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Stability and Expansion tab as of Patch 1.18
Rebellions are when groups of angered subject peoples aggressively rise up against the ruling authority to forcefully make demands to said authority, usually for more autonomy or complete freedom. Rebellions are primarily caused by unrest, although they can also be triggered by certain events. Rebellions may be combated by increasing province autonomy to reduce unrest, reducing unrest through other means, using harsh treatment, or just simply gathering the troops and using brute military force to slay the rebels once they rise up.
Each province has a number called unrest denoting how discontent the people of that province are with their current situation and how likely they are to instigate an uprising.
Unrest is controlled by many factors. Some are specific to a province (local unrest), while others affect unrest in every province in the country (national unrest). The total unrest in a province is the sum of its own local unrest and the country's national unrest.
National unrest factors include:
Local unrest factors include:


Tolerance: +1.25 per point of negative tolerance and −1 per point of positive tolerance towards the local religion. The maximum bonus from tolerance of heretics or heathens is −3.
Orthodox countries get an additional unrest reduction in true-faith provinces depending on their Patriarch Authority (linear scale from 0 to −3 as authority varies from 0 to 100).
catholic countries get an additional −2 unrest in catholic provinces while the
Golden bull “Dei Gratia Rex” is active (only with
Emperor).
Missionary: An active missionary increases unrest by +6. This applies even if the missionary is not making any progress due to occupation of the province or lack of conversion strength.
Culture: provinces with cultures that are neither accepted nor part of the same group as the nation's primary culture get +2, or +1.5 in a republic.
- National Defense: When fighting a defensive war, provinces with cultures that are part of the same group as the nation's primary culture get −5
Separatism: +15 for newly acquired provinces without a core, decays by −0.5 at the turn of each calendar year, effectively lasting 30 years. Modifiers to "Years of separatism" modify this by 0.5 per point. Provinces obtained by diplomatic annexation don't get separatism since they are automatically given cores, but bought and seized provinces do. Colonies also don't get separatism, unless they were colonized by expelling minorities. Provinces conquered from primitives by non-primitives are also separatism-free, making them an even more attractive conquest target.


Friendly troops: −0.25 per friendly regiment at 100% maintenance, up to a maximum of −5 with 20+ troops. The effect scales with maintenance level (down to zero at minimum maintenance).
Local autonomy: manually changing local autonomy adds a province modifier lasting 30 years: "Increased Local Autonomy" decreases unrest by −10, while "Decreased Local Autonomy" increases unrest by +10.
- Recent Uprising: −100 unrest for 10 years. For all provinces associated with the recently active rebels.
Many ideas and policies reduce unrest:
Finally, many events and decisions affect unrest. Here are some of the most important decisions with long-lasting effects:
- The Catholic decision Statute in Restraint of Appeals gives −1 national unrest.
- The Christian decision Advancement of Religion Act gives +1 national unrest.
- The Muslim decision Denouncement of Sect Practices gives −1 national unrest (until the ruler dies).
- The Muslim decision Establish an Ibadat Khana gives −1 national unrest.
- The Hindu decision Support the Advaita Movement gives −1 national unrest.
- The Pagan decision Encourage Divination gives −1 national unrest.
Also worth considering are ideas that increase tolerance towards the religion of troublesome provinces or
religious unity. Before conquering a province that you don't have a core on, consider ideas that reduce
years of separatism. Also consider promoting its culture, which may require bonuses to
maximum promoted cultures. Reduced
stability cost and
cost of reducing war exhaustion can make it easier to recover from bad situations. Finally, for an aggressively expansionist country, reduced
core creation cost can help deal with overextension.
Some events that have not been updated to use the current modifiers system give so-called base unrest. This decays at the rate of −1 per year.
The main system for reducing unrest is local autonomy. Raising a province's local autonomy will give it −10 unrest for 30 years. Raising stability, lowering war exhaustion, hiring a Theologian advisor, moving (well-maintained) troops to the affected provinces, and changing culture (if it's not already accepted) also help. Longer term, changing religion will also help (assuming tolerance of the true faith is higher than tolerance of heretics and heathens, which it almost always is), but the presence of a missionary increases unrest in the short term. See Land warfare#Rebel suppression.
In addition to the chance to increase the chance of uprising, each percent unrest has the following local effects:[1]
|
+10% |
Local regiment recruit speed
|
|
+10% |
Local ship build speed
|
|
-2% |
Local Tax modifier
|
A newly acquired non-core province will gain 30
Years of separatism, except in the cases already mentioned above. Each year of separatism corresponds to a
+0.5 "Separatism" local unrest modifier, which decays by the same amount each year, so the base unrest from separatism is +15 and it will be completely gone in 30 years.
