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unmerged(9662)

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Ahh crack monkey! I was hoping to reduce the revolt risk by doing some editing. It is a pain in the butt trying to expand and at the same time taking an eternity to put down the rebels. How long does it take for the revolt risk drops to 0?
 

OHgamer

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edwardnigma said:
Ahh crack monkey! I was hoping to reduce the revolt risk by doing some editing. It is a pain in the butt trying to expand and at the same time taking an eternity to put down the rebels. How long does it take for the revolt risk drops to 0?

depends on the nature of the unrest.

if it is nationalism, 10 years

otherwise, slower for non-national than national pops.

Having Crime Fighting spending on full helps reduce revolt risk, if not the underlying militancy. It makes the POPs less likely to act out their anger.

And remember, revolt risk is expressed in a % chance per day. 0.01 revolt risk = 1 in 10,000 chance the POP will revolt on a given day.
 
May 29, 2007
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The easy way

There IS an easy way to reduce revoltrisk by reducing militancy, but I would call it "outright cheating":

Add this event somewhere in your event files loaded by the scenario.

Code:
event = {
	id = 999000
	random = no
	country = XXX #your country tag
	
	name = "Patriotic Wave"
	desc = "Suddenly, people feel confident again in our government. Nobody knows why. "
	style = 0

	action_a = {
		name = "Neither do I know about it..."
		command = { type = pop_militancy which = 100 value = -3 }
		}
	}

Change XXX to your country tag; load game, hit F12 and type
Code:
event 999000
 

olorin42

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If you are concerned primarily about the revolt risk issues in provinces just conquered, there is a solution if you are willing to edit the save game file. Hit F12 to bring up the console, type showid and enter and then hit F12. Now you'll have the province ID's show in the lower right corner when you hover the cursor over a province. Get the IDs of the provinces at issue. Now save the game twice under two different names. Edit one of the files and search for the province ID # with a space before and after it.

You'll find lines like this ...

province = {
id = 49
nationalism = { year = 1905 month = may day = 23 }
control = { year = 1905 month = may day = 23 }

remove the nationalism line for each province and save. Now re-load that save game file and poof, the heightened revolt risk is gone.

WARNING - a miscue in editing can damage the save file so save twice so you can revert to the second unedited file if needed.

Clearly this can be unbalancing ... and some consider it cheating ... but you asked.
 

RoyalArk14

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Oh, I've been playing this game for a long time but I never did understand consciousnous and militancy.

What happens when you have high C or low C?

And with M? I mainly get that, but feel free to clarify further.

Sorry for my questions, but thanks.
 
Last edited:

fudd_bopo

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If you want to cheat to get rid of militancy/consciousness I believe there are an event called national ressuraction or something.... Event 15000 I believe.