Conservatives will never vote to revoke reforms.
They will only vote for new reforms if political pressure from movements becomes an issue.
I quickly checked the pop ideolgy code and these are the most important factors for them to become conservative:
(1) Having MIL below 6
(2) 100% fullfillment of poor strata everyday needs
(3) 100% fullfillment of middle strata everyday needs
Additional impacts that are can make pops more conservative by weakening their allegiance to other ideologies:
(1) No political reform desire (less liberal)
(2) No social reform desire (less socialist)
(3) No revanchism (aka hostile owned cores, less fascism)
(4) Low CON
What you could try to achieve a conservative government:
(1) Use the "Party Loyality" NF to influence election results. It takes some time (probably a decade at least), but you will notice a decent change in votes.
(2) Maximize taxes for the rich strata, minimize taxes for poor and mid strata and set negative tariffs until your poor and mid pops can afford 100% everyday needs.
(3) Issue all but ONE or TWO reform categories. The less reforms your pops can desire, the lower the reform want, the lower the related ideology numbers.
In the end, the easiest way to make pops conservative late game is to pass all reforms. With maxed reforms pops have no social or political reform desire and the amount of socialists and liberals will reduce significantly, usually leading to 50-66% conservative pop ideologies.
And if you have a healthy industry, these reforms will not really make that much of a difference, tbh:
Minimum wage should actually boost demand by giving your pops more money (which leads to better needs fullfillment and thus more stability).
Work hours is easily offset by inventions and the size of your workforce (in fact it might be more profitable in the long run to promote clerks & craftsmen than using the party NF).
Safety has neglectible impact at this stage of the game (and reduced demand is actually good for you since it means easier need fullfillment).
Think of it this way:
Your factories produce a bit less, but if that means you can bring the conservatives back to power, you will regain some control over the economy (most importantly subsides).
There is, btw, another issue with ideologies, but I am not sure about the German party landscape:
If you have more than one party for the same ideology, that ideology will receives a lot more votes than the actual pop support (for whatever reason, maybe related to matching issues or a bug).
So you could manually remove multiple parties for the liberals or add another conservative party to influence the votes.
To have the most "natural" result a 1-party-per-ideolgy situation would be the way to go. This is the way the election system in V2 actually works best / as designed.
They will only vote for new reforms if political pressure from movements becomes an issue.
I quickly checked the pop ideolgy code and these are the most important factors for them to become conservative:
(1) Having MIL below 6
(2) 100% fullfillment of poor strata everyday needs
(3) 100% fullfillment of middle strata everyday needs
Additional impacts that are can make pops more conservative by weakening their allegiance to other ideologies:
(1) No political reform desire (less liberal)
(2) No social reform desire (less socialist)
(3) No revanchism (aka hostile owned cores, less fascism)
(4) Low CON
What you could try to achieve a conservative government:
(1) Use the "Party Loyality" NF to influence election results. It takes some time (probably a decade at least), but you will notice a decent change in votes.
(2) Maximize taxes for the rich strata, minimize taxes for poor and mid strata and set negative tariffs until your poor and mid pops can afford 100% everyday needs.
(3) Issue all but ONE or TWO reform categories. The less reforms your pops can desire, the lower the reform want, the lower the related ideology numbers.
In the end, the easiest way to make pops conservative late game is to pass all reforms. With maxed reforms pops have no social or political reform desire and the amount of socialists and liberals will reduce significantly, usually leading to 50-66% conservative pop ideologies.
And if you have a healthy industry, these reforms will not really make that much of a difference, tbh:
Minimum wage should actually boost demand by giving your pops more money (which leads to better needs fullfillment and thus more stability).
Work hours is easily offset by inventions and the size of your workforce (in fact it might be more profitable in the long run to promote clerks & craftsmen than using the party NF).
Safety has neglectible impact at this stage of the game (and reduced demand is actually good for you since it means easier need fullfillment).
Think of it this way:
Your factories produce a bit less, but if that means you can bring the conservatives back to power, you will regain some control over the economy (most importantly subsides).
There is, btw, another issue with ideologies, but I am not sure about the German party landscape:
If you have more than one party for the same ideology, that ideology will receives a lot more votes than the actual pop support (for whatever reason, maybe related to matching issues or a bug).
So you could manually remove multiple parties for the liberals or add another conservative party to influence the votes.
To have the most "natural" result a 1-party-per-ideolgy situation would be the way to go. This is the way the election system in V2 actually works best / as designed.
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