The number of years of separatism gained on conquest of a non-core province can be reduced with some ideas and policies:
|
Traditions
|
Ideas
|
Bonuses
|
Policies
|
−10
|
—
|
- Humanist idea 2: Indirect Rule
- Revolutionary French idea 1: Equality Before the Law
|
—
|
—
|
−5
|
- Horde traditions
- Kitabatake traditions
- Mongolian traditions
- Tarascan traditions
- Utrecht traditions
|
- Adalite idea 5: Unite the Clans
- Ashanti idea 7: National Army
- Cossack idea 6: Free the Serfs
- English idea 7: English Bill of Rights
- Evenk idea 3: Self-Sufficiency
- Great Qing idea 4: Bogda Khan
- Hindustani idea 3: Imperial Indian Ambition
- Ilkhanid idea 5: Mongol Peace
- Karelian idea 4: The Two Karelian Realms
- Mexican idea 3: Peace by Purchase
- Roman idea 7: Imperium Sine Fine
- Ruthenian idea 6: Reuniting Rus'
- Ruthenian idea 6: Reuniting Rus'
|
- Angevin ambition
- Bharathi ambition
- California Native ambition
|
- Economic-Divine: Otto Per Mille
- Humanist-Offensive: The Liberation Act
- Religious-Horde: Esprit de Corps
|
−3
|
—
|
- Zulu idea 4: Zulu Expansion
|
—
|
—
|
If separatist rebels win a siege, they will extend separatism by
10 years (and thus raise the "Separatism" local unrest modifier by
+5) and will spawn a core of the primary nation of that province's culture if it does not exist there already. Total years of separatism is capped at 40 years, equivalent to +20
in the province.
It is not possible to
change the culture of a province that has a Separatism unrest modifier of any size on it.
The
Steppe Nomads,
Great Mongol State, and
Tribal Federation government reforms have a
−5 Years of separatism effect.
There is Bohemian mission and Croatian mission both giving -5
years of separatism and also Manchurian mission giving -2
years of separatism.
It is possible to have 0 years of separatism immediately after conquering a province with Humanist idea 4 (−10), the Humanist-Offensive policy active (−5), a leader with the conqueror personality (−5), a government with separatism reduction (−5) and a national idea that reduces separatism (−5). Custom nations can also be given a -10
separatism reduction in their national ideas, which eliminates the need for a tribal or nomadic government.
Forming a nation will remove all separatism in provinces owned at the time of formation as soon as they are cored (instantly if they already are cores, or if the formation itself grants cores - the only formation that currently does so is that of
Manchu). Diplomatically annexing a vassal or personal union, whether the usual way or through a decision (such as forming the
Commonwealth or
Spain diplomatically) will also remove all separatism in the former subject's provinces.
Each province will be associated with exactly one rebel faction, however one rebel faction can spawn rebels in multiple provinces if an uprising occurs. All active rebel factions can be seen on the Stability and Expansion government tab, along with their numbers and their current progress towards an armed uprising. This information can also be enabled in the outline. A rebel faction is associated with a set of demands, which can be seen by clicking the "Handle them!" button. When unrest reaches a critical point and an uprising is triggered, the first stack of rebels will spawn in the highest development province that is associated with the rebel faction in question, followed by additional stacks in other associated provinces, until all rebels have spawned.
The most common types of rebel factions are
peasant rebels,
separatists,
religious zealots,
particularists,
noble rebels, and
pretender rebels.
Peasant rebels want lowered taxes in the form of higher provincial autonomy.
Separatist rebels want to join an existing nation with their culture, or declare independence and form a new nation entirely. If left unattended they will automatically revert to the separatists' core after a number of years.
- They tend to stay in provinces of their own culture and cores, and will not negotiate when you are at war.
Religious zealots want to convert the country to their religion. They will convert provinces they occupy unless they are protected by a fort. Most, but not all zealots have the demand to change the state religion and most of these require that their religion is dominant. The dominant religion is the religion with the highest development in the country. They are most likely to come from provinces with an active missionary.
Particularists are similar to peasants in that they want higher provincial autonomy and will raise autonomy on occupied provinces. They spawn in provinces with an accepted culture and no separatism. Accepting their demands will cost -20 prestige and increase autonomy on each affected province by 30%.
Noble rebels are one of the stronger rebel type as they tend to have advanced units such as cavalry, and later on even artillery, making fighting them more costly than other types like the particularists or peasantry. They also demand more autonomy and will raise autonomy on occupied provinces.
Pretender rebels want to install their leader to the throne and replace the current ruler (sometimes beneficial if their stats are significantly better than the current ruler). They are particularly dangerous for countries that are the senior member of a
personal union if they spawn in a junior partner. If pretender rebels enforce their demand on a junior partner, the personal union will end. Unlike most other rebel types, pretender rebels don't disband after losing a battle. They have to be stackwiped by the same rules which apply to enemy armies.
- They will never negotiate and need to take the capital to force their change
Different tags will have their own separatist factions based on culture, and each different religion its own religious faction.
A rebel faction will have the culture and religion of the provinces in which it appears.
Most types of rebels:
- will stay within their home country
- will disband instead of retreating, so their armies only need to be defeated once
- will have leaders
- will disband after enforcing demands
Some types of rebels (usually separatists) want to become part of a different country. These have a "defection target" which is another country, which may or may not exist. If the rebels win, they and the provinces they occupy will defect to the target country.
