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unmerged(94078)

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Mar 4, 2008
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Thats a hell of advise. :rofl:

A Coup will do just as well :rofl:
 

RELee

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From the Wiki
VickyWiki said:
Conditions Conducive to Fascism

Angry, bitter countries (i.e. those with lots of high militancy POPs) and nations with high levels of revanchism tend to go fascist.

Making your pops highly militant is relatively easy, and high levels of revanchism I interpret as having some other country occupying one or more of your core provinces.

The Wiki on Militancy
The Impact of Cultural and Economic Technologies of Politics in Victoria:Revolutions

Note that some of the specific numbers in the articles may have been altered in later revisions of the game, especially the militancy piece, but the basic concepts all pretty much remain the same.

Anybody else have any constructive input?
 

Meanmanturbo

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RELee said:
From the Wiki


Making your pops highly militant is relatively easy, and high levels of revanchism I interpret as having some other country occupying one or more of your core provinces.

The Wiki on Militancy
The Impact of Cultural and Economic Technologies of Politics in Victoria:Revolutions

Note that some of the specific numbers in the articles may have been altered in later revisions of the game, especially the militancy piece, but the basic concepts all pretty much remain the same.

Anybody else have any constructive input?

Isn't there an expanssionism invention from a late culture tech that fires if you have a jingo or pro military party in power that gives you (and the AI!) random cores on your neighbors to stimulate growth of fascism?
 

unmerged(106891)

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Yeah that is true. It is the culture invention known as "Expansionism" (id = 455). I used to notice this when, playing the vanilla 1914 scenario, when there would be lots of events fire randomly after a day (events that hadn't fired earlier on, as I was not playing before 1914. These events also hadn't been added to the campaign files to say that they had already occurred... making them occur all at once!). These events would also include an event (that didn't pop-up!), that added 3 cores on provinces that I bordered.
 

Meanmanturbo

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jonesy1289 said:
Yeah that is true. It is the culture invention known as "Expansionism" (id = 455). I used to notice this when, playing the vanilla 1914 scenario, when there would be lots of events fire randomly after a day (events that hadn't fired earlier on, as I was not playing before 1914. These events also hadn't been added to the campaign files to say that they had already occurred... making them occur all at once!). These events would also include an event (that didn't pop-up!), that added 3 cores on provinces that I bordered.

Its a bit strange when they give you cores in Africa though;)
 

unmerged(106891)

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The relevant action in the invention is:
command = { type = addcore which = -1 }
The -1 command gives you cores on random, non-national provinces, which border your country. If -2 was substituted in, then it would give cores on random, non-national provinces, inside your own country. In addition, -3 would give cores on random, non-national provinces, bordering your national provinces (in the country or outside).

Basically... the -1 'which' value is the only definitive way to gain cores outside your national borders. The other two do (or have a chance to) give cores within your national borders, thus not stimulating the growth of fascism. Perhaps a future patch could tackle this, however, and allow for a fourth option of cores on provinces that border your national provinces, when your national provinces are on the border??

The countries that experience fascism are the ones that are likely to have lost a war. Therefore, these actions in this invention seem pointless to me. Fascism should only get big if it was due to ACTUAL revanchism in-game, not if the AI considers more land as it's national provinces just down to having an invention.