Rebel modding

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File format[edit]

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>
	}
}


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