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varonel

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I've handled them in my Mexico game by using the army. If you put a stack of troops in each region, you can usually shut down rebellions very quickly. It's just annoying micromanagement.

What I don't get is why they are rebelling. Granted, I have a conservative party in power and have enacted no reforms. And yet I have a relatively openly democratic system with reasonable voting rules, and when I look at the supposedly important issues, nothing is actually in demand. Public support for all the various reforms is below 5%.

So it seems like it must really take a tiny amount of unhappy folks to launch a mult-province rebellion.

As i said in my prev post, they will revolt most of the time if they cannot afford their needs. Affording luxury goods will lower their militancy quite a bit, even if they want reforms. Also changing ruling party can help, so the most number of rebels agree with it.
Easy enough to see, just go to population screen, click the country name to select the whole country from the left, then select all to select all types of POP on the top right, then sort the view by militancy. Only those over 7 militancy will join a rebel cause, so move your mouse over the militancy number of one of the POPs and read why its going up.
 

Nachtwesen

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Completely agree with sentiments about rebels needing tweaking. I'm in the late 40's, running around Mexico trying to grab as much as I can before the ACW fires, and it's very frustrating having to keep a valuable and much needed army up in the North East to counter the constant uprisings that are happening all over the place.

I get the feeling that alot of the AI countries are also held back by just trying to keep themselves together, which would go towards explaining their lack of aggressiveness.

I had in my sweden game so much trouble every 5 minutes with hundreds of rebels everywhere in my country.. pretty annoying..

At the same time I did see how my neighboars was powned by these rebells too.. prussia was almost dead..

So its indeed a gamebraker right now..

Last days I didnt know what you all talking about.. but I did play a minor.. now when sweden became GP.. I had almost the same problems then you all..

Really a big gamebraker and need to be fixed ASAP :rofl:
 

varonel

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Another problem I noticed leading to rebellion is the fact that if certain POPs do not get their needs, they will demote sure, but slower with immigration and other factors that increase the POP even if its starving. And if its slower then the raise of militancy, and the pop is big enough, it will stay rebelious for a long time, till its completely changed jobs or w/e
Prolly the demoting when needs arent met should be faster, thus depleting the troublesome POPs quicker. Assuming they have what to demote to :p
 

RoboCzar

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What really needs to be addressed is why the POPs aren't getting their needs met in the first place. Any artisan POPs over a couple hundred will have constant problems with money and needs regardless of the product they pick, and capitalists in states with no factories can't borrow money and will gradually get more militant. Combine that with the extreme needs of craftsmen, and you have a recipe for country-wide revolts in 30 years.

The problem isn't the revolt chance, or speed of militancy growth. It's just a symptom of the larger problem. In fact, the revolt and militancy numbers we have now are probably just fine in a world where the POPs can reasonably meet their needs.
 

pewpewlasers

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After playing around a lot with sliders and policies, I can state that for my own country, the pops are turning rebellious due to having no savings and limited or no income. They are poor. This is why they can't meet their needs. They can't afford it. Sorting by income as a guide, I scrolled down the list to see roughly where they started having no savings. Pre-reforms it was near the top. After trinket pensions and trinket subsidies, fully half the list was beginning to save something. I watched as the rebel numbers dropped from roughly 500k to 30k for the biggest group after those two small reforms, with many smaller groups vanishing altogether.

I know this doesn't fix anything for people that can't enact reforms, but I found it interesting.

Maybe if a post-revolution government was, depending on the ideology of the revolter's who won, able to enact social or political reforms for a year despite the game engine normally not letting them(due to upper house party makeup).
 

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What really needs to be addressed is why the POPs aren't getting their needs met in the first place. Any artisan POPs over a couple hundred will have constant problems with money and needs regardless of the product they pick, and capitalists in states with no factories can't borrow money and will gradually get more militant. Combine that with the extreme needs of craftsmen, and you have a recipe for country-wide revolts in 30 years.

The problem isn't the revolt chance, or speed of militancy growth. It's just a symptom of the larger problem. In fact, the revolt and militancy numbers we have now are probably just fine in a world where the POPs can reasonably meet their needs.

I think the issue is that POPs need to learn to demote before they get militant.

Obviously if you can't demote any further then you should get up in arms simply because there is no where else you can go.
 

Tormodius

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If that were the case, your revolters would always be bottom up, never top-down as happened in a number of cases.

Yup, as i see after a playing around with a couple of secondary powers, I usually get a vast increase in aristocrats...

An increase slightly larger than increase of craftsmen (even after modded by suggestions in this thread) ...

And I have NF for craftsmen... They grow at a steady rate then, and i tax the rich bleedingly 100% and still these people keep getting promoted to aristocrats...

Then they rise up in revolt... Usually in large numbers of reactionary gangs who want to overthrow the regime because of some reasons unknown.
So you are right. Top down!
 

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I also had this problem with rebel factions rising over the whole country twice a year. After getting bored with hunting rebels I left the game running and watched TV instead. After four revolutions the Communists got to power. After all revolutions both CON and MIL was almost at 0. And communism turned out to be the best government in the whole game (contrary to the real world). Now I can build factories and support them. But I don’t have to support them, since I get all the workers I need which makes them profitable. My problem before was that I had no factory workers playing as Sweden. So my economy is booming and I can pass reforms however it fits me. Since all great powers are flooded with rebels I have been able to conquer big parts of Germany and Russia without any resistance.

So I finally figured this game out. Don’t fight the rebels. Become communist and rule the world. The only thing that I would like Paradox to answer is if the game was indented to be played like this? Are the rebels a bug or are they a result of us playing the game poorly? Or do the rebels keep coming back because we are intended to lose to them? If so I actually get annoyed, because rebels are boring no matter if you win or lose. And you can win against them even if they spawn country wide once a month. It’s just boring. I really had hoped that Paradox would have come up with another way to illustrate rebellions by now. Hunting rebels all over the map was never fun in earlier games and it is even less fun now, since other strategy games have evolved and we are no longer satisfied with playing ping pong as we were teen years ago. Rebellions should cost you and sometimes even result in a revolutions. But does it have to involve this much mouse clicking?

