Rebel modding
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File format[edit | edit source]
The rebel types are found in /Europa Universalis IV/common/rebel_types/*.txt
# All rebels in province scope # For siege_won_trigger, siege_won_effect # FROM = owner # ROOT = province # For Other # FROM = owner # ROOT = Homecountry <rebel_type> = { color = { R G B } area = <nation/nation_rebel_tag/nation_religion> government = <government type> # Government desired. monarchy/republic/theocracy/anti/any religion = <religion> defection = <culture/culture_group/religion/any/none> # Will not defect. defect_delay = <float> # Held provinces will auto-defect after 18 months, regardless of accept/enforce demands. independence = <culture/culture_group/religion/any/none> #What will gain independence (note: ai does not seem to get these rebels if not set to 'none') unit_transfer = <bool> #yes/no | Units switch allegiance after enforcing demands. gfx_type = <culture_province/culture_owner> will_relocate = <bool> #yes/no | Units will relocate if they have sieged all provinces nearby and has to move over sea. resilient = <bool> #yes/no | Disbands on retreat reinforcing = <bool> #yes/no | whether the rebels reinforce themselves general = <bool> #yes/no | whether they have a general smart = <bool> #yes/no | Does, or does not assault forts, tactically withdraw from battle, etc. artillery = <float> #decimal percentage of army makeup infantry = <float> cavalry = <float> morale = <float> # Possible handle actions handle_action_negotiate = <bool> #yes/no handle_action_stability = <bool> #yes/no handle_action_build_core = <bool> #yes/no handle_action_send_missionary = <bool> #yes/no # The rebel type with the highest modifier for this province gets picked spawn_chance = { factor = 1 modifier = { factor = 0.5 <triggers> } } # This is checked for EACH province in the Area of Operations movement_evaluation = { factor = 1 modifier = { factor = 0.5 <triggers> } } # Province Scope siege_won_trigger = { <trigger> } siege_won_effect = { <effects> } # Country scope can_negotiate_trigger = { #whether the player is allowed to negotiate <triggers> } # Country scope can_enforce_trigger = { #any 'demands_enforced_effect' effect will not run unless the trigger evaluates to true <trigger> } # Localisation for their demands demands_description = "<localisation>" # Country Scope demands_enforced_effect = { <effects> } }
Localisation[edit | edit source]
New rebel types need the following localisation keys defined:
<rebel_type>_name: "<name of the rebels>" <rebel_type>_army: "<name of the rebels> Army" <demands_description>: "<very short description of their demands, like Increased Privileges>" <demands_description>_desc: "<detailed description of their demands>"
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