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ThePutty

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Applied the fix. Still getting a ton of rebels, but they hardly ever spawn. Except, now when they spawn they just disappear after a month or so, without taking any territory. Another bug?

Over all though, it's 1904 and the entire world hasn't had a single rebel problem they couldn't handle. So it's definitely working for me.
 

unmerged(15485)

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I can't say I can see how that syntax error should have the effect of increasing rebels.

The syntax is, with the error, so that the spawn factor {} closes with the closing } for the paragraph with the error. This leaves the rest of the modifiers outside the "Spawn factor" tabs, and I can't see how they would do anything there (except not work for this particular event). If anything, the modifiers might do something strange if this event spawned, but the spawn factor labels still include a clause to only spawn when country is China. It seems more likely that this typo meant the boxer rebellions were severly hampered and caused either too few or too many rebels in China, but not anywhere else. Perhaps the syntax error results in the Boxer rebellion never happening, and thus fixing it causes more rebels. :p I can't see how it would cause more rebels for anyone else though (disclaimer: I'm no expert on the syntax used in paradox games).
 

Sarayakat

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I can't say I can see how that syntax error should have the effect of increasing rebels.

The syntax is, with the error, so that the spawn factor {} closes with the closing } for the paragraph with the error. This leaves the rest of the modifiers outside the "Spawn factor" tabs, and I can't see how they would do anything there (except not work for this particular event). If anything, the modifiers might do something strange if this event spawned, but the spawn factor labels still include a clause to only spawn when country is China. It seems more likely that this typo meant the boxer rebellions were severly hampered and caused either too few or too many rebels in China, but not anywhere else. Perhaps the syntax error results in the Boxer rebellion never happening, and thus fixing it causes more rebels. :p I can't see how it would cause more rebels for anyone else though (disclaimer: I'm no expert on the syntax used in paradox games).

Actually, the boxer section closes after the error.

modifier = (
factor = 10
country = { is_independant = no}
} *** Boxers closes here since this is now an extra bracket

modifier = { ***This gets applied generally under spawn factor
factor = 30
pop_majority_ideology = reactionary
}

modifier = { *** and this
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 = { ****and this
factor = 5
country = {
has_country_modifier = western_influences
}
}
modifier = { **** and this
factor = 5
country = {
NOT = {
prestige = 30
}
}
}
modifier = { ****and this
factor = 5
country = {
NOT = {
prestige = 25
}
}
}
} ***** Lastly, this is where Spawn Factor ends up closing now.


If you don't believe me (and why should you?) open up the file with notepad++ and either read the file carefully or check that last bracket for it's match. It will take you right to the opening bracket following the words Spawn Factor =.
 
Dec 29, 2004
636
1
From my experience, rebels tend to be artisans or craftsmen. Artisans produce goods based on worldwide demand. However world wide demand is based on pop wants not on what pops can afford. Thus artisans start producing goods that everyone wants but no one can afford. Unlike in V1, the WM wont buy the goods unless is there is a real buyer. Thus most goods produced by artisans dont get sold. Artisans earn hardly any money, cant afford all their inputs for the good let alone enough for life needs. The same issue seems to be present with craftsmen, their factories simply cannot sell their goods, so craftsmen earn very little as well (not sure if the profit of a factory reflects true sales or predicted sales based on selling all goods).

I halved the input demands for artisans and factories and so far they are much happier (able to get all their life/everyday/luxury needs). Prob needs tweaking and I dont know about latter in the game, but at least all the artisans who are producing fertiliser all the farmers cant afford are happy.
 

jdrou

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Could you give a line number? I looked at the file in my directory (v1.1) and could not find the "(" that was mentioned.
Line 1389 in rebel_types.txt . If you search for the three characters '= (' it will find it. That ( should be a {.
 

unmerged(146264)

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I was looking into the rebel_types.txt file and I noticed the description

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

I take from that your number of rebels will raise based on how big your army is.

Is this the case? That seems very odd but from the few games I have played it matches what I have seen.
 

stantz

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Where do you put the file to fix the rebel problem? I was able to just kill them when I played Prussia and Turkey, but i tried the UK and there was just thousands of them all over the place.
 

jdrou

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Where do you put the file to fix the rebel problem? I was able to just kill them when I played Prussia and Turkey, but i tried the UK and there was just thousands of them all over the place.
It replaces the existing file in the 'common' folder.
 

Driggsd

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I have tried the fix file. It works for new games but not for saved games.
 

unmerged(221966)

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I was looking into the rebel_types.txt file and I noticed the description

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

I take from that your number of rebels will raise based on how big your army is.

Is this the case? That seems very odd but from the few games I have played it matches what I have seen.

will_rise is the probability of a rebel faction spawning rebel brigades. It controls the percentage likelihood shown next to the faction in the politics menu. It is multiplied by the country's military strength and the product is compared with the rebel faction's strength. So if country has a large standing army, the faction will wait until it has more people before it launches a rebellion.
 

unmerged(146264)

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will_rise is the probability of a rebel faction spawning rebel brigades. It controls the percentage likelihood shown next to the faction in the politics menu. It is multiplied by the country's military strength and the product is compared with the rebel faction's strength. So if country has a large standing army, the faction will wait until it has more people before it launches a rebellion.

Thanks for that info I think the end result would still be similar and that this maybe part of the issue. If you are fielding a large army it may take awhile before rebels attack but once they do it will be with 100 brigades in every corner of the country. I guess it makes some sense a 5 brigade rebellion is a threat to a small country but nothing to a great power. Wouldn't this mean most rebellions against a great power would include dozens if not hundreds of brigades?
 

unmerged(221966)

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Thanks for that info I think the end result would still be similar and that this maybe part of the issue. If you are fielding a large army it may take awhile before rebels attack but once they do it will be with 100 brigades in every corner of the country. I guess it makes some sense a 5 brigade rebellion is a threat to a small country but nothing to a great power. Wouldn't this mean most rebellions against a great power would include dozens if not hundreds of brigades?

Yes, that's how it should work, most of the time. However, if there's a faction that is growing slowly, or not at all, it will still have a small chance of rising, which means that, given enough time, it will eventually rise even if it has nowhere near the strength of the army. Also, I tend to think that the factor in will_rise is set too low, because even a rebel force much bigger than the army is of little threat in peacetime, as it just gets split up into lots of provinces to be destroyed in detail. I haven't played a highly populated faction yet, though, so I don't know too much about the balance.
 

unmerged(132658)

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I gotta say this fix seems to have worked for me. I applied the fix and started a new game as Prussia. I have just formed the North German Confederation and there seems to be a very little problem with Jacobin rebels. At the moment I have about 54k Prussian rebels, and only about 4k Jacobin rebels. I've only had two uprisings of Jacobin rebels in two provinces. I'm very pleased that this problem seems to have been fixed.