I think the major problem is that we have to micromanage rebels to begin with. Make them nasty, make them deadly. And make them hard to manage. But don´t make them into a small boring and tedious minigame inside the game itself. There is a big difference between a hard and a boring game. I want games to be hard, but not boring. Well, I suppose that is too late now =/. But it´s a shame since all Paradox games are so amazing, deep and complex otherwise. The way rebellions are handled simply doesn´t fit in.

The problem is not that it is impossible to avoid rebels. But that it gets so tedious and boring when they do appear!
 

Nachtwesen

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I also had this problem with rebel factions rising over the whole country twice a year. After getting bored with hunting rebels I left the game running and watched TV instead. After four revolutions the Communists got to power. After all revolutions both CON and MIL was almost at 0. And communism turned out to be the best government in the whole game (contrary to the real world). Now I can build factories and support them. But I don’t have to support them, since I get all the workers I need which makes them profitable. My problem before was that I had no factory workers playing as Sweden. So my economy is booming and I can pass reforms however it fits me. Since all great powers are flooded with rebels I have been able to conquer big parts of Germany and Russia without any resistance.

Cool! I try that too.. why not a communist sweden :D

Hunting rebels all over the map was never fun in earlier games and it is even less fun now, since other strategy games have evolved and we are no longer satisfied with playing ping pong as we were teen years ago. Rebellions should cost you and sometimes even result in a revolutions. But does it have to involve this much mouse clicking?

Your right.. this kind of mouse sport shouldnt be focus. And in fact I did notice in my past games that the game actualy is focusing on hunting those rebells.. If I am true, there is not much time for other stuff..

And really.. this is not gameplay fun.

Imsure its a bug. Otherwise I ask myself how such a bug can be in a release game.. its just crazy.. any of the test peoples should noticed that. :rofl:

[/QUOTE]
 

Nimic

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It's baffling that Paradox keeps missing these things in their games. They've gotten better, definitely, but that is only by taking their newly released games from near unplayable to a few major issues. Without fail there are a couple rather big issues that seem obvious. What's going on? Are beta-testers not playing further than 10-15 years from the start in all Paradox games, or something?

I keep buying the games, because in the end they often turn into brilliant games, but perhaps Paradox need to feel the threat of losing sales. Perhaps they figure that this is a niche market where they will be able to sell their games anyway. It's quite disheartening.
 

vertinox

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Actually I think I figured out the problem:

The player is doing too good.

Because most of us are doing a great job keeping our economies in check, the majority of our pops are happy.

The problem is that the unhappy minority is able to raise a disporportionally large rebellion without the player (or the AI) able to force through reforms because of militancy.

On a whim on my Austria at 1900 game, I switched to state capitalism, closed all the factories, decreased all spending to 0, and then raised all the taxes to the max.


Shortly, I had angered my entire population into being able to push through reforms.

[edit]

I have a hunch on a permant solution but I am going to have to restart the game as austria and see how much of my population I can convert to laborers, craftsman, and farmers as they seem to be the most happy out of all of them.

HAHA! :D

I think the issue is that either it needs to be made that the entire population gets more militant without reform or the affects of a militant minority is reduced.

[edit]

Although this needs to be fixed, i'm going to replay my Austria game from the beginning and try to see what happens when I simply promote craftsman all the time.
 

unmerged(53183)

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Jan 23, 2006
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I modded the game so that the rebels will grow roughly at half the speed, and become less militant efter they get killed, and it is a lot easier to handle the Jacobins now, but still, i feel like i don't have much time left for anything but whacking Jacobins all the time, even if they don't spawn as often.

Playing as Germany, i tend to want to push eastward, it has been going great and all, but now i feel like i'm in a deadlock where i'm forced to stay at peace even with low infamy and legit CB against my neighbours. I simply can't factor out the rebels, i have to keep my troops stationed around the country at all times to prevent the Jacobins from ruining my sh*t. Taxes are at 3% for low and middle, 5% for rich. Can't get much more liberal than that.

Don't get me wrong, i'd love to get some social reforms going, i mean, i am the Kaiser right? I can do no such thing, even if i wanted to. So now i'm hoping to get some fascism going on, you know get some national socialism in action, but how will that pan out when the majority of the country are emo liberals?

Feels like i'm stuck with "whack a Jacobin" for the remainder of the game. It kinda sucks if you HAVE TO become a liberal/social democracy to maintain stability in the country. Doesn't help when the first part of the game is all about reluctantly accepting liberal and socialist douchebags gaining power. CON is at 9.X before you know it.
I could go on and on, but the issue has been adressed, and i don't like it.
 

vertinox

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I modded the game so that the rebels will grow roughly at half the speed, and become less militant efter they get killed, and it is a lot easier to handle the Jacobins now, but still, i feel like i don't have much time left for anything but whacking Jacobins all the time, even if they don't spawn as often.

Playing as Germany, i tend to want to push eastward, it has been going great and all, but now i feel like i'm in a deadlock where i'm forced to stay at peace even with low infamy and legit CB against my neighbours. I simply can't factor out the rebels, i have to keep my troops stationed around the country at all times to prevent the Jacobins from ruining my sh*t. Taxes are at 3% for low and middle, 5% for rich. Can't get much more liberal than that.

Don't get me wrong, i'd love to get some social reforms going, i mean, i am the Kaiser right? I can do no such thing, even if i wanted to. So now i'm hoping to get some fascism going on, you know get some national socialism in action, but how will that pan out when the majority of the country are emo liberals?

