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Sergeant
Feb 28, 2007
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I have a problem in my first game as Portugal. I can not understand the relation between militancy/conciousness of my pops and revolt risk in the provinces.
When I put the mouse over one pop and the tooltips menu apears, I can see a list of the militancy modifiers and their values, but the final sum of them is diferent from the result that I see (like -0,45 +0,28 = -0,17, but the game shows another value as pop's militancy). Are there any others modifiers that does not appear in the list? And wich is the level of militancy from what we have a dangerous revolt risk? Is there a relation with the crime buildings in the province?

Thanks in advance for any help.
 

OHgamer

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Revolt risk is simply the % chance on any given day that a POP in that province will revolt. If you see a revolt risk of 0.02, that means there is a 0.02% chance a POP will revolt in that province on any given day - in other words, a 1 in 5000 chance. A revolt risk of 2.00 means there is a 1 in 50 chance, etc.

It most likely has some mathematical relation to current POP militancies in a province, but not direct, and there are other factors that increase revolt risk that do NOT show up as militancy (nationalism and war exhaustion are two in particular).

To deal with revolt risks there are several things one can do

1) reduce POP militancy by making your POPs rich - low taxes and tariffs, economic expansion so they have bigger incomes from which they can buy their needs (if they can buy all their everyday needs, POPs get a constant -0.05 reduction in MIL, if they can buy their luxury needs add another -0.03 on top of that. Also, POPs get a -0.005% constant drop in MIL for every % tax rate below 33% tax rate : A 26% tax rate will produce a constant -0.035 drop in MIL for all POPs in that tax social class. And tariffs do not produce MIL, only consciousness, which especially early in game can be a good trade off as a source of income. See my AAR linked below which, while dealing with PRU with the VIP mod for Revolutions, has plenty of tips on dealing with POP militancy that apply equally for unmodded Revolutions)

2) Send a military force into a province. Any military unit, no matter how small in number, produces a constant -0.20 MIL reduction for as long as they are in the province. Also, having them in a province makes it much more difficult for rebels, if they do rise, to gain control since they can not begin to "dig in" their occupation from day 1.

3) Maximize Crime Fighting - Revolt Risk drops the higher your crime fighting spending is, making it less likely that militant POPs will act out their militancy in open revolt. Players often wonder why they should bother with crime fighting since the visible effects are not easily seen (they remove crime buildings faster as well) but it is this curbing of revolt risk that is most helpful in the long run since it allows you to run a State that can have higher levels of militancy among the POPs without the POPs actually acting out their impulses.
 

unmerged(70350)

Sergeant
Feb 28, 2007
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Thank you very much, sir.

Your explanation on how to reduce the revolt risk will be very useful, but I would like to ask something more:

One of my POPs has the following MIL modifiers:
Getting everyday needs: -0,05
Current Voting Rights: +0,01

The resulting reduction on MIL should be -0,04 but the game shows -0,02 (the same occurs for most of my POPs). Why there is this diference in the values?
 

Dysken

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You should also be careful with switching parties as it will increase militancy and consciousness if playing revolution (and vanilla victoria?).
 

OHgamer

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Cavalo do Cão said:
Thank you very much, sir.

Your explanation on how to reduce the revolt risk will be very useful, but I would like to ask something more:

One of my POPs has the following MIL modifiers:
Getting everyday needs: -0,05
Current Voting Rights: +0,01

The resulting reduction on MIL should be -0,04 but the game shows -0,02 (the same occurs for most of my POPs). Why there is this diference in the values?

My guess is there also are several +0.00 values, those are <0.01 but still greater than zero, so the combined affect in game (though not shown due to the rounding rules for the ledger) results in another +0.02 or so of MIL gain.
 

OHgamer

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Dysken said:
You should also be careful with switching parties as it will increase militancy and consciousness if playing revolution (and vanilla victoria?).

I *think* that was a new change in Revolutions, to halt players playing musical chairs with their parties with no response from the populace