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Thread number 808 of me begging for help. :rofl:

I'm Belgium, around 1885, and I've started to get a couple revolts. Some of my pops have militancies of 9 or 10. Wtf does that mean? 9 or 10 out of what? And what is that calculated from, I can put my mouse over the number and see a bunch of modifiers, but they don't add up to 9 or 10. And the 9 or 10 relates how to militancy?

My plurality has gotten up to over 50% btw. A bunch of evil events did that. I tried to get the militancy down by letting all my people vote, but that didn't seem to make everyone happy. :( My taxes have been extremely low the whole game, and since the damn liberal party wins every election, I can't put in any social reforms as they are laizze faire.
 

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Dorsey said:
Thread number 808 of me begging for help. :rofl:

I'm Belgium, around 1885, and I've started to get a couple revolts. Some of my pops have militancies of 9 or 10. Wtf does that mean? 9 or 10 out of what? And what is that calculated from, I can put my mouse over the number and see a bunch of modifiers, but they don't add up to 9 or 10. And the 9 or 10 relates how to militancy?

My plurality has gotten up to over 50% btw. A bunch of evil events did that. I tried to get the militancy down by letting all my people vote, but that didn't seem to make everyone happy. :( My taxes have been extremely low the whole game, and since the damn liberal party wins every election, I can't put in any social reforms as they are laizze faire.
Read this Wiki
 

OriginalRafiki

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9 or 10 out of 10; I guess your people are pretty mad at you ;)

The modifiers are the change to you militancy at certain intervals. The 9 or 10 you see is the current number, which you have reached after applying said modifiers over time repeatedly.

Low taxes only lowers consiousness. If you want to see how reforms affect militancy, take a look at this overview. Unfortunately, not everyone is happy about nice social reforms....

VickyWiki contains quite a few articles about plurality, consiousness and militancy. Feel free to take a look around for them.

:) Rafiki
 

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Dorsey said:
Thread number 808 of me begging for help. :rofl:

I'm Belgium, around 1885, and I've started to get a couple revolts. Some of my pops have militancies of 9 or 10. Wtf does that mean? 9 or 10 out of what? And what is that calculated from, I can put my mouse over the number and see a bunch of modifiers, but they don't add up to 9 or 10. And the 9 or 10 relates how to militancy?

My plurality has gotten up to over 50% btw. A bunch of evil events did that. I tried to get the militancy down by letting all my people vote, but that didn't seem to make everyone happy. :( My taxes have been extremely low the whole game, and since the damn liberal party wins every election, I can't put in any social reforms as they are laizze faire.

Miltancy is a number reflecting the likelihood that POPs will revolt - it also increases the chance POPs will adopt extremist ideologies (ie Communism, Anarcho-Liberalism or Reactionism) which may affect their voting intentions and/or the political nature of any revolution that occurs. It's on a scale from 0 to 10, so people with MIL 9 or more are really pissed off.

I believe the modifiers you see affect rate of change of militancy. So if your POPs have militancy 9 (-0.15), for example, it means their current militancy is 9 but they'll lose 0.15 militancy every X days (I don't know what X is, I'm afraid). Militancy takes a long time to build up and cool off by natural means, so actions and events which produce a step change in militancy (eg revolution) can affect your country for months or years afterwards.

Are you using the latest patch? If so, Belgium's usual government type (Constitutional Monarchy) means that plurality doesn't affect militancy directly. If not, that may be your problem, and I'm afraid the only way to ditch a ConMon is to have a revolution (ie let the revolters take over your country).
 

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talin said:

Thanks, but I did before I came here and it wasn't as helpful as the other parts of VikiWiki.

There aren't any actual equations listed that show how militancy, plurality, and consciousness interact, nor have I seen how high militancy can go and at what level do I run revolt risk.

Anyway, I don't know what I could do different. I've had low taxes the whole game and I have never had a chance to implement social reforms (which I've funded to the max possible) because I've always had a laizze faire party.
 

