• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Bullfrog

General der Tso's Chicken
25 Badges
Mar 11, 2005
5.978
421
  • 500k Club
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: By Blood Alone
  • Battle for Bosporus
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Europa Universalis IV: Pre-order
  • Arsenal of Democracy
  • 200k Club
  • Victoria 2: A House Divided
  • Victoria 2
  • Semper Fi
  • Victoria: Revolutions
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV
  • Darkest Hour
  • Hearts of Iron II: Armageddon
Telangana rebellion was communist led, which is why I ask for a politically motivated rebels instead of 'disorganized rabbles'. Dersim rebellion seems to be something of a 'nationalist' revolt.

Dersim was more ethnic that anything else, which would be the perfect example of disorganized rabble IMO.

However, Telangana was led by the communist party and was not as disorganized.. yes.

But the idea remains that there were not (after the spread of nationalism and so on in the long 19th Century) many uprisings that were due to taxation or religion or poverty, like in the 14th and 15th century. It fits EU quite well, but not so much HoI.
 

unmerged(39280)

General
Feb 3, 2005
1.759
1
I would be extremely dissapointed if there was no corelation between partisan activity and coming frontline.

One of the most silly elements of HoI2 partisan system was randomness of partisan pop-ups. There was logic behind general partisan levels (depending on terrain, historical reasons, number of occupation troops and such), but otherwise, partisans were just dumb rebels of EU - they were just randomly taking over the provinces, being silly annoyance instead of interesting feature.
This.
 

potski

Field Marshal
17 Badges
Mar 15, 2006
3.885
3.044
  • Steel Division: Normandy 44
  • Crusader Kings III
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines Industries
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Mass Transit
  • Hearts of Iron III
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Cities: Skylines - After Dark
  • Cities: Skylines
  • 500k Club
Perhaps the whole thing is based of political ideology. That would be my guess.

Partisans - Stalinists, Leninists and Left-Wing Radicals

Patriots - Market Liberals, Social Conservatives, Social Liberals and Social Democrats

Nationalists - National Socialists, Fascists and Paternal Autocrats

I assume this is the case because ideology plays a much bigger role in HoI then in EU.

I agree, see an earlier Twitter:

Every partisan/rebel type can be defined with their own ideology and unittypes used in easily moddable textfiles.

The Disorganised Rabble would be rebels without any specific ideology. Cidal is right, they are hardly likely to form a military unit, so I doubt they would feature too much in the game. The EUIII rebels worked that if a rebellion actually occurred (on a percentage chance), then the engine would decide which type of rebels would then be spawned and which type of units. Below is part of the code defining them. I've removed the part of the lengthy code working out which is more likely. The Notes within the code are interesting.


Code:
##############################################
# The five rebel types used by the game engine
##############################################
# Valid arguments:
#
# area = [nation/culture/nation_culture/nation_religion/religion/all]
# government = [monarchy/republic/theocracy/anti/any]
# defection = [culture/culture_group/religion/any/none]
# independence = [culture/culture_group/religion/colonial/any/none]
#
##############################################

###################################
# "Anti Tax" rebels. The oppressed.
###################################
anti_tax_rebels = {
	
	area = nation 			# Stays within the nation
	government = republic		# Prefers republics
	defection = any			# Will defect to the "best" alternative.
	independence = none		# Does not strive for independence
	defect_delay = 120
	unit_transfer = no
	
	resilient = no			# Disbands on retreat
	reinforcing = no		# Does not receive reinforcements
	general = no			# Does not use generals
	smart = no			# Does not assault forts, tactically withdraw from battle, etc.
	unit_transfer = no		# Units do not remain after enforcing demands.
	
	
	artillery = 0.0
	infantry = 0.9
	cavalry = 0.1
}

####################################
# Nationalist rebels. Freedom!!!
####################################
nationalist_rebels = {	
	area = culture			# Stays within provinces of their culture
	government = any		# No special preference
	defection = culture		# If the country seeks independence, defection specifies what type of provinces it wants.
	independence = culture 		# Seeks independence for spawn province culture. Will not spawn at all if there is no suitable tag.
	defect_delay = 36		# Can spontaneously declare independence after 36 months (earliest)
	unit_transfer = yes		# Units switch allegiance after enforcing demands.
	
