Political movement
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Political movements represent popular support for certain ideologies or cultural or religious identities. Political movements draw their strength from pops and may influence interest groups. This allows pops to push for reform, even when they are disenfranchised.
Radical political movements may turn into revolutions and seek to change the political system by force.
Formation and disbanding[edit | edit source]
Political movements have a base X% chance of starting each PERIOD when checked. This is increased by X% per point of starting support the movement would have?. If there are any existing movements the chance is divided by .
A movement needs at least 2.5 support to start and disbands if it has less than 1 support; a movement cannot disband due to low support until 12 months have passed. After that time, there is a cumulative 0.04% chance for it to disband each month after the initial 12 months. The disband chance is divided by . However, this does not apply to movements which have become revolutionary.
Political movement categories[edit | edit source]
There are five general types of movements:
| Category | Support to | Identity based | |
|---|---|---|---|
| Create | Maintain | ||
| 5 | 2.5 | ||
| 5 | 2.5 | ||
| 10 | 5 | ||
| 5 | 2.5 | ||
| 10 | 5 | ||
Cultural, Religious, and Pan-national movements might contribute to Obstinance.
Political movement types[edit | edit source]
Within each of these categories are one or more specific movement types. Each type of movement has a core ideology and may have a number of character ideologies that can be assigned to leaders of interest groups that are pressured by the movement. Each movement type has certain conditions to be created and may have conditions which cause it to be disbanded. There are additional triggers and weights to determine agitator and pop support for a movement
| Cat. | Type | Core ideology | Character ideologies | Formation conditions | Disband conditions |
|---|---|---|---|---|---|
| Abolitionist | |||||
| Pro-Slavery | |||||
| Absolutist |
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| Royalist |
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| Labor | |||||
| Socialist |
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| Anarchist | |||||
| Communist | |||||
| Fascist | |||||
| Corporatist | |||||
| Liberal | |||||
| Radical | |||||
| Nihilist | |||||
| Positivist |
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| Peasant | |||||
| Feminist | |||||
| Reactionary | |||||
| Modernization | |||||
| Minority Rights | |||||
| Religious Majority |
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| Religious Minority |
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| Cultural Majority | |||||
| Cultural Minority |
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| Indian National |
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| German National |
|
Is | |||
| Italian National |
|
Is | |||
| Yugoslav (Illyrian) National |
|
Is | |||
| Utilitarian |
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| Orleanist |
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| Legitimist |
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| Bonapartist |
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| Hindu Nationalist |
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| Muslim Nationalist |
|
Starting movements[edit | edit source]
Every country starts with a number of movements depending on its starting circumstances. Certain countries have a specified set of movements instead of or in addition to these.
| Movement | Conditions | Excluded countries |
|---|---|---|
| Has any kind of slavery except |
||
| North and South German countries North and South Italian countries | ||
| Has researched |
||
| Country | Movements |
|---|---|
| North and South German countries | |
| North and South Italian countries | |
Support[edit | edit source]
A movement gains one third of its support each from the number of supporting pops, number of supporting military personnel, and amount of supporting wealth.
- 0.34% for each percentage of country's population supporting the movement
- 0.33% for each percentage of military personnel supporting the movement
- 0.33% for each point raw pop political power supporting the movement
Bolstering and suppression[edit | edit source]
| Impact source | ||
|---|---|---|
| +50% | −50% | |
| +40% | −40% | |
| +30% | −30% | |
| Per |
— | −5% |
Political movements can be bolstered or
suppressed to affect their pop attraction. It costs 200
Authority to bolster or suppress a political movement and the action can be cancelled at any time. The ability to bolster or suppress any interest group also depends on the country having bolstered or suppression impact. This comes from laws, institutions, or modifiers. If its value is 0%, movements cannot be bolstered or suppressed.
The bolster or suppress impact is a modifier to the pop attraction values.
Activism[edit | edit source]
Movements gain activism based on its stances towards the country's current laws as well as various other factors depending the movement. Activism changes by 1% each week towards the target level.
When starting or cancelling a law enactment, half of the new target activism is applied immediately, while the rest ticks up as usual.
Movements with less than 25% activism do not affect enactment success and failure chances. Additionally, while a law the movement has a stance on is being enacted, activism cannot drop below 25%.
Movements that have more than 50% activism become obstinate.
Movements that have more than 75% activism become revolutionary.
Movements that have more than 50 activism also increase pop radicalism. Each month between 0.5% and 2.5% of pops supporting the movement become more radical.
Revolution[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.7. |
A revolutionary movement begins organizing towards starting a civil war. This is represented by a progress bar from 0% to 100%. If the bar reaches 100%, the revolution starts a diplomatic play to overthrow the country's current government. If this happens, the player can choose to play as either the government or the revolution. Revolutions can thus be used as a tool for political and social change in the player's country.
Revolution progress is based primarily on the movement's radicalism, but certain events can also increase or decrease progress. Revolution progress is updated periodically, with a base interval of 8 weeks. Each checkpoint also triggers a revolution event.
If the political movement disbands or has less than 50 radicalism, the revolution stops organizing immediately.
Revolution progress[edit | edit source]
Each checkpoint, revolution progress changes towards the movement's radicalism value. The amount of change is capped between −10% and +25%. A movement with less than 100 radicalism never becomes a civil war unless an event tips the progress over 100%.
Revolution states[edit | edit source]
While the revolution is organizing, hovering over it shows which states are likely to join the revolution. The proportion of states is equal to 1.5 times the movement's support, capped at 75% of the country's states. If the country has only a single state, the state is split, instead.
The chance of each state to join the revolution is based on the local clout of interest groups supporting the revolution with an additional bias for adjacent states to avoid a patchwork situation.
Civil war[edit | edit source]
Once revolution progress reaches 100%, the revolution immediately forms a revolutionary country and starts a revolution diplomatic play. During the opening moves phase, the player can choose to switch sides and play as the revolution rather than the government. Other countries may join the diplomatic play as normal, though not all sways are available.
The revolutionary country is based on the main country's definition, which means that changes during gameplay to recognition, primary cultures, and state religion are not copied. The revolutionary country does copy researched technology. Laws are all copied as well, except that the movement's desired law is enacted, plus up to two more laws that are preferred by the supporting interest groups. The original country keeps all diplomatic pacts, and the revolutionary country starts with none. All characters affiliated with the revolutionary interest groups switch to the new revolutionary country.
All radicals in pops supporting the rebelling interest groups become neutral when a civil war starts.
End of the civil war[edit | edit source]
When the civil war ends, 50% of all radicals become neutral, with an additional 25% in pops that supported defeated interest groups and 50% in pops in that supported victorious interest groups.
Losing interest groups also suffer −100% political strength for 10 years.
References[edit | edit source]
- ↑ Bug, checks local variable, not global variable
- See /Victoria 3/game/common/defines/00_defines.txt:
NPoliticsfor defines related to political movements and revolutions
| Pops | Pops • Acceptance • Culture • Migration • Needs • Professions • Religion • Standard of living |
| Government | Government • Capacities • Characters • Decrees • Institutions • Laws • Technology |
| Politics | Elections • Ideology • Interest group • Political lobby • Political movement • Political party • Revolution |
| Economy | Buildings • Goods • Harvest condition • Infrastructure • Market • Production methods • State • Treasury |
| Diplomacy | Diplomacy • Diplomatic action • Diplomatic play • Power bloc • Ranks • Subjects • Treaties |
| Warfare | Warfare • Land warfare • Naval warfare • Wargoals • Conscription |
| Others | Countries • Decisions • Events • Journal • Objectives • Vickypedia |