Feels like i'm stuck with "whack a Jacobin" for the remainder of the game. It kinda sucks if you HAVE TO become a liberal/social democracy to maintain stability in the country. Doesn't help when the first part of the game is all about reluctantly accepting liberal and socialist douchebags gaining power. CON is at 9.X before you know it.
I could go on and on, but the issue has been adressed, and i don't like it.

Actually I found a sort of cheat or gamey way to get instant reforms....


Declare war on some one say... Zulu with a war of humiliation.

Then offer white peace with them and you'll get 2.0 militancy across the board.

Then find another small nation and do it again.

You only need to do it about 2 to 3 times before you'll get the option to reform (usually after 4.0 mil)

Of course you tend to loose all your prestige that way.
 

geiseric

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It's baffling that Paradox keeps missing these things in their games. They've gotten better, definitely, but that is only by taking their newly released games from near unplayable to a few major issues. Without fail there are a couple rather big issues that seem obvious. What's going on? Are beta-testers not playing further than 10-15 years from the start in all Paradox games, or something?

I keep buying the games, because in the end they often turn into brilliant games, but perhaps Paradox need to feel the threat of losing sales. Perhaps they figure that this is a niche market where they will be able to sell their games anyway. It's quite disheartening.

I have one question to this, what games do you play that has no issues upon release? I would like to play them. I mean sure some times it goes to far (HOI3) but a perfect game at launch is just to unrealistic.
 

Darkside360

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IF you are desperate...

And don't CARE what this does... use it. It nerfs Jaco's, reactionaries and Anarcho-liberals out of the game (Unless you are really running your nation bad, they won't appear.)

Don't even READ what this does as it makes no sense. Copy it all to rebeltypes.txt in common folder.

Code:
##############################################
# The five rebel types used by the game engine
##############################################
# Valid arguments:
#
# area = [nation/culture/nation_culture/nation_religion/religion/culture_group/all]
# defection = [culture/culture_group/religion/ideology/any/none/pan_nationalist]
# independence = [culture/culture_group/religion/colonial/any/none/pan_nationalist]
#
##############################################

###################################
# Reactionary Rebels
###################################
reactionary_rebels = {
icon = 1

area = nation # Stays within the nation


# <this is the governement in the country> = <this is what the rebels want>
government = {
proletarian_dictatorship = presidential_dictatorship
presidential_dictatorship = absolute_monarchy
bourgeois_dictatorship = presidential_dictatorship
fascist_dictatorship = presidential_dictatorship
absolute_monarchy = presidential_dictatorship
prussian_constitutionalism = absolute_monarchy
hms_government = absolute_monarchy
democracy = presidential_dictatorship
}


defection = none # Will defect to the "best" alternative.
independence = none # Does not strive for independence
defect_delay = 18

ideology = reactionary

allow_all_cultures = yes
allow_all_religions = yes
allow_all_ideologies = yes

resilient = no # Disbands on retreat
reinforcing = no # Does not receive reinforcements
general = no # Does not use generals
smart = no # Does not assault forts, tactically withdraw from battle, etc.
unit_transfer = no # Units do not remain after enforcing demands.

# triggers a general rising, modifier will be multiplied with the countrys army strength and compared to the factions strenght
will_rise =
{
factor = 0.2

modifier = {
war = yes
factor = 0.1
}

modifier = {
war_exhaustion = 4
factor = 0.1
}

modifier = {
war_exhaustion = 6
factor = 0.1
}

modifier = {
war_exhaustion = 8
factor = 0.1
}

}

# The rebel type with the highest modifier for this pop gets picked
spawn_chance = {
factor = 1
modifier = {
factor = 0.01
NOT = {
OR = {
pop_majority_ideology = reactionary
pop_majority_ideology = conservative
pop_majority_ideology = fascist
}
}
}
modifier = {
factor = 1
pop_majority_ideology = reactionary
}
modifier = {
factor = 1
AND = {
pop_majority_ideology = conservative
NOT = {
country = {
has_country_modifier = global_liberal_agitation
has_country_modifier = springtime_of_nations
}
}
}
}
modifier = {
factor = 0
is_primary_culture = no
}
modifier = {
factor = 0.1
is_accepted_culture = no
}
modifier = {
factor = 0.1
country = { government = absolute_monarchy}
}
modifier = {
factor = 0.1
country = { government = presidential_dictatorship }
}
modifier = {
factor = 0.1
country = { plurality = 10 }
}
modifier = {
factor = 0.05
NOT = {militancy = 6 }
political_reform_want = 0.05
}
modifier = {
factor = 0.05
NOT = {militancy = 6 }
political_reform_want = 0.10
}
modifier = {
factor = 0.05
NOT = {militancy = 6 }
political_reform_want = 0.15
}
modifier = {
factor = 0.05
NOT = {militancy = 6 }
political_reform_want = 0.20
}
}

#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 = 0.2
average_militancy = 4
}
modifier = {
factor = 0.2
average_militancy = 6
}
modifier = {
factor = 0.2
average_militancy = 8
}
modifier = {
factor = 0.1
is_capital = yes
}
}

# Province Scope
#siege_won_trigger = {
#}

#siege_won_effect = {
#}


# Country scope
demands_enforced_trigger = {
capital_scope = {
controlled_by = REB
province_control_days = 365
}
}

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
prestige = -5
}
}

###################################
# Fascist Rebels
###################################
fascist_rebels = {
icon = 2

area = nation # Stays within the nation


# <this is the governement in the country> = <this is what the rebels want>
government = {
proletarian_dictatorship = fascist_dictatorship
presidential_dictatorship = fascist_dictatorship
bourgeois_dictatorship = fascist_dictatorship
fascist_dictatorship = fascist_dictatorship
absolute_monarchy = fascist_dictatorship
prussian_constitutionalism = fascist_dictatorship
hms_government = fascist_dictatorship
democracy = fascist_dictatorship
}


defection = none # Will defect to the "best" alternative.
independence = none # Does not strive for independence
defect_delay = 18

ideology = fascist

allow_all_cultures = yes
allow_all_religions = yes
allow_all_ideologies = yes

resilient = yes # Does not disband on retreat
reinforcing = yes # Receives reinforcements
general = yes # Uses generals
smart = yes # Assaults forts, tactically withdraws from battle, etc.
unit_transfer = no # Units remain after enforcing demands.