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Incompetent said:
Miltancy is a number reflecting the likelihood that POPs will revolt - it also increases the chance POPs will adopt extremist ideologies (ie Communism, Anarcho-Liberalism or Reactionism) which may affect their voting intentions and/or the political nature of any revolution that occurs. It's on a scale from 0 to 10, so people with MIL 9 or more are really pissed off.

I believe the modifiers you see affect rate of change of militancy. So if your POPs have militancy 9 (-0.15), for example, it means their current militancy is 9 but they'll lose 0.15 militancy every X days (I don't know what X is, I'm afraid). Militancy takes a long time to build up and cool off by natural means, so actions and events which produce a step change in militancy (eg revolution) can affect your country for months or years afterwards.

Are you using the latest patch? If so, Belgium's usual government type (Constitutional Monarchy) means that plurality doesn't affect militancy directly. If not, that may be your problem, and I'm afraid the only way to ditch a ConMon is to have a revolution (ie let the revolters take over your country).

Cool, thanks. At what level do I start to run revolt risk? Is a 7 okay?
 

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Incompetent said:
Miltancy is a number reflecting the likelihood that POPs will revolt - it also increases the chance POPs will adopt extremist ideologies (ie Communism, Anarcho-Liberalism or Reactionism) which may affect their voting intentions and/or the political nature of any revolution that occurs.
Splitting hairs here, but when POPs' militancy goes to 8 and above, they will become extremist. When it goes below 8, they'll become moderates again.

:) Rafiki
 

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Okay, I've done a bit of investigating in the ledger 6 screen.

You have the militancy +/- number, which is sort of a sum of the factors relating to social reforms and taxes etc (these numbers didn't add up exactly, though that could be due to rounding). These were identical for each pop class, except some have a political bonus for reasons I couldn't figure out and some got another bonus for having troops in the same province.

When the game changes militancy, it takes this value and adds it to the militancy. At the same time, it adds a factor in based on consciousness and plurality.

Is that correct? And if it is, is there a way to figure out what my specific bonus for consciousness would be?
 

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Consciousness does NOT affect militancy. It affects the rate of rise of plurality which, in its turn, is a direct modifier for militancy under monarchies and democracies (monarchy - increaces militancy; democracy - decreases it). Constitutional monarchies are unaffected.
Having ground forces in a province adds a -0.20 modifier to militancy. If policies of your rulling party fit desired issues for a pop, there is also a reduction for militancy.
9-10 is a VERY high number. It will take many years to cool down. If those angry pops are a small part of your population (or consist of non-national cannon fodder), consider annihilating these goddamn rebels with artillery fire :D
Otherwise, station at least 1 division in each province to get a -0.20 modifier to their militancy and hope that your people will calm down before they are annihilated.
 

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Dorsey said:
Cool, thanks. At what level do I start to run revolt risk? Is a 7 okay?

A POP with a militancy of 7 or more will generate a revolt risk in the province that it lives in. Once a POP gets to a militancy of 8 it will switch to the radical version of its ideology, ie

conservative -> reactionary
liberal -> anarco-liberal
socialist -> communist

One way to help get your POPs' militancy down is to use some of your army as a police force. In each province where you have an army unit all of your POPs in that province will get a -0.20 "military presence" modifier. So station a single division in each province where you have POPs with high militancy. This should actually be quite easy to do as Belgium because you don't have many provinces.

Incompetent said:
I believe the modifiers you see affect rate of change of militancy. So if your POPs have militancy 9 (-0.15), for example, it means their current militancy is 9 but they'll lose 0.15 militancy every X days (I don't know what X is, I'm afraid).
Correct. X = 1 year.
 

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rafiki said:
You're sure it's a year, and not e.g. a month?

