Telangana Rebellion or Dersim Rebellion?
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.
Telangana Rebellion or Dersim Rebellion?
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.
This.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.
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.
Every partisan/rebel type can be defined with their own ideology and unittypes used in easily moddable textfiles.
##############################################
# 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
}
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
}
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 }
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.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.