# triggers a general rising, modifier will be multiplied with the countrys army strength and compared to the factions strenght
will_rise =
{
factor = 1

modifier = {
war = yes
factor = 0.8
}

modifier = {
war_exhaustion = 4
factor = 0.95
}

modifier = {
war_exhaustion = 6
factor = 0.95
}

modifier = {
war_exhaustion = 8
factor = 0.95
}
}

# The rebel type with the highest modifier for this pop gets picked
spawn_chance = {
factor = 2

modifier = {
factor = -2000
NOT = {
is_ideology_enabled = fascist
}
}
modifier = {
factor = 0.01
NOT = {
OR = {
pop_majority_ideology = fascist
pop_majority_ideology = reactionary
}
}
}
modifier = {
factor = 30
pop_majority_ideology = fascist
}
modifier = {
factor = 0.2
is_primary_culture = no
}
modifier = {
factor = 0.2
is_accepted_culture = no
}
modifier = {
factor = 1.5
country = { plurality = 10 }
}
modifier = {
factor = 3
country = {
has_unclaimed_cores = yes
}
}
modifier = {
factor = 1.5
location = {
minorities = yes
}
}
}

#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 = 365
}
}
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
prestige = -5
}
}

###################################
# Communist Rebels
###################################
communist_rebels = {
icon = 3

area = nation # Stays within the nation


# <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 = no # Disbands on retreat
reinforcing = no # Does not receive reinforcements
general = no # Does not use generals
smart = no # Does not assault forts, tactically withdraw from battle, etc.
unit_transfer = no # Units do not remain after enforcing demands.

# triggers a general rising, modifier will be multiplied with the countrys army strength and compared to the factions strenght
will_rise =
{
factor = 1

modifier = {
war = yes
factor = 0.8
}

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 = 2

modifier = {
factor = -2000
NOT = {
is_ideology_enabled = communist
}
}
modifier = {
factor = 0
government = proletarian_dictatorship
}
modifier = {
factor = 0.01
NOT = {
OR = {
pop_majority_ideology = communist
pop_majority_ideology = socialist
}
}
}
modifier = {
factor = 30
pop_majority_ideology = communist
}
modifier = {
factor = 15
pop_majority_ideology = socialist
}
modifier = {
factor = 1.5
country = { plurality = 10 }
}
modifier = {
factor = 3
country = {
any_neighbor_country = {
government = proletarian_dictatorship
}
}
}
modifier = {
factor = 5
country = {
average_militancy = 6
}
}
modifier = {
factor = 5
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 = 365
}
}
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
prestige = -5
}
}

###################################
# Anarcho-Liberal Rebels
###################################
anarcho_liberal_rebels = {
icon = 4

area = nation # Stays within the nation


# <this is the governement in the country> = <this is what the rebels want>
government = {
proletarian_dictatorship = bourgeois_dictatorship
presidential_dictatorship = bourgeois_dictatorship
bourgeois_dictatorship = bourgeois_dictatorship
fascist_dictatorship = bourgeois_dictatorship
absolute_monarchy = bourgeois_dictatorship
prussian_constitutionalism = bourgeois_dictatorship
hms_government = bourgeois_dictatorship
democracy = bourgeois_dictatorship
}


defection = none # Will defect to the "best" alternative.
independence = none # Does not strive for independence
defect_delay = 18

ideology = anarcho_liberal

allow_all_cultures = yes
allow_all_religions = yes
allow_all_ideologies = yes

resilient = no # Disbands on retreat
reinforcing = no # Does not receive reinforcements
general = no # Does not use generals
smart = no # Does not assault forts, tactically withdraw from battle, etc.
unit_transfer = no # Units do not remain after enforcing demands.

# triggers a general rising, modifier will be multiplied with the countrys army strength and compared to the factions strenght
will_rise =
{
factor = 0.1

modifier = {
war = yes
factor = 0.01
}

modifier = {
war_exhaustion = 4
factor = 0.01
}

modifier = {
war_exhaustion = 6
factor = 0.01
}

modifier = {
war_exhaustion = 8
factor = 0.1
}
modifier = {
factor = 0.1
country = {
has_country_modifier = springtime_of_nations
}
}
modifier = {
factor = 0.1
country = {
has_country_modifier = global_liberal_agitation
}
}
}

# The rebel type with the highest modifier for this pop gets picked
spawn_chance = {
factor = 2
modifier = {
factor = 0.01
NOT = {
OR = {
pop_majority_ideology = anarcho_liberal
pop_majority_ideology = liberal
}
}
}

modifier = {
factor = 1
pop_majority_ideology = anarcho_liberal
}

modifier = {
factor = 0.1
pop_majority_ideology = liberal
}

modifier = {
factor = 0.1
political_reform_want = 0.05
}

modifier = {
factor = 0.1
political_reform_want = 0.15
}
}

#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 = 0.1
average_militancy = 4
}
modifier = {
factor = 0.2
average_militancy = 6
}
modifier = {
factor = 0.3
average_militancy = 8
}
modifier = {
factor = 0.4
is_capital = yes
}
}

# Province Scope
#siege_won_trigger = {
#}

#siege_won_effect = {
#}


# Country scope
demands_enforced_trigger = {
capital_scope = {
controlled_by = REB
province_control_days = 365
}
}
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
prestige = -5
}
}

