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Nerva

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What is the "Agrees with Ruling Party" modifier to Militancy based on? Does the POP agree with the issues (Residency, Moralism, etc.) of the party running the government, or with the ideology (Conservative, Socialist, etc.) of the party running the government?

[UPDATE]
From looking at how the modifier's value varies in comparison to the party makeup of POPs, with a Conservative government:
73.1% Conservative > -0.22 Militancy modifier
88.3% Conservative > -0.26 Militancy modifier

So I guess I answered my own question -- the formula is -0.3 * % government's ideology.
 
Last edited:

Savolainen5

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Hello,

I want to form Germany at the beginning of the campaign with cheats.What console commands I need for this?

Can you help me,please?

Thanks...

One way will be to do the following in the console

  • provid (to show the IDs of the provinces)
  • changeowner GER ### (Where ### is the province ID number. Start with Berlin so that it becomes the capital)
  • tag GER (This will change your country to Germany)
  • Finish changeownering the rest of GER if you haven't.

I wonder if firing the Three Hurrahs event via the console would work, too.
 

austrianemporer

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One way will be to do the following in the console

  • provid (to show the IDs of the provinces)
  • changeowner GER ### (Where ### is the province ID number. Start with Berlin so that it becomes the capital)
  • tag GER (This will change your country to Germany)
  • Finish changeownering the rest of GER if you haven't.

I wonder if firing the Three Hurrahs event via the console would work, too.
tag GER doesn't work because GER doesn't exist. It is a decision not an event so the Three Hurrahs cannot be triggered by cheating. I also disapprove of such blatant cheating.
 

grommile

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tag GER doesn't work because GER doesn't exist.
It will exist after using changeowner to give it a province.

However, the less effortful approach than manually reassigning all of Germany that way is to start as PRU, and just use changeowner to transfer all German Empire cores outside your sphere of influence to yourself, then pass Three Hurrahs.

(Oddly, Victoria II's console appears to not have "annex" or "inherit".)
 

austrianemporer

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It will exist after using changeowner to give it a province.

However, the less effortful approach than manually reassigning all of Germany that way is to start as PRU, and just use changeowner to transfer all German Empire cores outside your sphere of influence to yourself, then pass Three Hurrahs.

(Oddly, Victoria II's console appears to not have "annex" or "inherit".)
Oh okay. I misunderstood your post.
 

slugo

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does the mod directory not work, or am i just thick? i extracted a mod into the mod directory, but it doesn't show up in the launcher
 

Savolainen5

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does the mod directory not work, or am i just thick? i extracted a mod into the mod directory, but it doesn't show up in the launcher
Are both your mod's file folder and the .mod file inside the mod directory?
 

slugo

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Are both your mod's file folder and the .mod file inside the mod directory?

hhmmm, thick it is.
i had copied the mod folder, but didn't copy the .mod file. d'oh!
thanks for the tip :)
 

LordLoko

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I'm in 1889 and a war between Russia, GB and Italy against me(Japan), gemrany and austro-hungary after a crises. Since it's post-1890 shouldn't this be considered a great war?
 

grommile

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I'm in 1889 and a war between Russia, GB and Italy against me(Japan), gemrany and austro-hungary after a crises. Since it's post-1890 shouldn't this be considered a great war?
Great Wars are globally enabled by country event 19355, which can fire when the following conditions are true:
  • Great wars have not yet been enabled
  • One or more countries have the Revolution & Counterrevolution technology (Culture->Political Thought).
  • The year is at least 1890.
This event has a mean time to happen of 8 months, which will be checked for each country that has R&CR once the year is 1890 or greater, so while it will usually fire by the end of 1890 assuming someone has got the required tech, it's not absolutely guaranteed to do so.
 
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LordLoko

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Read your own post.

Lack of sleep:p

I mean 1899

Great Wars are globally enabled by country event 19355, which can fire when the following conditions are true:
  • Great wars have not yet been enabled
  • One or more countries have the Revolution & Counterrevolution technology (Culture->Political Thought).
  • The year is at least 1890.
This event has a mean time to happen of 8 months, which will be checked for each country that has R&CR once the year is 1890 or greater, so while it will usually fire by the end of 1890 assuming someone has got the required tech, it's not absolutely guaranteed to do so.

MTTH of 8 months? Does that means that the war can't fire for some time after it started? I literally saved and quit at day 3 of the war
 

LordLoko

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MTTH means the event should trigger around eight months after 1890.

So maybe I have found a bug, I'll try to fire the event next time I play to see if a great war fires.
 

LordLoko

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Great Wars are globally enabled by country event 19355, which can fire when the following conditions are true:
  • Great wars have not yet been enabled
  • One or more countries have the Revolution & Counterrevolution technology (Culture->Political Thought).
  • The year is at least 1890.
This event has a mean time to happen of 8 months, which will be checked for each country that has R&CR once the year is 1890 or greater, so while it will usually fire by the end of 1890 assuming someone has got the required tech, it's not absolutely guaranteed to do so.

Ok, quick update. Reloaded to autosave and fired the event manually. The great war seems to have started normally