:) Rafiki

Yeah, almost certain. It's definitely not a month - (other than by event) your POPs' militancy changes far more slowly than that. There is an outside chance that it it some number of days that is close to a year (like 300 or 333), but from what I have observed playing the game if it is not a year than it is rather close (and why would Paradox choose an obscure number of days that is close to a year, rather than just choosing a year?).
 

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Great. So as a Constitutional Monarchy I really don't need to worry about plurality or consciousness? Since consciousness just increases plurality, and plurality doesn't matter for a constitutional monarchy, I can just let both drift as they please?
 

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Dorsey said:
Great. So as a Constitutional Monarchy I really don't need to worry about plurality or consciousness? Since consciousness just increases plurality, and plurality doesn't matter for a constitutional monarchy, I can just let both drift as they please?
Nearly, because your political and social reforms also affect your POPs militancy, so if you favour the poor too much, the rich might get increased militancy.
 

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King of Minors said:
Nearly, because your political and social reforms also affect your POPs militancy, so if you favour the poor too much, the rich might get increased militancy.
...And your plurality magnifies the effect on militancy of your reforms (both good and bad). The higher your plurality, the greater the positive and negative effects on militancy of your reforms.

However, the higher your plurality, the more likely you are to attract immigrants (when combined with a liberal, lim / full citizenship, pluralism government, no debt and preferably some gold mines).
 

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King of Minors said:
Nearly, because your political and social reforms also affect your POPs militancy, so if you favour the poor too much, the rich might get increased militancy.

I go as liberal as I can on political reforms and do not enact social reforms (except for healthcare if I'm too rich).
Usualy, their effects cancel out for all classes, leaving a small negative modifier for everyone (whereever it is positive - station military).
 
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Not sure if this has been done before, or if its any help, but I worked out a few equations for militancy. Each province has a % revolt risk. This only starts to go up when militancy is over 7. Pops with 7 contribute 0.25% each (so two pops will give militancy of 0.50%). Pops with 8 contribute approx 0.626 each. Pops with 9 contribute 2.5%. In this trial, I could not get anyone to have a militancy of 10. It seems that whenever they went to 10, the next day they dropped straight back to 9. It may be because their militancy modifyer was negative. Not sure though. So, the more pops (no matter their size) will result in greater revolt risk. Hence large multi-culteral countries with lots of small pops will rip themseleves apart quicker and easier than those with small numbers of large pops.

Hmmm, this really isnt very helpfull, and someone has prob done it before. I get the feeling I have just wasted 15mins of my life. Oh well.
 
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Lord_Richmond said:
Not sure if this has been done before, or if its any help, but I worked out a few equations for militancy. Each province has a % revolt risk. This only starts to go up when militancy is over 7. Pops with 7 contribute 0.25% each (so two pops will give militancy of 0.50%). Pops with 8 contribute approx 0.626 each. Pops with 9 contribute 2.5%. In this trial, I could not get anyone to have a militancy of 10. It seems that whenever they went to 10, the next day they dropped straight back to 9. It may be because their militancy modifyer was negative. Not sure though. So, the more pops (no matter their size) will result in greater revolt risk. Hence large multi-culteral countries with lots of small pops will rip themseleves apart quicker and easier than those with small numbers of large pops.

Hmmm, this really isnt very helpfull, and someone has prob done it before. I get the feeling I have just wasted 15mins of my life. Oh well.
Well, i did not know that, thankyou.
 
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Thankyou for the appreciation.

There is another thing I have noticed. Provinces with 100% revolt risk refuse to revolt. No idea why, because surely with 100% it should revolt once every day (I think this is when the game calculates revolt, correct me if I am wrong). In fact very often the places with the lowest revolt risk seem to revolt first. Any ideas why this is? I had thought that maybe the game takes all revolt risks into some overall equation, works out if there will be a revolt and then randomly picks a pop with militancy of 7+. That way it would not matter if a province had 100%, it would not neccerily revolt. For this to work, there would only be one revolt a day though, and I have often had more than one. So it is prob not true. Maybe theres other variables in there as well or something.