Many types of rebels are made more likely by various country or province modifiers granted by events.
Icon |
Name
|
Composition
|
Factors |
Occupation effects |
Demands |
Defect |
Area |
Notes
|
|
Peasants
|
 90%
|
 10%
|
 0%
|
 80%
|
Base: 2
|
+10% Local autonomy
|
- +20%
Local autonomy in all provinces with peasant rebels
- −50
Prestige
- If Peasants' War is in progress:
- End the Disaster
- -50
Prestige
|
10 years
|
Nation
|
- Disbands on retreat
- Does not receive reinforcements
- Does not use generals
- Does not withdraw from battle
- Does not assault provinces.
- Will relocate over sea tiles.
|
|
Particularist rebels
|
 70%
|
 30%
|
 0%
|
 75%
|
Base: 2
Modifiers:
×0.05 |
Mandate of Heaven lost
|
×0.2 |
Core.
|
×0.5 |
Overseas provinces.
|
×0.5 |
Primary culture.
|
×0.8 |
Owner religion.
|
×1.25 |
12 Provinces.
|
×1.25 |
18 Provinces.
|
×1.5 |
24 Provinces.
|
×1.5 |
30 Provinces.
|
×1.5 |
40 Provinces.
|
×2.0 |
50 Provinces.
|
×2.0 |
Tribal Despotism.
|
×2.0 |
Tribal Federation.
|
×20.0 |
Court and country disaster.
|
×10.0 |
Burghers.
|
×20.0 |
The Dacke Feud disaster.
|
|
+10% Local autonomy
|
- +30%
Local autonomy in all provinces with particularist rebels.
- −20
prestige.
Burghers estate gains 15 influence for 15 years.
|
No
|
Nation
|
- Can retreat
- Can receive reinforcements
- Does use generals
- Does withdraw from battle
- Does assault provinces.
|
|
Separatist rebels
|
 60%
|
 30%
|
 10%
|
 100%
|
Base: 10
Modifiers:
×0.001 |
Is a colony.
|
×0.01 |
- Has no
Separatism
- Has accepted or same group culture,
- If has Celestial Empire government has The Mandate of Heaven modifier.
- Has at least 0 Tolerance of the local religion.
|
×0.01 |
|
×0.01 |
- Has same group culture,
- Has Celestial Empire government,
- Has The Mandate of Heaven modifier.
|
×0.05 |
- Is overseas,
- Has owner religion.
|
×0.4 |
- Has accepted culture,
- Does not have The Mandate of Heaven Lost modifier.
|
×1.2 |
Is not owner core.
|
×1.3 |
Has less than 75 Legitimacy or Horde Unity.
|
×1.3 |
Has less than 66 Legitimacy or Horde Unity.
|
×1.5 |
Has less than 0 Stability.
|
×1.5 |
Has less than -2 Stability.
|
×1.5 |
Does not have culture in the same group.
|
×2.0 |
Has Suppress Minority modifier.
|
×2.0 |
Has less than 1 Tolerance.
|
×2.0 |
Has less than −1 Tolerance.
|
×2.0 |
Has less than −2 Tolerance.
|
×3.0 |
Does not have the primary culture.
|
×10.0 |
Has Separatism.
|
×100.0 |
- Does not have primary culture,
- Has Celestial Empire government,
- Has The Mandate of Heaven Lost modifier.
|
|
In provinces of rebels' culture:
- +10
years of separatism
- Rebel country gains a core
|
- −10
prestige.
- Rebel country gains a core on all provinces with this rebel faction and with rebels' culture.
- If target country exists, cede all core provinces to it. Otherwise, it is released as an independent nation.
- The remaining rebel army switches allegiance to the rebel country.
|
5 years
|
Provinces with target country's cores
|
- Disbands on retreat
- Does not receive reinforcements
- Does use generals
- Does withdraw from battle
- Does assault provinces.
|
 |
Revolutionary rebels
|
 60%
|
 30%
|
 10%
|
 110%
|
- Does not have parliament.
- The country is not revolutionary.
- Is in the age of discovery or the age of reformation.
Base: 1
Modifiers:
×0.05 |
Is overseas
|
×0.1 |
The owner does not have Enlightenment institution
|
×2.0 |
Year is after 1700
|
×2.0 |
Year is after 1740
|
×2.0 |
Year is after 1780
|
×2.0 |
The revolution is present in the province
|
×5.0 |
Is a monarchy with at least 80 absolutism, but less than 80 legitimacy
|
×5.0 |
Is bankrupt
|
×5.0 |
Aspiration for Liberty disaster
|
×5.0 |
Revolution disaster
|
|
If all of the following conditions are fulfilled:
then the revolution is spread to the province
|
- −50
prestige
- If the Revolution disaster is active, then the country:
- otherwise if the French Revolution disaster is active:
- otherwise:
- Country changes government type to
Republic and adopts the Parliamentarism reform.[2]
- The rebel leader becomes the new ruler.
- End Aspiration for Liberty disaster.