	resilient = yes
	reinforcing = no
	general = yes				
	smart = no
	
	artillery = 0.1
	infantry = 0.5
	cavalry = 0.4
}

##########################################################
# Patriots, yearning for a return to their mother nation.
##########################################################
patriot_rebels = {	
	area = culture 			# Stays within cultural borders
	government = any		# No special preference
	defection = culture		# Will defect to countries of their culture, or, failing that, their culture group.
	defect_delay = 36		# Held provinces will auto-defect after 36 months, regardless of accept/enforce demands.
	independence = none 		# Does not seek independence
	unit_transfer = yes
	
	resilient = yes	
	reinforcing = no			
	general = yes				
	smart = no
	
	artillery = 0.1
	infantry = 0.7
	cavalry = 0.2
}

####################################
# Colonial separatists.
####################################
colonial_rebels = {	
	area = all 			# Will move freely to all provinces.
	government = anti		# Desires an opposing government type
	defection = colonial		# If the country seeks independence, defection specifies what type of provinces it wants.
	independence = colonial		# Will accept any nearby possible colonial tags. Will not spawn at all if there is no suitable tag.
	defect_delay = 72		# Can spontaneously declare independence after 18 months (earliest)
	unit_transfer = yes
	
	resilient = yes
	reinforcing = no
	general = yes
	smart = yes
	
	artillery = 0.1
	infantry = 0.6
	cavalry = 0.3

}

##########################################################
# Colonial Patriots, yearning for freedom
##########################################################
colonial_patriot_rebels = {	
	area = all 						
	government = any		# No special preference
	defection = colonial		# Will defect to suitable nearby colonial tags
	defect_delay = 72		# Held provinces will auto-defect after 18 months, regardless of accept/enforce demands.
	independence = none 		# Does not seek independence
	unit_transfer = yes
	
	resilient = yes	
	reinforcing = no
	general = yes
	smart = no
	
	artillery = 0.1
	infantry = 0.7
	cavalry = 0.2

}




##############################################
# Revolutionary rebels. Civil War factions.
##############################################
revolutionary_rebels = {

	area = nation 			# Stays within the nation
	government = republic			
	defection = none		# Does not defect
	independence = none		# Does not strive for independence
	unit_transfer = yes
	
	resilient = yes
	reinforcing = yes
	general = yes
	smart = yes
	
	artillery = 0.1
	infantry = 0.6
	cavalry = 0.3
	
}

##############################################
# Disgruntled nobles.
##############################################
noble_rebels = {
	area = nation 			# Stays within the nation
	government = monarchy		# Likes monarchy
	defection = none		# Does not defect
	independence = none		# Does not strive for independence
	unit_transfer = yes
	
	resilient = yes
	reinforcing = yes
	general = yes
	smart = yes
	
	artillery = 0.1
	infantry = 0.4
	cavalry = 0.6
	
}

############################################
# Religious rebels. Disgruntled fanatics.
############################################
religious_rebels = {
	area = all 			# Moves around freely
	government = theocracy 		# Desires Theocracy
	defection = religion		# Defects to countries of their religion
	defect_delay = 36		# Held provinces will auto-defect after 18 months, regardless of accept/enforce demands.
	independence = none		# Does not strive for independence
	unit_transfer = yes
	
	resilient = yes
	reinforcing = no
	general = yes
	smart = no
	
	artillery = 0.0
	infantry = 0.7
	cavalry = 0.3

}

############
# Heretics
############
heretic_rebels = {
	area = religion 		# Sticks to provinces of their religion
	government = theocracy 		# Desires Theocracy
	defection = any			# Will defect to the "best" alternative.
	defect_delay = 120
	independence = none		# Does not strive for independence
	unit_transfer = yes
	
	resilient = yes
	reinforcing = no
	general = yes
	smart = yes
	
	artillery = 0.1
	infantry = 0.6
	cavalry = 0.3
	
}

##############################################
# Throne Pretender rebels.
##############################################
pretender_rebels = {
	
	area = nation
	government = monarchy
	defection = none
	independence = none	
	unit_transfer = yes
	
	resilient = yes			# Will not disband on defeat.
	reinforcing = yes		# Will reinforce (double rate in rebel controlled provinces)
	general = yes			# Does use generals. The 'define_ruler' effect with 'rebel' argument will pick the rebel leader as new King.
	smart = yes
	disband_on_leader_death = yes 	# The Cause dies with the Pretender.
	
	artillery = 0.1
	infantry = 0.4
	cavalry = 0.5
	

}

Obviously, HOI3 will not have a religious or cultural aspect, so the main change is an ideological one. So you might have something like this:

