one-province wide corridor where land-based supply runs (Northeastern Greece, next to the Turkish border). If rebels spawn in that corridor, all land forces in Turkey (and around through Syria or Iraq) will be instantly out-of-supply until the system switches from overland supply to naval supply.

This has only happened once, but it really messed up an operation in the Middle East. It's also simple to counter: put a 1xINF+1xMP in the corridor to ensure the rebels won't take your supply line from you. You can try garrisoning the area with INF or CAV plus MPs to suppress the revolt risk, but after much, much experimentation with this, it's far cheaper to simply leave a reaction force in the area (CAV+AC for speed) and bolster the infrastructure in 'tight' places so the supply can go through. A suppression force is far too expensive in IC, manpower and time to build, and requires a lot of 'luxury' technologies to improve the suppression of MP units.

You can also use units of 1xCAV+AC in adjacent provinces with a minimum improvement in infrastructure to 'encourage' the supply to take a particular route through nasty terrain (read: Turkey). The AC actually 'pulls' supply to that province and increasing the infrastructure (from 2 to 4) works to build a 'supply shortcut' through mountains, as opposed to routing supply around a mountain chain. Coupled with advances in Supply techs, this works surprisingly well to keep a front in overland supply.
 

incognitus

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Here's a thought... how does suppression work? Is it the higher the value, the further it reaches? What would happen if one was to mod MPs suppression value to, say, 300 instead of 3? Or some other more reasonable value... or give decent suppression values to all units...
 

Count Blue

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... or give decent suppression values to all units...

Youre supposed to keep units with reasonable suppresion values behind your front lines.
In the case of russia along axes that cover the best infra.
 

incognitus

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No no, this thread is about fundamentally changing how rebels ruin the enjoyment of the game. I have tried using blanket suppression and it doesn't work. You basically need an MP in every other province for that. Not gonna happen.

Since removing rebels from the game has apparently been made impossible by PDS, I am looking for a workaround. One such workaround might be to boost the suppression of units, so that a single unit can suppres dozens of provinces at one time. I'm trying to reduce the tedium, using suppression within the mechanics as they work currently, would be incredible tedious. "behind you front lines" is a preeetty big place... I have just conquered the United States. I don't need any supplies there or anything, because my war is now in China, but I sure as hell don't want to manage hundreds of MP divisions OR dedicate too much time to whack-a-mole-ing...
 

Kovax

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A unit suppresses the province it's in and all adjacent provinces, plus has a weak effect one province beyond that. Basically, if you put MPs or GAR (or a combination of MP+GAR/MIL/INF, because MPs can't actually fight the Partisans) every third province, the overlap will cover everything. Problem is, even with a few levels of research into suppression, one MP unit isn't nearly enough, and you most likely don't have anywhere near the manpower to afford to blanket the entire Soviet Union or China three deep in MPs.

The AI struggles with partisans, and Germany has a bigger problem due to the way its Theaters are set up. Because GER normally expands both east and west, the developers have pre-defined Theaters for AI Germany that run in a couple of long horizontal bands. so their troops operate within their zones as the game goes on. Problem is, that long horizontal band means that troops in France are in the same area of operations as some poor slobs deep in Russia, who feel obligated to rush all the way to France to deal with a handful of unruly partisans. As a player, you can define your own Theaters and allocate troops specifically to deal with it, but the AI is stuck with the pre-defined templates.

Personally, I prefer to base a fuel-using unit, such as a lone MOT brigade, or else CAV+AC (because a lone AC brigade is a support unit and can't attack on its own) at a few scattered airfields in occupied/annexed territory, and then rebase a single TAC as needed to bomb any partisans out of ORG. Once the TAC arrives at the airfield, it has fuel and supplies waiting, courtesy of the ground unit, and can begin operations immediately. At that point, you can then send the ground unit to casually stroll up and accept the partisan's surrender as they reoccupy the province virtually unopposed. One TAC is generally sufficient in my games to cover France/Benelux, a second for the Balkans and into the SU, and a third for further north in the SU. You really only need to garrison enough airfields to reach the various provinces with the TAC, not every airfield in the region, although more ground units will reduce the travel times out to the scattered provinces that revolt.
 

incognitus

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I find partisans to be a few lesser problem than rebels. Partisans can be turned off by destroying the country that funds them. But rebels, are just completely random, pop up out of nowhere and ruin your day (mood-wise only, of course, as they have no real impact...)

Apart from how they mess up the eastern front for the German AI, I actually kinda like partisans, because there is sense to them and they pose a bit of a challenge. In my conquest of the US, I was just busy conquering the rust belt and I had literally not a single combat division west of the Mississippi, because... why would I? So I had to strat relocate a division to California when 5-6 Partisans decided to pop up. Was a nice hiccup in my otherwise flawless invasion.

Rebels on the other hand... they are SO annoying. Since I conquered the US, they keep popping up deep inland, sitting around, sometimes moving, but generally just annoy the hell out of me. I figured, maybe keeping some troops on the West coast, so that there are supply chains accross the US and then sending in transports with paras might work... they might defeat the militia before they realise they're out of supplies anyways...
 

BarrosRodrigues

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You can´t supress unrest in the whole world because it would be way too expensive especially if you did not start as SOV (...) Anyway rebels in HOI III are feeble and as already been suggested use a Theatre HQ (TH) in each continent to kill them. Give each of those THs around 40 "divisions" composed of 1 brigade of militia that they will kill all nationalists for you really quickly. In areas where you have to deal with underground resistance you´ll need stronger forces; so I recommend you give it ~35 "divisions" composed of 1 brigade of infantry since most likely your cav tech won´t be up to date. Since I started doing this rebels went from a gigantic nuissance to an after thought. :) I wish I had something like this in EU IV too :(
 

Mebsuta

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Noob player here.

I find them to be a tremendously minor inconvenience. Sure, I play on the easyest difficulty, but just have one CAV/CAV/AC/AC division on the couple biggest VP provinces of a large area, and they'll handle rebels hilariously easily. That's what I do in Sweden and Norway anyway, just keep a couple of those... one in Oslo and one in Stockholm (i'm playing as Finland).