- The rebel army switches allegiance to the country rather than disbanding.
- If the country has the Revolutionary Republic reform, add 15 influence to Jacobins and remove Constitutional Project and Consolidation of Power modifiers.
|
No
|
Nation
|
- Disbands on retreat
- Can receive reinforcements
- Does use generals
- Does withdraw from battle
- Does assault provinces
- Unit will be transferred to the country
- Cannot accept their demands
|
 |
Noble rebels
|
 60%
|
 40%
|
 0%
|
 100%
|
- Is not a colonial nation.
- The owner does not have
Polish culture
- Has less than
80 Republican Tradition
Base: 1
Modifiers:
×0.01 |
Overseas provinces.
|
×2.5 |
Has less than 66 Republican Tradition.
|
×2.5 |
Has less than 33 Republican Tradition.
|
×10.0 |
Is a Nobility province.
|
×20.0 |
Court and country disaster.
|
×20.0 |
If Denmark support the pretender during the The Count's Feud disaster
|
|
+10% local autonomy
|
- +20%
local autonomy in all provinces with noble rebels.
- −20
prestige.
- −20
Legitimacy or Horde unity.
Nobility estate gains 15 influence for 15 years.
- End The Count's Feud if it's in progress.
|
No
|
Nation
|
- Disbands on retreat
- Can receive reinforcements
- Does use generals
- Does withdraw from battle
- Does assault provinces.
|
 |
Heretic rebels
|
 70%
|
 30%
|
 0%
|
 100%
|
Is a Catholic country.
Base: 2
Modifiers:
×0.01 |
Overseas provinces.
|
×0.5 |
Is after the 1700.
|
×3.0 |
Is after the 1450 and the Reformation hasn't happened.
|
×5.0 |
Has province Heresy modifier.
|
|
|
- +20%
local autonomy and remove Heresy modifier in all provinces with heretic rebels.
- −50
Prestige.
- −35
Devotion.
|
10 years
|
Nation
|
- Disbands on retreat
- Can receive reinforcements
- Does use generals
- Does withdraw from battle
- Does assault provinces.
|
 |
Pretender rebels
|
 50%
|
 40%
|
 10%
|
 125%
|
- Does not have Papacy government reform.
- Is not a colonial nation.
- Has at least 3 cities.
- Is not overseas.
Base: 1
Modifiers:
×0.05 |
Mandate of Heaven lost.[3]
|
×0.10 |
Not core of owner, but is core for a country of its culture.
|
×0.25 |
Not owner's primary culture.
|
×0.50 |
At least 75 Legitimacy.
|
×0.75 |
At least 66 Legitimacy.
|
×2.0 |
Country's religion is Inti.
|
×2.0 |
Is a republic with at least one Aristocratic idea.
|
×2.0 |
Regency with less than 85 Heir claim.
|
×2.5 |
Government is tribal.
|
×3.0 |
Is the lesser partner in a personal union with less than 75 Legitimacy.
|
×3.0 |
Is the lesser partner in a personal union with less than 50 Legitimacy.
|
×3.0 |
Is the lesser partner in a personal union with less than 25 Legitimacy.
|
×4.5 |
Is the lesser partner in a personal union.
|
×5.0 |
Is a republic with less than 40 republican tradition.
|
×5.0 |
Regency with a weak or average heir (claim strength less than 66).
|
×5.0 |
Regency with a weak heir (claim strength less than 33).
|
×5.0 |
Time of Troubles disaster.
|
×10.0 |
Granadan War of Succession disaster.
|
×10.0 |
Tribal Succession Crisis.
|
×20.0 |
Castilian Civil War, Civil War or English Civil War disaster.
|
×20.0 |
If Denmark support the new monarch during the The Count's Feud.
|
×30.0 |
Interregnum.
|
×50.0 |
War of the Roses disaster.
|
|
None
|
The rebel leader becomes ruler. This will not trigger another succession crisis.
The heir dies.
End Counts' Feud, Civil War, Internal Conflicts, Castilian Civil War, Time of Troubles, and English Civil War disasters.
- Monarchists/Orangists gain 100 power, if the government uses that mechanic.
- If religion is
Inti, revoke 2 religious reforms.
- Government type changes to monarchy (without Dharma: Despotic Monarchy).[4]
- Rebel leader becomes the new ruler and kills the heir. This will not trigger another succession crisis.
- End Counts' Feud, Time of Troubles, Internal Conflicts, Civil War, English Civil War, and Castilian Civil War disasters.
- If Civil War was in progress:
−200 prestige
+25 legitimacy
- The rebel army switches allegiance to the country rather than disbanding.
|
No
|
Nation
|
- Does not disband on retreat
- Can receive reinforcements
- Does use generals
- Does withdraw from battle
- Does assault provinces
- Unit will be transferred to the country
- Cannot accept their demands
|
 |
Ronin rebels
|
 70%
|
 30%
|
 0%
|
 100%
|
Only for Japanese culture group.