###################################
# Nationalist Rebels
###################################
nationalist_rebels = {
icon = 5

area = nation_culture # Stays within provinces of their culture


# <this is the governement in the country> = <this is what the rebels want>
government = {
proletarian_dictatorship = proletarian_dictatorship
presidential_dictatorship = presidential_dictatorship
bourgeois_dictatorship = bourgeois_dictatorship
fascist_dictatorship = fascist_dictatorship
absolute_monarchy = absolute_monarchy
prussian_constitutionalism = prussian_constitutionalism
hms_government = hms_government
democracy = democracy
}


defection = culture # If the country seeks independence, defection specifies what type of provinces it wants.
independence = culture # Seeks independence for spawn province culture. Will not spawn at all if there is no suitable tag.
defect_delay = 12 # Can spontaneously declare independence after X months (earliest)

allow_all_cultures = no
allow_all_religions = yes
allow_all_ideologies = yes

resilient = yes # Does not disband on retreat
reinforcing = no # Does not receive reinforcements
general = yes # Does use generals
smart = no # Does not assault forts, tactically withdraw from battle, etc.
unit_transfer = yes # Units do remain after enforcing demands.

# triggers a general rising, modifier will be multiplied with the country's army strength and compared to the faction's strength
will_rise =
{
factor = 1

modifier = {
war = yes
factor = 0.8
}

modifier = {
war_exhaustion = 4
factor = 0.95
}

modifier = {
war_exhaustion = 6
factor = 0.95
}

modifier = {
war_exhaustion = 8
factor = 0.95
}
}

# The rebel type with the highest modifier for this pop gets picked
spawn_chance = {
factor = 100

modifier = {
factor = 0.5
is_primary_culture = yes
}
modifier = {
factor = 0
NOT = {
location = {
any_core = {
is_primary_culture = THIS
exists = no
}
}
}
}
modifier = {
factor = 0.1
pop_majority_ideology = communist
}
modifier = {
factor = 0.5
pop_majority_ideology = socialist
}
modifier = {
factor = 0.75
pop_majority_ideology = anarcho_liberal
}
modifier = {
factor = 3
pop_majority_ideology = conservative
}
modifier = {
factor = 6
pop_majority_ideology = reactionary
}
modifier = {
factor = 9
pop_majority_ideology = fascist
}


modifier = {
factor = 1.5
NOT = { is_culture_group = THIS }
}

modifier = {
factor = 0.4
is_accepted_culture = yes
}
modifier = {
factor = 1.5
is_accepted_culture = no
}
modifier = {
factor = 20
location = {
is_colonial = yes
}
}
}

#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
}
modifier = {
factor = 0.4
country = {
has_country_modifier = springtime_of_nations
}
}
}

# Province Scope
#siege_won_trigger = {
#}

#siege_won_effect = {
#}


# Country scope
demands_enforced_trigger = {
independence = {
all_core = {
OR = {
controlled_by_rebels = yes
NOT = { owned_by = THIS }
}
province_control_days = 60
}
}
}
demands_enforced_effect = {
# political_reform = wealth_voting
# political_reform = state_equal_weight
# political_reform = yes_meeting
# political_reform = free_press
# political_reform = non_socialist
# political_reform = secret_ballots
release_vassal = REB
prestige = -1
}
}

###################################
# Pan-Nationalist Rebels
###################################
pan_nationalist_rebels = {
icon = 6

area = culture_group

# <this is the governement in the country> = <this is what the rebels want>
government = {
proletarian_dictatorship = proletarian_dictatorship
presidential_dictatorship = presidential_dictatorship
bourgeois_dictatorship = bourgeois_dictatorship
fascist_dictatorship = fascist_dictatorship
absolute_monarchy = absolute_monarchy
prussian_constitutionalism = prussian_constitutionalism
hms_government = hms_government
democracy = democracy
}

defection = pan_nationalist # If the country seeks independence, defection specifies what type of provinces it wants.
independence = none
defect_delay = 12 # Can spontaneously declare independence after 12 months (earliest)

ideology = liberal
allow_all_cultures = yes
allow_all_culture_groups = no
allow_all_religions = yes
allow_all_ideologies = yes

resilient = yes # Disbands on retreat
reinforcing = yes # Does not receive reinforcements
general = yes # Does not use generals
smart = yes # Does not assault forts, tactically withdraw from battle, etc.
unit_transfer = no # Units remain after enforcing demands.

# triggers a general rising, modifier will be multiplied with the countrys army strength and compared to the factions strenght
will_rise =
{
factor = 1

modifier = {
war = yes
factor = 0.8
}

modifier = {
war_exhaustion = 4
factor = 0.95
}

modifier = {
war_exhaustion = 6
factor = 0.95
}

modifier = {
war_exhaustion = 8
factor = 0.95
}
modifier = {
factor = 0.4
country = {
has_country_modifier = springtime_of_nations
}
}
modifier = {
factor = 1.5
country = {
has_country_modifier = global_liberal_agitation
}
}
}

# The rebel type with the highest modifier for this pop gets picked
spawn_chance = {
factor = 10

modifier = {
factor = 0
OR = {
culture_has_union_tag = no
is_cultural_union = THIS
NOT = { is_culture_group = THIS }
}
}

modifier = {
factor = 0
country = {
is_greater_power = yes
}
}

modifier = {
factor = 0
OR = {
culture = north_italian
culture = south_italian
}
}

modifier = {
factor = 30
OR = {
country = {
has_country_modifier = global_liberal_agitation
has_country_modifier = springtime_of_nations
}
}
}

modifier = {
factor = 20
pop_majority_ideology = liberal
}

modifier = {
factor = 10
pop_majority_ideology = anarcho_liberal
}

modifier = {
factor = 1.5
political_reform_want = 0.05
}
modifier = {
factor = 1.5
political_reform_want = 0.1
}
modifier = {
factor = 1.5
political_reform_want = 0.15
}
}

