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Pellucid

Ottoboos get out! Reeee!
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I'm trying to figure out exactly how revolutions work in this game. I'm playing as the United States of Central America and, predictably, it's been hard to keep my revoltrisk under control. I already got the "The USCA Survives" event, so I think I don't need to worry about little countries breaking off of me anymore, but please correct me if I'm wrong.

Anyway, on to the point: How exactly do revolutions work? I'm playing Victoria: Revolutions if that matters. If I let them take over my country, do they replace my ruling party? Is there any risk of them breaking me into a bunch of little countries? The reason I ask is because I hate my current ruling party and would actually like it if it changed, but I'm not certain if that's how revolutions work currently. If it is, then how much of my country needs to be conquered and how long does it have to stay that way? Do I need to start stockpiling money? Any other advice? Thanks!
 

MannheimCouncil

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The clear answer is: it depends.

Political rebels, like reactionary, liberal or communist pops of your national culture, will change your constitution to something else and replace your ruling party, if they occupy your capital for long enough. In most cases this is not so good, but it gives pops of their political allegiance a MIL reduction (and make other pops more militant). Pops of not-accepted cultures will in most cases secede or defect to neighbouring country. In your case I'm not sure. Their countries are certainly revolters, but maybe they won't secede anymore after you stabilized your country. I've never been in that kind of situation. Most of you have just one accepted culture.

I most cases it's best just to send in the cavalry and ride them down. As far as I know they won't take as many casualties, if you defeat them by reducing their morale to zero.

Now, if you want to change your ruling party this way, you'll really have to save up money. As long as your capital is occupied (and it often takes half a year or longer) you won't make any money, but have all your usual expenses. And unfortunately, there is no way to know what you'll get. As you start out as a democracy chances are you'll get a presidential dictatorship, a proletarian dictatorship or an absolute monarchy. You can easily change these again, but you'll probably be stuck with the same party you started with after that.

It would help to know what kind of party you want to get rid of. Conservatives can be easily pushed out by raising taxes a month before the election. Liberals are tricky to get out of office, but restricting voting to wealth might work. Socialist are generally hard to keep in power anyway.
 

Pellucid

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It would help to know what kind of party you want to get rid of. Conservatives can be easily pushed out by raising taxes a month before the election. Liberals are tricky to get out of office, but restricting voting to wealth might work. Socialist are generally hard to keep in power anyway.
I've got socialists, and by a pretty fair margin (the last election had 80% of the populace voting socialist). I've actually got some insane immigration going on (the USCA's population has about tripled within the first few decades of the game). The reason I want them out is that they're anti-military, which is making it a pain in the butt to get my manpower in order (I'm assuming my anti-military government is what's keeping me from converting my pops to soldiers and officers).

EDIT: OK, I, uh, "fixed" the problem by changing my voting law to universal suffrage, which my population responded to by immediately electing the Nationalists and installing a dictatorship, heh.

I like how I gave everyone the right to vote only for them to all immediately vote not to have the right to vote anymore.
 
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MannheimCouncil

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Wow, extending suffrage to get rid of the socialist is quite novel. You must have had a lot of annoyed clerks :D

A good way to get around the restrictions of the Anti-Military stance is to declare war on an uncivilized nations or a minor. Then you can convert pops to soldiers or officers to your heart's delight. You also get bonus diplomats. The only bad thing is that it makes revolt risk go up a bit, even at minimum war exhaustion.
 

Pellucid

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Everything's going very smoothly now, thanks for the help. After becoming a dictatorship, I set parties as "right to ban" and set the conservatives as my ruling party (as by that time the overwhelming majority of my population had shifted to conservative). I've still got a little revoltrisk in my core provinces, but it's totally manageable; manageable enough that I even had enough surplus cash and army reserves to go eat Columbia. :D

Oh, also, I conquered Haiti, which made my manpower jump from ~20 to ~200. I have no idea what the Haitians did to have such a ridiculously gigantic population (the RGO in Haiti's capital is currently sitting at level 5 with 23 POPs working it at a +50 profit :D ).