Base: 1
Modifiers:
×0.05 |
Overseas provinces.
|
×0.10 |
Technology group is not Western or Eastern.
|
×0.25 |
Is before 1600.
|
×0.25 |
Is a Republic.
|
×2.0 |
Is after 1700.
|
×2.0 |
Is after 1740.
|
×2.0 |
Is after 1780.
|
|
None
|
- +10%
local autonomy in all owned provinces.
- −25
prestige.
- Rebel leader becomes the new ruler.
|
No
|
Nation
|
- Disbands on retreat
- Can receive reinforcements
- Does not use generals
- Does withdraw from battle
- Does assault provinces
- Unit will be transferred to the country
- Cannot accept their demands
|
 |
Ikko-ikki rebels
|
 70%
|
 30%
|
 0%
|
 80%
|
- Owner is in
Japanese culture group.
Base: 1
Modifiers:
×0.05 |
Overseas provinces.
|
×0.10 |
Technology group is not Western or Eastern.
|
×0.25 |
Is before 1600.
|
×0.25 |
Is a republic.
|
×2.0 |
Is after 1700.
|
×2.0 |
Is after 1740.
|
×2.0 |
Is after 1780.
|
|
None
|
- +10%
local autonomy in all owned provinces.
- −25
prestige.
- Government type changes to the rebels' preferred type.[5].
|
No
|
Nation
|
- Disbands on retreat
- Can receive reinforcements
- Does use generals
- Does withdraw from battle
- Does assault provinces
- Unit will be transferred to the country
- Cannot accept their demands
|
 |
Lollard heretics
|
 70%
|
 30%
|
 0%
|
 100%
|
- Lollards are enabled
- Is a
Catholic nation and province
Base: 1
Modifiers:
×0.01 |
Overseas provinces.
|
×0.5 |
Is after 1700.
|
×3.0 |
Is after 1400 and the reform is not already started.
|
×5.0 |
Has modifier Heresy
|
×1000.0 |
Has modifier Lollards.
|
|
+10% local autonomy
|
- −50
prestige
- −100
papal influence
- Country gets "Tolerates Lollards" modifier for 100 years:
- Remove "Opposes Lollards" modifiers
- All owned provinces lose the "Lollards" modifier.
|
10 years
|
Catholic provinces
|
- Disbands on retreat
- Can receive reinforcements
- Can use generals
- Can withdraw from battle
- Can assault provinces.
|
 |
Polish Magnate rebels
|
 50%
|
 40%
|
 10%
|
 120%
|
- Is a
Polish nation.
- Is not a colonial nation
Base: 1
Modifiers:
×0.01 |
Overseas provinces.
|
×0.1 |
Is an Elective Monarchy.
|
×3.0 |
Has Zebrzydowski rebellion modifier.
|
×10.0 |
Is a Nobility province.
|
|
+5% local autonomy
|
- +25%
local autonomy in all provinces with noble rebels.
- −50
Legitimacy or Horde unity.
- Changes government to
Elective monarchy
|
No
|
Nation
|
- Does not disbands on retreat
- Can receive reinforcements
- Does use generals
- Does withdraw from battle
- Does assault provinces.
|
 |
Catholic rebels
|
 70%
|
 30%
|
 0%
|
 110%
|
- Is a
Catholic province.
- Is not a
Catholic nation.
Base: 1
Modifiers:
×0.001 |
Has more than 5 Tolerance to Catholic.
|
×0.5 |
Has more than 2 Tolerance to Catholic.
|
×0.5 |
Overseas provinces.
|
×2.0 |
Has less than 1 Tolerance to Catholic.
|
×2.0 |
Has less than −1 Tolerance to Catholic.
|
×2.0 |
Has less than −2 Tolerance to Catholic.
|
×5.0 |
Religious Turmoil disaster.
|
×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has
center of reformation, religion is Catholic or the owner is Catholic then province gains "Religious Violence" modifier for 2 years:
- −15%
Local manpower modifier
- −15%
Local tax modifier
- If province does not have a
center of reformation, religion is not Catholic, and the owner is not Catholic, then province converts to Catholic and gains "Forced Conversion" modifier for 2 years:
- −40%
local manpower
- −33%
local tax modifier
- +2
local unrest
|
- If country is not Christian:
- −50
prestige
- +20%
local autonomy in all provinces with Catholic rebels
- If is
the Papal State:
- If country is
Catholic, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10%
Technology cost
- −2
Tolerance of heretics
- −2
Tolerance of heathens
Clergy estate gains 15 influence for 10 years.
- If country is neither
Catholic nor the Papal State and the dominant religion is Catholic:
- Country changes religion to
Catholic
- If country is Christian but not
Catholic, is not the Papal State, and the dominant religion is not Catholic, gain modifier "Heretic Tolerance" for 10 years:
- −1%
Missionary strength
- +4
Tolerance of heretics
- −2
Tolerance of the true faith
- End French Wars of Religion disaster.
|
10 years
|
Nation
|
- Disbands on retreat
- Can receive reinforcements
- Does use generals
- Does withdraw from battle
- Does assault provinces.
|
 |
Protestant rebels
|
 70%
|
 30%
|
 0%
|
 110%
|
- Is a
Protestant province.
