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peterhoi3

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They are a total bore that adds no fun to the game. You end up spending a lot of time hunting them around and retaking provinces. It becomes terribly boring. So please tell me how to disable them.

A much better way to include this in the game could be adding attrition to the units in the areas affected by partisans, due to sabotages, or to reduce the IC produced by those areas, whatever but not this bore of partisan hunting.
 

Marcus

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That's actually really not such a bad idea......
 

unmerged(140377)

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They are a total bore that adds no fun to the game. You end up spending a lot of time hunting them around and retaking provinces. It becomes terribly boring. So please tell me how to disable them.

A much better way to include this in the game could be adding attrition to the units in the areas affected by partisans, due to sabotages, or to reduce the IC produced by those areas, whatever but not this bore of partisan hunting.

You can set all provinces to have -100% revolt risk by editing the defines.txt i think.
 

remus08

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They are a total bore that adds no fun to the game. You end up spending a lot of time hunting them around and retaking provinces. It becomes terribly boring. So please tell me how to disable them.

A much better way to include this in the game could be adding attrition to the units in the areas affected by partisans, due to sabotages, or to reduce the IC produced by those areas, whatever but not this bore of partisan hunting.

my thaughts exactly. its actually not realistic that a division of partisan can spawn like they do. partisans were active in small numbers not in division sized numbers, and if it was, they never would take up arms to fight against a well organised army with the goal of liberating their country. Actual partisan actions were sabotage and hit and run actions.
The solution to make it more realistic is the idea you discribed.
 

vertinox

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They are a total bore that adds no fun to the game. You end up spending a lot of time hunting them around and retaking provinces. It becomes terribly boring. So please tell me how to disable them.

A much better way to include this in the game could be adding attrition to the units in the areas affected by partisans, due to sabotages, or to reduce the IC produced by those areas, whatever but not this bore of partisan hunting.

Have you tried 1.3 beta?

Seems to not be as much of a problem as your units set to AI control seem to notice and respond accordingly now.

At least in my Japan game after I annexed Nat China....
 

unmerged(63310)

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Paradox goal with how partisans work now is to make some reason for player to garrison occupied/annexed territory. Otherwise it will just be half a continent of empty land with all the forces on the frontlines which is completely unrealistic as well.

I think partisan divisions springing up is not the best solution but I am not sure completely abstracting partisans is a good idea either.

Best in my mind would be some way that garrisons affect what occupied/annexed territories produce for the conqueror. If empty territory hardly any IC, resources, or leadership passed to the conqueror. More garrisons = more resources. Of course that adds quite a bit of calculations and then always people would complain about having to occupy Poland or something still after 8 years although that is realistic.

If it is abstracted then it should be on a sliding scale based on manpower. IE- annexed territory has a manpower cost to administer in exchange for amount of resources it contributes say up to 60% of base. So you the player has a choice to put manpower at 100%(the manpower cost related to # territories divided by IC in those territories) and spend manpower administering occupied/annexed territories to get full 60% of base which should still drain manpower but provide a trickle leadership and decent amount IC/resources.

If you as player decide you need manpower more then your occupied/annexed territory administration can be adjusted down and you get less IC/resources.

Perhaps a cap of around 25% of full administration where if go below spending a certain amount of manpower there is even a negative affect on home IC(cost of repairing all the abstract damage unrestrained partisans causing).
 

vertinox

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my thaughts exactly. its actually not realistic that a division of partisan can spawn like they do. partisans were active in small numbers not in division sized numbers, and if it was, they never would take up arms to fight against a well organised army with the goal of liberating their country. Actual partisan actions were sabotage and hit and run actions.
The solution to make it more realistic is the idea you discribed.

Not to take this off topic, but when you are talking about the French resistance... Then yes, but when you talk about the Yugoslavian, Soviet, and Chinese partisan groups... They were effective divisions even with artillery.

Remember the Yugoslavia actually beat the Germans in the battlefield as an actual army.

And the Soviet Partisans actually have artillery pieces and had an effective total men of 300,000 in 1944 and actually coordinated battles with the regular army.
 

Devildread

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\common\static_modifiers.txt

look for :

Code:
occupied = {
	local_revolt_risk = 2			#2% revolt risk!
}


revolt_risk = {
}

nationalism = {
	local_revolt_risk = 0.3			#0.3% for each year revolt risk!
	minimum_revolt_risk = 0.3		#0.3% for each year revolt risk!
}

Replace the values by 0.

Just in case but I'm not sure the partisan_efficiency will work with 0 revolt risk :

Code:
spy_support_resistance = {
	partisan_efficiency = 5
}

Put 0.
 

general_nabo

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my thaughts exactly. its actually not realistic that a division of partisan can spawn like they do. partisans were active in small numbers not in division sized numbers, and if it was, they never would take up arms to fight against a well organised army with the goal of liberating their country. Actual partisan actions were sabotage and hit and run actions.
The solution to make it more realistic is the idea you discribed.



Pleasee is militia, i think the partisans system is ok. if you dont want to have partisans build military police and garrison.
 

remus08

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forgot to mention: with rarities excluded.

you can deploy as many garrisons with police but they still pop up, and to my believe more frequent than it should. thats why i think its annoying.
Im not 100% against popping up partisan divisions, but it should be reduced to an accurate rate.

The idea as mentioned by thread starter is good. damage to infra, supply throuput and ic if theres high partisan activity, with sometimes a partisan revolt if not suppressed properly.
The more suppression, the less damage and minimal chance of revolts.
 

Silversurfer427

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They are a total bore that adds no fun to the game. You end up spending a lot of time hunting them around and retaking provinces. It becomes terribly boring. So please tell me how to disable them.

A much better way to include this in the game could be adding attrition to the units in the areas affected by partisans, due to sabotages, or to reduce the IC produced by those areas, whatever but not this bore of partisan hunting.
I think that the 2nd part of your post makes sense to a point, your ic, port, AAA, and attrition of units is reduced due to partisian activities, but how do you combat those loses???...You cant have 3 months of reductions and then just go back to normal, you need have some way of stopping the loses (partisian activities)...You need to be able to hunt them down and eliminate them...That leads you back to the 1st part of your post which is what you think is boring...So maybe have reductions until a unit is moved to that province to engage in partisian suppression and then remain on site for a period of time???...
 

peterhoi3

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\common\static_modifiers.txt

look for :

Code:
occupied = {
	local_revolt_risk = 2			#2% revolt risk!
}


revolt_risk = {
}

nationalism = {
	local_revolt_risk = 0.3			#0.3% for each year revolt risk!
	minimum_revolt_risk = 0.3		#0.3% for each year revolt risk!
}

Replace the values by 0.

Just in case but I'm not sure the partisan_efficiency will work with 0 revolt risk :

Code:
spy_support_resistance = {
	partisan_efficiency = 5
}

Put 0.

Thank you!