#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 = {
NOT = {
is_cultural_union = THIS
}
cultural_union = {
exists = no
}
capital_scope = {
controlled_by = REB
province_control_days = 365
}
}

demands_enforced_effect = {
political_reform = wealth_voting
political_reform = population_equal_weight
political_reform = yes_meeting
political_reform = free_press
political_reform = non_socialist
political_reform = secret_ballots
random_country = {
limit = {
is_culture_group = THIS
OR = {
is_greater_power = yes
tag = WAL
tag = MOL
}
NOT = {
tag = AUS
tag = KUK
is_cultural_union = yes
}
}
country_event = 11100
}
}
}

###################################
# Carlist Rebels
###################################
carlist_rebels = {
icon = 1

area = nation # Stays within the nation


# <this is the governement in the country> = <this is what the rebels want>
government = {
proletarian_dictatorship = absolute_monarchy
presidential_dictatorship = absolute_monarchy
bourgeois_dictatorship = absolute_monarchy
fascist_dictatorship = absolute_monarchy
absolute_monarchy = absolute_monarchy
prussian_constitutionalism = absolute_monarchy
hms_government = absolute_monarchy
democracy = absolute_monarchy
}


defection = none
independence = none # Does not strive for independence
defect_delay = 18

ideology = reactionary

allow_all_cultures = yes
allow_all_religions = yes
allow_all_ideologies = yes

resilient = yes
reinforcing = yes
general = yes
smart = yes
unit_transfer = no # Units do not remain after enforcing demands.

# triggers a general rising, modifier will be multiplied with the countrys army strength and compared to the factions strenght
will_rise =
{
factor = 1

modifier = {
war = yes
factor = 0.8
}

modifier = {
war_exhaustion = 4
factor = 0.95
}

modifier = {
war_exhaustion = 6
factor = 0.95
}

modifier = {
war_exhaustion = 8
factor = 0.95
}

}

# The rebel type with the highest modifier for this pop gets picked
spawn_chance = {
factor = 2

modifier = {
factor = -1
country = { NOT = { tag = SPA}}
}
modifier = {
factor = 1.5
country = {
tag = SPA
}
}
modifier = {
factor = 0
country = { government = absolute_monarchy }
}
modifier = {
factor = 30
pop_majority_ideology = reactionary
}
modifier = {
factor = 0
NOT = {
OR = {
pop_majority_ideology = reactionary
pop_majority_ideology = conservative
pop_majority_ideology = fascist
}
}
}
modifier = {
factor = 0.8
is_primary_culture = no
}
modifier = {
factor = 0.8
is_accepted_culture = no
}
modifier = {
factor = 1.5
country = { plurality = 10 }
}

}

#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 = 365
}
}

demands_enforced_effect = {
set_country_flag = carlism_prevails
remove_country_modifier = la_guardia_civil
political_reform = none_voting
political_reform = party_appointed
political_reform = no_meeting
political_reform = state_press
political_reform = state_controlled
political_reform = underground_parties
prestige = -5
}
}

###################################
# Boxer Rebels
###################################
boxer_rebels = {
icon = 1

area = nation # Stays within the nation


# <this is the governement in the country> = <this is what the rebels want>
government = {
proletarian_dictatorship = absolute_monarchy
presidential_dictatorship = absolute_monarchy
bourgeois_dictatorship = absolute_monarchy
fascist_dictatorship = absolute_monarchy
absolute_monarchy = absolute_monarchy
prussian_constitutionalism = absolute_monarchy
hms_government = absolute_monarchy
democracy = absolute_monarchy
}


defection = none
independence = none # Does not strive for independence
defect_delay = 18

ideology = reactionary

allow_all_cultures = yes
allow_all_religions = yes
allow_all_ideologies = yes

resilient = yes
reinforcing = yes
general = yes
smart = yes
unit_transfer = no # Units do not remain after enforcing demands.

# triggers a general rising, modifier will be multiplied with the countrys army strength and compared to the factions strenght
will_rise =
{
factor = 1

modifier = {
war = yes
factor = 0.8
}

modifier = {
war_exhaustion = 4
factor = 0.95
}

modifier = {
war_exhaustion = 6
factor = 0.95
}

modifier = {
war_exhaustion = 8
factor = 0.95
}

}

# The rebel type with the highest modifier for this pop gets picked
spawn_chance = {
factor = 2

modifier = {
factor = 0
NOT = {
year = 1870
}
}
modifier = {
factor = -1
country = { NOT = { tag = CHI} }
}
modifier = {
factor = 0
country = {
NOT = {
government = absolute_monarchy
}
}
}
modifier = {
factor = 0.2
country = { is_independant = yes}
}

modifier = (
factor = 10
country = { is_independant = no}
}

modifier = {
factor = 30
pop_majority_ideology = reactionary
}

modifier = {
factor = 30
location = {
OR = {
has_province_modifier = western_presence
has_province_modifier = foreign_smugglers
has_province_modifier = foreign_trading_post
has_province_modifier = local_opium_habit
has_province_modifier = european_military_mission
}
}
}
modifier = {
factor = 5
country = {
has_country_modifier = western_influences
}
}
modifier = {
factor = 5
country = {
NOT = {
prestige = 30
}
}
}
modifier = {
factor = 5
country = {
NOT = {
prestige = 25
}
}
}
}

#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 = 20
OR = {
has_province_modifier = western_presence
has_province_modifier = foreign_smugglers
has_province_modifier = foreign_trading_post
has_province_modifier = local_opium_habit
has_province_modifier = european_military_mission
}
}
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 = {
OR = {
has_province_modifier = western_presence
has_province_modifier = foreign_smugglers
has_province_modifier = foreign_trading_post
has_province_modifier = local_opium_habit
has_province_modifier = european_military_mission
}
}

siege_won_effect = {
CHI = {
prestige = 2
}
remove_province_modifier = western_presence
remove_province_modifier = foreign_smugglers
remove_province_modifier = foreign_trading_post
remove_province_modifier = local_opium_habit
remove_province_modifier = european_military_mission
any_pop = {
reduce_pop = 0.95
}
random_country = {
limit = {
is_greater_power = yes
}
country_event = 13356
}
}