- Is NOT a
Protestant nation.
Base: 1
Modifiers:
×0.001 |
Has more than 5 Tolerance to Protestant.
|
×0.5 |
Has more than 2 Tolerance to Protestant.
|
×0.5 |
Overseas provinces.
|
×2.0 |
Has less than 1 Tolerance to Protestant.
|
×2.0 |
Has less than −1 Tolerance to Protestant.
|
×2.0 |
Has less than −2 Tolerance to Protestant.
|
×5.0 |
Religious Turmoil disaster.
|
×10.0 |
French Wars of Religion disaster.
|
×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has
center of reformation, religion is Protestant, or the owner is Protestant then province gains "Religious Violence" modifier for 2 years:
- −15%
Local manpower modifier
- −15%
Local tax modifier
- If province does not have a
center of reformation, religion is not Protestant, and the owner is not Protestant, then province converts to Protestant and gains "Forced Conversion" modifier for 2 years:
- −40%
Local manpower modifier
- −33%
Local tax modifier
- +2
Local unrest
|
- If country is not Christian:
- −50
prestige
- +20%
Local autonomy in all provinces with Protestant rebels
- If is
the Papal State:
- If country is
Protestant, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10%
Technology cost
- −2
Tolerance of heretics
- −2
Tolerance of heathens
Clergy estate gains 15 influence for 10 years.
- If country is neither
Protestant nor the Papal State and the dominant religion is Protestant:
- Country changes religion to
Protestant
- If country is Christian but not
Protestant, is not the Papal State, and the dominant religion is not Protestant, gain modifier "Heretic Tolerance" for 10 years:
- −1%
Missionary strength
- +4
Tolerance of heretics
- −2
Tolerance of the true faith
- End French Wars of Religion disaster.
|
10 years
|
Nation
|
- Disbands on retreat
- Can receive reinforcements
- Does use generals
- Does withdraw from battle
- Does assault provinces.
|
 |
Reformed rebels
|
 70%
|
 30%
|
 0%
|
 110%
|
- Is a
Reformed province.
- Is not a
Reformed nation.
Base: 1
Modifiers:
×0.001 |
Has more than 5 Tolerance to Reformed.
|
×0.5 |
Has more than 2 Tolerance to Reformed.
|
×0.5 |
Overseas provinces.
|
×2.0 |
Has less than 1 Tolerance to Reformed.
|
×2.0 |
Has less than −1 Tolerance to Reformed.
|
×2.0 |
Has less than −2 Tolerance to Reformed.
|
×5.0 |
Religious Turmoil.
|
×10.0 |
French Wars of Religion disaster.
|
×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has
center of reformation, religion is Reformed, or the owner is Reformed, then province gains "Religious Violence" modifier for 2 years:
- −15%
Local manpower modifier
- −15%
Local tax modifier
- If province does not have a
center of reformation, religion is not Reformed, and the owner is not Reformed, then province converts to Reformed and gains "Forced Conversion" modifier for 2 years:
- −40%
Local manpower modifier
- −33%
Local tax modifier
- +2
Local unrest
|
- If country is not Christian:
- −50
prestige
- +20%
Local autonomy in all provinces with Reformed rebels
- If is
the Papal State:
- If country is
Reformed, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10%
Technology cost
- −2
Tolerance of heretics
- −2
Tolerance of heathens
Clergy estate gains 15 influence for 10 years.
- If country is neither
Reformed nor the Papal State and the dominant religion is Reformed:
- Country changes religion to
Reformed
- If country is Christian but not
Reformed, is not the Papal State, and the dominant religion is not Reformed, gain modifier "Heretic Tolerance" for 10 years:
- −1%
Missionary strength
- +4
Tolerance of heretics
- −2
Tolerance of the true faith
- End French Wars of Religion disaster.
|
10 years
|
Nation
|
- Disbands on retreat
- Can receive reinforcements
- Does use generals
- Does withdraw from battle
- Does assault provinces.
|
 |
Orthodox rebels
|
 70%
|
 30%
|
 0%
|
 110%
|
- Is a
Orthodox province.
- Is not a
Orthodox nation.
Base: 1
Modifiers:
×0.001 |
Has more than 5 Tolerance to Orthodox.
|
×0.5 |
Has more than 2 Tolerance to Orthodox.
|
×0.5 |
Overseas provinces.
|
×2.0 |
Has less than 1 Tolerance to Orthodox.
|
×2.0 |
Has less than −1 Tolerance to Orthodox.
|
×2.0 |
Has less than −2 Tolerance to Orthodox.
|
×5.0 |
Religious Turmoil disaster.
|
×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has a
center of reformation, religion is Orthodox, or the owner is Orthodox, then province gains "Religious Violence" modifier for 2 years:
- −15%
Local manpower modifier
- −15%
Local tax modifier
- If province does not have a
center of reformation, religion is not Orthodox, and the owner is not Orthodox then province converts to Orthodox and gains "Forced Conversion" modifier for 2 years:
- −40%
Local manpower modifier
- −33%
Local tax modifier
- +2
Local unrest
|
- If country is not Christian:
- -50
Prestige
- +20%
Local autonomy in all provinces with Orthodox rebels
- If is
the Papal State:
- If country is
Orthodox, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10%
Technology cost
- −2
Tolerance of heretics
- −2
Tolerance of heathens
Clergy estate gains 15 influence for 10 years.
