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2. The party ideology is always modified by the leader, but there are also shifts due to technologies or events. Look for a window of opportunity when there's an anti-slavery leader, or where the party/clout most likely to rebel is isolated due to ideological differences.
https://vic3.paradoxwikis.com/Ideology
3. Drain the support base by ruining them. For example, through cheap grain imports. Afterwards, you'll be free to build farms and enact "commercialized agriculture".
4. If all else fails, remove all barracks from the states which are most likely to rebel, and crush their pathetic forces once they actually dare to challenge you.
Thanks for the advice!
Regarding #2, what determines permanent changes to the interest group's ideologies? Does the leader need a high popularity or something? Also, is the only way to change a party leader to assassinate them or use an event?
https://vic3.paradoxwikis.com/Ideology#Non-starting_ideologies
In the case of a leader, there are a couple of events, usually tied to elections, which may cause a party leader to be switched. Plan beforehand, and have a potential replacement candidate ready, for example, a popular general or admiral with the desired ideology. Also, weed out undesirable ones through retirement or by ruining their reputation.
https://vic3.paradoxwikis.com/Character#Interest_group_leaders
To attempt an assassination, you'd have to enact "Secret Police". Since this law will be rather difficult to pass, and doesn't synergy very well with "national guard"/"national militia" combo the US usually has, you have no other choice but to wait for the leader's death or an event.
https://vic3.paradoxwikis.com/Character#Character_interactions
So the override from the leader is temporary and any permanent change is tied to technologies?
Anyway, in your case, you can either wait for an opportunity to change the leader(s), attempt to marginalize the parties/clouts most likely to rebel, or just fight it out.
Once you've banned slavery, and especially after you've commercialized your agriculture, the land-owners will be quickly marginalized anyway, so you can just forget about them.
Was suppressing the pro slavery movement, and bolstering the anti slavery movement. from the start. In 1866 we abolished slavery without a civil war or even a brewing revolution
There are 3 components to this.
1. Keep the southern planters as happy as possible. Most likely they'll keep winning elections while an abolitionist interest group like the evangelicals joins their party, as the evangelicals like what the planters like.
2. Set your laws and focus your constructions to pull power away from the planters wherever you can. Sounds like you already figured that out.
3. Abolish slavery once it becomes an option and the southern planters are happy enough and weak enough that you can pass the law without the planters being radicalized.
Works every time.
If I could I took decisions that took power away for the farmers, and plantation owners. I also really only built in Pennsylvania, NY, and OH focusing on construction and min/maxed the edict for immigration between NY, PA, and OH
In previous patches it was much faster to suppress the southern planters sub 8% and avoid the war, this patch it just took more time