# Country scope
demands_enforced_trigger = {
any_owned_province = {
controlled_by = REB
province_control_days = 365
}
}

demands_enforced_effect = {
any_greater_power = {
country_event = 13356
}
}
}

###################################
# Italian Redshirts
###################################
red_shirts = {
icon = 6

area = nation

# <this is the governement in the country> = <this is what the rebels want>
government = {
proletarian_dictatorship = proletarian_dictatorship
presidential_dictatorship = presidential_dictatorship
bourgeois_dictatorship = bourgeois_dictatorship
fascist_dictatorship = fascist_dictatorship
absolute_monarchy = absolute_monarchy
prussian_constitutionalism = prussian_constitutionalism
hms_government = hms_government
democracy = democracy
}

defection = pan_nationalist # If the country seeks independence, defection specifies what type of provinces it wants.
independence = none
defect_delay = 12 # Can spontaneously declare independence after 12 months (earliest)

ideology = liberal
allow_all_cultures = yes
allow_all_culture_groups = no
allow_all_religions = yes
allow_all_ideologies = yes

resilient = yes # Disbands on retreat
reinforcing = yes # Does not receive reinforcements
general = yes # Does not use generals
smart = yes # Does not assault forts, tactically withdraw from battle, etc.
unit_transfer = no # Units remain after enforcing demands.

# triggers a general rising, modifier will be multiplied with the countrys army strength and compared to the factions strenght
will_rise =
{
factor = 1

modifier = {
war = yes
factor = 0.8
}

modifier = {
war_exhaustion = 4
factor = 0.95
}

modifier = {
war_exhaustion = 6
factor = 0.95
}

modifier = {
war_exhaustion = 8
factor = 0.95
}
modifier = {
factor = 0.4
OR = {
country = {
has_country_modifier = springtime_of_nations
}
}
}
modifier = {
factor = 1.5
country = {
has_country_modifier = global_liberal_agitation
}
}
}

# The rebel type with the highest modifier for this pop gets picked
spawn_chance = {
factor = 10

modifier = {
factor = 0
OR = {
culture_has_union_tag = no
is_cultural_union = THIS
is_greater_power = yes
NOT = { is_culture_group = THIS }
NOT = { tag = SAR }
}
}

modifier = {
factor = 0
NOT = {
OR = {
culture = south_italian
culture = north_italian
}
}
}

modifier = {
factor = 0
NOT = {
continent = europe
}
}


modifier = {
factor = 30
OR = {
country = {
has_country_modifier = global_liberal_agitation
has_country_modifier = springtime_of_nations
}
}
}

modifier = {
factor = 20
NOT = {
exists = ITA
}
}

modifier = {
factor = 20
pop_majority_ideology = liberal
}

modifier = {
factor = 10
pop_majority_ideology = anarcho_liberal
}

modifier = {
factor = 10
pop_majority_ideology = conservative
}

modifier = {
factor = 1.5
political_reform_want = 0.05
}
modifier = {
factor = 1.5
political_reform_want = 0.1
}
modifier = {
factor = 1.5
political_reform_want = 0.15
}
}

#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 = {
NOT = {
is_cultural_union = THIS
}
ITA = {
exists = no
}
capital_scope = {
controlled_by = REB
province_control_days = 365
}
}

demands_enforced_effect = {
random_country = {
limit = {
is_culture_group = THIS
OR = {
is_greater_power = yes
tag = SAR
}
NOT = {
is_cultural_union = yes
has_country_flag = does_not_want_to_be_unified
}
}
country_event = 11103
}
}
}

###################################
# Indian Sepoy's
###################################
indian_sepoys = {
icon = 6

area = culture_group

# <this is the governement in the country> = <this is what the rebels want>
government = {
proletarian_dictatorship = proletarian_dictatorship
presidential_dictatorship = presidential_dictatorship
bourgeois_dictatorship = bourgeois_dictatorship
fascist_dictatorship = fascist_dictatorship
absolute_monarchy = absolute_monarchy
prussian_constitutionalism = prussian_constitutionalism
hms_government = hms_government
democracy = democracy
}

defection = pan_nationalist # If the country seeks independence, defection specifies what type of provinces it wants.
independence = culture
defect_delay = 12 # Can spontaneously declare independence after 12 months (earliest)

ideology = liberal
allow_all_cultures = yes
allow_all_culture_groups = no
allow_all_religions = yes
allow_all_ideologies = yes

resilient = yes # Disbands on retreat
reinforcing = yes # Does not receive reinforcements
general = yes # Does not use generals
smart = yes # Does not assault forts, tactically withdraw from battle, etc.
unit_transfer = no # Units remain after enforcing demands.

# triggers a general rising, modifier will be multiplied with the countrys army strength and compared to the factions strenght
will_rise =
{
factor = 1

modifier = {
war = yes
factor = 0.8
}

modifier = {
war_exhaustion = 4
factor = 0.95
}

modifier = {
war_exhaustion = 6
factor = 0.95
}

modifier = {
war_exhaustion = 8
factor = 0.95
}
}

# The rebel type with the highest modifier for this pop gets picked
spawn_chance = {
factor = 10
modifier = {
factor = 0
OR = {
is_cultural_union = THIS
location = { NOT = { is_core = HND } }
tag = HND
exists = HND
}
}

modifier = {
factor = 0
NOT = {
continent = asia
}
}

modifier = {
factor = 0
NOT = {
is_culture_group = south_asian
}
}

modifier = {
factor = 40
is_culture_group = south_asian
}

modifier = {
factor = 0
country = {
AND = {
is_greater_power = no
part_of_sphere = no
}
}
}

modifier = {
factor = 20
pop_majority_ideology = liberal
}

modifier = {
factor = 10
pop_majority_ideology = conservative
}

modifier = {
factor = 10
pop_majority_ideology = anarcho_liberal
}

modifier = {
factor = 1.5
political_reform_want = 0.05
}
modifier = {
factor = 1.5
political_reform_want = 0.1
}
modifier = {
factor = 1.5
political_reform_want = 0.15
}
}