- If country is neither
Orthodox nor the Papal State and the dominant religion is Orthodox:
- Country changes religion to
Orthodox
- If country is Christian but not
Orthodox, is not the Papal State, and the dominant religion is not Orthodox, gain modifier "Heretic Tolerance" for 10 years:
- −1%
Missionary strength
- +4
Tolerance of heretics
- −2
Tolerance of the true faith
|
10 years
|
Nation
|
- Disbands on retreat
- Can receive reinforcements
- Does use generals
- Does withdraw from battle
- Does assault provinces.
|
 |
Coptic rebels
|
 70%
|
 30%
|
 0%
|
 110%
|
- Is a
Coptic province.
- Is not a
Coptic nation.
Base: 1
Modifiers:
×0.001 |
Has more than 5 Tolerance to Coptic.
|
×0.5 |
Has more than 2 Tolerance to Coptic.
|
×0.5 |
Overseas provinces.
|
×2.0 |
Has less than 1 Tolerance to Coptic.
|
×2.0 |
Has less than -1 Tolerance to Coptic.
|
×2.0 |
Has less than -2 Tolerance to Coptic.
|
×5.0 |
Religious Turmoil.
|
×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has a
center of reformation, religion is Coptic, or the owner is Coptic, then province gains "Religious Violence" modifier for 2 years:
- −15%
Local manpower modifier
- −15%
Local tax modifier
- If province does not have
center of reformation, religion is not Coptic, and the owner is not Coptic, then province converts to Coptic and gains "Forced Conversion" modifier for 2 years:
- −40%
Local manpower modifier
- −33%
Local tax modifier
- +2
Local unrest
|
- If country is not Christian:
- If is
the Papal State:
- If country is
Coptic, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10%
Technology cost
- −2
Tolerance of heretics
- −2
Tolerance of heathens
Clergy estate gains 15 influence for 10 years.
- If country is neither
Coptic nor the Papal State and the dominant religion is Coptic:
- Country changes religion to
Coptic
- If country is Christian but not
Coptic, is not the Papal State, and the dominant religion is not Coptic, gain modifier "Heretic Tolerance" for 10 years:
- −1%
Missionary strength
- +4
Tolerance of heretics
- −2
Tolerance of the true faith
|
10 years
|
Nation
|
- Disbands on retreat
- Can receive reinforcements
- Does use generals
- Does withdraw from battle
- Does assault provinces.
|
 |
Anglican rebels
|
 70%
|
 30%
|
 0%
|
 110%
|
- Is a
Anglican province.
- Is not a
Anglican nation.
Base: 1
Modifiers:
×0.001 |
Has more than 5 Tolerance to Anglican.
|
×0.5 |
Has more than 2 Tolerance to Anglican.
|
×0.5 |
Overseas provinces.
|
×2.0 |
Has less than 1 Tolerance to Anglican.
|
×2.0 |
Has less than -1 Tolerance to Anglican.
|
×2.0 |
Has less than -2 Tolerance to Anglican.
|
×5.0 |
Religious Turmoil.
|
×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has a
center of reformation, religion is Anglican, or the owner is Anglican, then province gains "Religious Violence" modifier for 2 years:
- −15%
Local manpower modifier
- −15%
Local tax modifier
- If province does not have
center of reformation, religion is not Anglican, and the owner is not Anglican, then province converts to Anglican and gains "Forced Conversion" modifier for 2 years:
- −40%
Local manpower modifier
- −33%
Local tax modifier
- +2
Local unrest
|
- If country is not Christian:
- −50
Prestige
- +20%
Local autonomy in all provinces with Anglican rebels
- If is
the Papal State:
- If country is
Anglican, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10%
Technology cost
- −2
Tolerance of heretics
- −2
Tolerance of heathens
Clergy estate gains 15 influence for 10 years.
- If country is neither
Anglican nor the Papal State and the dominant religion is Anglican:
- Country changes religion to
Anglican
- If country is Christian but not
Anglican, is not the Papal State, and the dominant religion is not Anglican, gain modifier "Heretic Tolerance" for 10 years:
- −1%
Missionary strength
- +4
Tolerance of heretics
- −2
Tolerance of the true faith
|
10 years
|
Nation
|
- Disbands on retreat
- Can receive reinforcements
- Does use generals
- Does withdraw from battle
- Does assault provinces.
|
 |
Sunni rebels
|
 70%
|
 30%
|
 0%
|
 110%
|
- Is a
Sunni province.
- Is NOT a
Sunni nation.