Code:
stalinist_partisans = {
	
	ideology = stalinist
	area = all			# Not bothered about national boundaries
	government = anti		# Desires an opposing government type
	defection = communism		# Will defect to communist aligned countries 
	independence = none		# Not bothered about seeking independence
	unit_transfer = yes		# Units switch allegiance after enforcing demands.
	
	resilient = yes			# Will not disband on defeat.
	reinforcing = yes		# Will reinforce (double rate in rebel controlled provinces)
	general = yes			# Does use generals. The 'define_ruler' effect with 'rebel' argument will pick the rebel leader as new Head of State.
	smart = yes
	disband_on_leader_death = no
	
	artillery = 0.1
	militia = 0.3
	infantry = 0.6
	cavalry = 0.0
	
}

fascist_nationalists = {
	
	ideology = fascistic
	area = nation			# Stays within the nation
	government = autocratic		# Desires an autocratic government type
	defection = none		# Will not defect to other countries 
	independence = nation		# Seeks independence for a nation that has cores on the province
	unit_transfer = yes		# Units switch allegiance after enforcing demands.
	
	resilient = yes			# Will not disband on defeat.
	reinforcing = yes		# Will reinforce (double rate in rebel controlled provinces)
	general = yes			# Does use generals. The 'define_ruler' effect with 'rebel' argument will pick the rebel leader as new Head of State.
	smart = yes
	disband_on_leader_death = no
	
	artillery = 0.1
	militia = 0.6
	infantry = 0.2
	cavalry = 0.1
	
}
 

unmerged(36280)

First Lieutenant
Nov 22, 2004
294
0
I agree, see an earlier Twitter:



The Disorganised Rabble would be rebels without any specific ideology. Cidal is right, they are hardly likely to form a military unit, so I doubt they would feature too much in the game. The EUIII rebels worked that if a rebellion actually occurred (on a percentage chance), then the engine would decide which type of rebels would then be spawned and which type of units. Below is part of the code defining them. I've removed the part of the lengthy code working out which is more likely. The Notes within the code are interesting.


Code:
##############################################
# The five rebel types used by the game engine
##############################################
# Valid arguments:
#
# area = [nation/culture/nation_culture/nation_religion/religion/all]
# government = [monarchy/republic/theocracy/anti/any]
# defection = [culture/culture_group/religion/any/none]
# independence = [culture/culture_group/religion/colonial/any/none]
#
##############################################

###################################
# "Anti Tax" rebels. The oppressed.
###################################
anti_tax_rebels = {
	
	area = nation 			# Stays within the nation
	government = republic		# Prefers republics
	defection = any			# Will defect to the "best" alternative.
	independence = none		# Does not strive for independence
	defect_delay = 120
	unit_transfer = no
	
	resilient = no			# Disbands on retreat
	reinforcing = no		# Does not receive reinforcements
	general = no			# Does not use generals
	smart = no			# Does not assault forts, tactically withdraw from battle, etc.
	unit_transfer = no		# Units do not remain after enforcing demands.
	
	
	artillery = 0.0
	infantry = 0.9
	cavalry = 0.1
}

####################################
# Nationalist rebels. Freedom!!!
####################################
nationalist_rebels = {	
	area = culture			# Stays within provinces of their culture
	government = any		# No special preference
	defection = culture		# If the country seeks independence, defection specifies what type of provinces it wants.
	independence = culture 		# Seeks independence for spawn province culture. Will not spawn at all if there is no suitable tag.
	defect_delay = 36		# Can spontaneously declare independence after 36 months (earliest)
	unit_transfer = yes		# Units switch allegiance after enforcing demands.
	
	resilient = yes
	reinforcing = no
	general = yes				
	smart = no
	
	artillery = 0.1
	infantry = 0.5
	cavalry = 0.4
}

##########################################################
# Patriots, yearning for a return to their mother nation.
##########################################################
patriot_rebels = {	
	area = culture 			# Stays within cultural borders
	government = any		# No special preference
	defection = culture		# Will defect to countries of their culture, or, failing that, their culture group.
	defect_delay = 36		# Held provinces will auto-defect after 36 months, regardless of accept/enforce demands.
	independence = none 		# Does not seek independence
	unit_transfer = yes
	
	resilient = yes	
	reinforcing = no			
	general = yes				
	smart = no
	
	artillery = 0.1
	infantry = 0.7
	cavalry = 0.2
}

####################################
# Colonial separatists.
####################################
colonial_rebels = {	
	area = all 			# Will move freely to all provinces.
	government = anti		# Desires an opposing government type
	defection = colonial		# If the country seeks independence, defection specifies what type of provinces it wants.
	independence = colonial		# Will accept any nearby possible colonial tags. Will not spawn at all if there is no suitable tag.
	defect_delay = 72		# Can spontaneously declare independence after 18 months (earliest)
	unit_transfer = yes
	