#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 = {
HND = {
all_core = {
OR = {
controlled_by = REB
NOT = { owned_by = THIS }
}
province_control_days = 60
}
}
}

demands_enforced_effect = {
release_vassal = HND
}
}

###################################
# Liberal ("Jacobins")
###################################
liberal_rebels = {
icon = 4

area = nation # Stays within the nation


# <this is the governement in the country> = <this is what the rebels want>
government = {
proletarian_dictatorship = democracy
presidential_dictatorship = democracy
bourgeois_dictatorship = democracy
fascist_dictatorship = democracy
absolute_monarchy = hms_government
prussian_constitutionalism = hms_government
hms_government = democracy
democracy = democracy
}


defection = none # Will defect to the "best" alternative.
independence = none # Does not strive for independence
defect_delay = 18

ideology = liberal

allow_all_cultures = yes
allow_all_religions = yes
allow_all_ideologies = yes

resilient = no # Disbands on retreat
reinforcing = no # Does not receive reinforcements
general = no # Does not use generals
smart = no # Does not assault forts, tactically withdraw from battle, etc.
unit_transfer = no # Units do not remain after enforcing demands.

# triggers a general rising, modifier will be multiplied with the countrys army strength and compared to the factions strenght
will_rise =
{
factor = 0.1

modifier = {
war = yes
factor = 0.1
}

modifier = {
war_exhaustion = 4
factor = 0.1
}

modifier = {
war_exhaustion = 6
factor = 0.1
}

modifier = {
war_exhaustion = 8
factor = 0.1
}
modifier = {
factor = 0.1
country = {
has_country_modifier = springtime_of_nations
}
}
modifier = {
factor = 0.1
country = {
has_country_modifier = global_liberal_agitation
}
}
}

# The rebel type with the highest modifier for this pop gets picked
spawn_chance = {
factor = 2
modifier = {
factor = -100
NOT = { literacy = 0.40 }
}
modifier = {
factor = 0.05
country = {
vote_franschise = universal_weighted_voting
vote_franschise = universal_voting
}
}
modifier = {
factor = 0.01
NOT = {
OR = {
pop_majority_ideology = anarcho_liberal
pop_majority_ideology = liberal
}
}
}
modifier = {
factor = 30
OR = {
country = {
has_country_modifier = global_liberal_agitation
has_country_modifier = springtime_of_nations
}
}
}

modifier = {
factor = 1
pop_majority_ideology = liberal
}

modifier = {
factor = 1
AND = {
pop_majority_ideology = conservative
country = {
OR = {
has_country_modifier = global_liberal_agitation
has_country_modifier = springtime_of_nations
}
}
}
}

modifier = {
factor = 0.1
pop_majority_ideology = anarcho_liberal
}

modifier = {
factor = 0.1
political_reform_want = 0.05
}

modifier = {
factor = 0.1
political_reform_want = 0.15
}
}

#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 = 0.1
average_militancy = 4
}
modifier = {
factor = 0.3
average_militancy = 6
}
modifier = {
factor = 0.5
average_militancy = 8
}
modifier = {
factor = 0.1
is_capital = yes
}
}

# Province Scope
#siege_won_trigger = {
#}

#siege_won_effect = {
#}


# Country scope
demands_enforced_trigger = {
capital_scope = {
controlled_by = REB
province_control_days = 365
}
}
demands_enforced_effect = {
political_reform = universal_weighted_voting
political_reform = population_equal_weight
political_reform = yes_meeting
political_reform = free_press
political_reform = non_socialist
political_reform = gerrymandering
prestige = -5
}
}

Doesn't work. Rebels still pop up.
 

unmerged(196349)

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Doesn't work. Rebels still pop up.

Jacobians, reactionaries and anarco-liberals shouldn't pop up at all, or do so at a massively increased rate. If you have any of these 3 rebels still popping up as frequently as they did before this fix, you are doing something very wrong.
 

Darkside360

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Jacobians, reactionaries and anarco-liberals shouldn't pop up at all, or do so at a massively increased rate. If you have any of these 3 rebels still popping up as frequently as they did before this fix, you are doing something very wrong.

Does it need to be spaced correctly like the original file? Or does that not matter?
 

Mbuitendijk

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I am playing as the USA in my first Vicky II game, and I was having the same problems. I have not ever been able to select social reforms at all due to the upper house being split with socialists/liberals/conservatives, and while my average militancy was quite low (around 2-3 at the highest point), I was starting to get enormous uprisings in an extremely prosperous country (all my pops were getting their life needs met, a significant number got their everyday needs met too) with low taxes for everyone.
I did push political reforms quite early, which makes it harder now because the liberals are rising and I can't appease them any more because I am already maxed out on political reforms. God knows why they are still mad? It does seem like I mostly have immigrant pops with high militancy that just never lose their militancy.

What I did to fix it is change the defines.lua file in the commons folder to give a 9 point drop to militancy if a pop rises in rebellion. That basically makes them rise up in massive revolt once, and then it takes them a really long time to get angry enough to do it again. I also slightly lowered the militancy gain for not having everyday needs met.

I loaded up my old save with that change, and still got some massive uprisings from the earlier high militancy but lo and behold, after that the number of people in each rebel faction that rose up quickly started dropping, because they lost their militancy.

I think this works quite well, because it doesn't remove the big ass uprisings which are fun when they happen more rarely; all it does is make them less frequent because it takes the pops at least a few years of more extreme circumstances to get angry enough to revolt again.

Also having the bureaucrat issue as the US where I cannot make states out of my colonies due to them having native american bureaucrat pops. I hope that gets fixed soon! :)
 
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