	resilient = yes
	reinforcing = no
	general = yes
	smart = yes
	
	artillery = 0.1
	infantry = 0.6
	cavalry = 0.3

}

##########################################################
# Colonial Patriots, yearning for freedom
##########################################################
colonial_patriot_rebels = {	
	area = all 						
	government = any		# No special preference
	defection = colonial		# Will defect to suitable nearby colonial tags
	defect_delay = 72		# Held provinces will auto-defect after 18 months, regardless of accept/enforce demands.
	independence = none 		# Does not seek independence
	unit_transfer = yes
	
	resilient = yes	
	reinforcing = no
	general = yes
	smart = no
	
	artillery = 0.1
	infantry = 0.7
	cavalry = 0.2

}




##############################################
# Revolutionary rebels. Civil War factions.
##############################################
revolutionary_rebels = {

	area = nation 			# Stays within the nation
	government = republic			
	defection = none		# Does not defect
	independence = none		# Does not strive for independence
	unit_transfer = yes
	
	resilient = yes
	reinforcing = yes
	general = yes
	smart = yes
	
	artillery = 0.1
	infantry = 0.6
	cavalry = 0.3
	
}

##############################################
# Disgruntled nobles.
##############################################
noble_rebels = {
	area = nation 			# Stays within the nation
	government = monarchy		# Likes monarchy
	defection = none		# Does not defect
	independence = none		# Does not strive for independence
	unit_transfer = yes
	
	resilient = yes
	reinforcing = yes
	general = yes
	smart = yes
	
	artillery = 0.1
	infantry = 0.4
	cavalry = 0.6
	
}

############################################
# Religious rebels. Disgruntled fanatics.
############################################
religious_rebels = {
	area = all 			# Moves around freely
	government = theocracy 		# Desires Theocracy
	defection = religion		# Defects to countries of their religion
	defect_delay = 36		# Held provinces will auto-defect after 18 months, regardless of accept/enforce demands.
	independence = none		# Does not strive for independence
	unit_transfer = yes
	
	resilient = yes
	reinforcing = no
	general = yes
	smart = no
	
	artillery = 0.0
	infantry = 0.7
	cavalry = 0.3

}

############
# Heretics
############
heretic_rebels = {
	area = religion 		# Sticks to provinces of their religion
	government = theocracy 		# Desires Theocracy
	defection = any			# Will defect to the "best" alternative.
	defect_delay = 120
	independence = none		# Does not strive for independence
	unit_transfer = yes
	
	resilient = yes
	reinforcing = no
	general = yes
	smart = yes
	
	artillery = 0.1
	infantry = 0.6
	cavalry = 0.3
	
}

##############################################
# Throne Pretender rebels.
##############################################
pretender_rebels = {
	
	area = nation
	government = monarchy
	defection = none
	independence = none	
	unit_transfer = yes
	
	resilient = yes			# Will not disband on defeat.
	reinforcing = yes		# Will reinforce (double rate in rebel controlled provinces)
	general = yes			# Does use generals. The 'define_ruler' effect with 'rebel' argument will pick the rebel leader as new King.
	smart = yes
	disband_on_leader_death = yes 	# The Cause dies with the Pretender.
	
	artillery = 0.1
	infantry = 0.4
	cavalry = 0.5
	

}

Obviously, HOI3 will not have a religious or cultural aspect, so the main change is an ideological one. So you might have something like this:

Code:
stalinist_partisans = {
	
	ideology = stalinist
	area = all			# Not bothered about national boundaries
	government = anti		# Desires an opposing government type
	defection = communism		# Will defect to communist aligned countries 
	independence = none		# Not bothered about seeking independence
	unit_transfer = yes		# Units switch allegiance after enforcing demands.
	
	resilient = yes			# Will not disband on defeat.
	reinforcing = yes		# Will reinforce (double rate in rebel controlled provinces)
	general = yes			# Does use generals. The 'define_ruler' effect with 'rebel' argument will pick the rebel leader as new Head of State.
	smart = yes
	disband_on_leader_death = no
	
	artillery = 0.1
	militia = 0.3
	infantry = 0.6
	cavalry = 0.0
	
}

fascist_nationalists = {
	
	ideology = fascistic
	area = nation			# Stays within the nation
	government = autocratic		# Desires an autocratic government type
	defection = none		# Will not defect to other countries 
	independence = nation		# Seeks independence for a nation that has cores on the province
	unit_transfer = yes		# Units switch allegiance after enforcing demands.
	
	resilient = yes			# Will not disband on defeat.
	reinforcing = yes		# Will reinforce (double rate in rebel controlled provinces)
	general = yes			# Does use generals. The 'define_ruler' effect with 'rebel' argument will pick the rebel leader as new Head of State.
	smart = yes
	disband_on_leader_death = no
	
	artillery = 0.1
	militia = 0.6
	infantry = 0.2
	cavalry = 0.1
	
}

ok let me tell you the example of balkans. partisans became synonimous with the armed forces communist parties under the order from moscow although they got help in armaments from the allies as tito's partisans or albania's partisans or the greek partisans. nationalists were the right wing (guerilla force) as in albania the National front or monachircal movement, in serbia Drazhe mihajllovic chetniks etc(although they collaborated with the germans in the last phase. And patriots were people with no political alignment who in the last stages of the war chose their side. As for the rable it can reflect a sporadic uprising or one of the many ukrainian peasant movements against germans and soviets as well. thats my thought based on history.
 

unmerged(132658)

Captain
4 Badges
Jan 21, 2009
418
0
  • For the Motherland
  • Hearts of Iron III
  • Semper Fi
  • Victoria 2: A House Divided
ok let me tell you the example of balkans. partisans became synonimous with the armed forces communist parties under the order from moscow although they got help in armaments from the allies as tito's partisans or albania's partisans or the greek partisans. nationalists were the right wing (guerilla force) as in albania the National front or monachircal movement, in serbia Drazhe mihajllovic chetniks etc(although they collaborated with the germans in the last phase. And patriots were people with no political alignment who in the last stages of the war chose their side. As for the rable it can reflect a sporadic uprising or one of the many ukrainian peasant movements against germans and soviets as well. thats my thought based on history.
The Chetniks would fit better into the Patriotic category, the Ustashi in the Nationalist. The Chetniks were more of a Monarchist movement and did not fight under a Fascist/National Socialist ideology.
 

unmerged(36280)

First Lieutenant
Nov 22, 2004
294
0
The Chetniks would fit better into the Patriotic category, the Ustashi in the Nationalist. The Chetniks were more of a Monarchist movement and did not fight under a Fascist/National Socialist ideology.

well saying the truth the chetniks at the start fought against both germans and partisans alike but then in 1944 they were fully cooperative with them so they were no diferent from ustashe. however nationalistic doesnt simply mean pronazi for me, apart from ideology ( i have never been a pro nazi sypmathizer) but for game purpose many nationalistic fractions in albania monarchist, greece etc became synonimous with the allies cause, patriotic as a consequence doesn necesarily means to be positive so they could represent the ustashe which were part of a state ideology but chetniks were guerilla and they called themselves nationalistic too the same with albanian and greek factions. i took this states as example because only in yougoslavia, greece, albania and poland was a real organised resistence during 41-45. there were 50000 partisans and 15000 nationalists with 3000 colaborationists(patriots) in albania and kosovo alone on the fall of 44. Implementation of this feature could now mean after a state is defeated you can choose nationalistic side and would be a new dimension to still play as nationalists or commies or even pupet regime. So to have full guerilla control. Albania and kosova should have 14 provinces now and 2 or 3 of them were outside italian and then german control since fall of 1942. this could really be implemented and be a new dimension in the game for paradox adding more flavour and obliging the allies to drop supplies for them to foment revolt what really happened.
 

Zaki

Heavy mortar team member
49 Badges
Aug 9, 2005
471
19
  • Europa Universalis IV: Rights of Man
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • 200k Club
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Golden Century
  • Crusader Kings III
  • Battle for Bosporus
  • Europa Universalis 4: Emperor
  • Victoria 3 Sign Up
  • Europa Universalis IV
  • Hearts of Iron II: Armageddon
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Deus Vult
  • Europa Universalis III
  • Hearts of Iron Anthology
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
Since HoI treats WWII as a three-sided conflict, I think that it's save to say that, in the beginning, Yugoslav partisans were sponsored (politically) by SSSR, tchetniks by western allies and ustasha movement by the nazis. Later, western support shifted toward Tito and tchetniks become more of the disorganized rabble than anything else. So, to me thetniks starts as patriots because they were supported by the gov in exile, but later they turn into rabble. Partisans should stay partisans all the time, and ustasha movement, well, they weren't actually a guerilla, were they?