Base: 1
Modifiers:
×0.001 |
Has more than 5 Tolerance to Sunni.
|
×0.5 |
Has more than 2 Tolerance to Sunni.
|
×0.5 |
Overseas provinces.
|
×2.0 |
Has less than 1 Tolerance to Sunni.
|
×2.0 |
Has less than −1 Tolerance to Sunni.
|
×2.0 |
Has less than −2 Tolerance to Sunni.
|
×5.0 |
Religious Turmoil disaster.
|
×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has a
center of reformation, religion is Sunni, or the owner is Sunni, then province gains "Religious Violence" modifier for 2 years:
- −15%
Local manpower modifier
- −15%
Local tax modifier
- If province does not have a
center of reformation, religion is not Sunni, and the owner is not Sunni, then province converts to Sunni and gains "Forced Conversion" modifier for 2 years:
- −40%
Local manpower modifier
- −33%
Local tax modifier
- +2
Local unrest
|
- If country is not Muslim:
- If is
the Papal State:
- If country is
Sunni, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10%
Technology cost
- −2
Tolerance of heretics
- −2
Tolerance of heathens
Clergy estate gains '15 influence for 10 years.
- If country is not
Sunni and the dominant religion is Sunni:
- Country changes religion to
Sunni
- If country is Muslim but not
Sunni and the dominant religion is not Sunni, gain modifier "Heretic Tolerance" for 10 years:
- −1%
Missionary strength
- +4
Tolerance of heretics
- −2
Tolerance of the true faith
|
10 years
|
Nation
|
- Disbands on retreat
- Can receive reinforcements
- Does use generals
- Does withdraw from battle
- Does assault provinces.
|
 |
Shia rebels
|
 70%
|
 30%
|
 0%
|
 110%
|
- Is a
Shiite province.
- Is not a
Shiite nation.
Base: 1
Modifiers:
×0.001 |
Has more than 5 Tolerance to Shiite.
|
×0.5 |
Has more than 2 Tolerance to Shiite.
|
×0.5 |
Overseas provinces.
|
×2.0 |
Has less than 1 Tolerance to Shiite.
|
×2.0 |
Has less than −1 Tolerance to Shiite.
|
×2.0 |
Has less than −2 Tolerance to Shiite.
|
×5.0 |
Religious Turmoil disaster.
|
×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has a
center of reformation, religion is Shiite, or the owner is Shiite, then province gains "Religious Violence" modifier for 2 years:
- −15%
Local manpower modifier
- −15%
Local tax modifier
- If province does not have a
center of reformation, religion is not Shiite, and the owner is not Shiite, then province converts to Shiite and gains "Forced Conversion" modifier for 2 years:
- −40%
Local manpower modifier
- −33%
Local tax modifier
- +2
local unrest
|
- If country is not Muslim:
- If is
the Papal State:
- If country is
Shiite, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10%
Technology cost
- −2
Tolerance of heretics
- −2
Tolerance of heathens
Clergy estate gains 15 influence for 10 years.
- If country is not
Shiite and the dominant religion is Shiite:
- Country changes religion to
Shiite
- If country is Muslim but not
Shiite and the dominant religion is not Shiite, gain modifier "Heretic Tolerance" for 10 years:
- −1%
Missionary strength
- +4
Tolerance of heretics
- −2
Tolerance of the true faith
|
10 years
|
Nation
|
- Disbands on retreat
- Can receive reinforcements
- Does use generals
- Does withdraw from battle
- Does assault provinces.
|
 |
Ibadi rebels
|
 70%
|
 30%
|
 0%
|
 110%
|
- Is a
Ibadi province.
- Is NOT a
Ibadi nation.
Base: 1
Modifiers:
×0.001 |
Has more than 5 Tolerance to Ibadi.
|
×0.5 |
Has more than 2 Tolerance to Ibadi.
|
×0.5 |
Overseas provinces.
|
×2.0 |
Has less than 1 Tolerance to Ibadi.
|
×2.0 |
Has less than −1 Tolerance to Ibadi.
|
×2.0 |
Has less than −2 Tolerance to Ibadi.
|
×5.0 |
Religious Turmoil disaster.
|
×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has a
center of reformation, religion is Ibadi, or the owner is Ibadi, then province gains "Religious Violence" modifier for 2 years:
- −15%
Local manpower modifier
- −15%
Local tax modifier
- If province does not have a
center of reformation, religion is not Ibadi, and the owner is not Ibadi then province converts to Ibadi and gains "Forced Conversion" modifier for 2 years:
- −40%
Local manpower modifier
- −33%
Local tax modifier
- +2
Local unrest
|
- If country is not Muslim:
- If is
the Papal State:
- If country is
Ibadi, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10%
Technology cost
- −2
Tolerance of heretics
- −2
Tolerance of heathens
Clergy estate gains 15 influence for 10 years.
- If country is not
Ibadi and the dominant religion is Ibadi:
- Country changes religion to
Ibadi
- If country is Muslim but not
Ibadi and the dominant religion is not Ibadi, gain modifier "Heretic Tolerance" for 10 years:
- −1%
Missionary strength
- +4
Tolerance of heretics
- −2
Tolerance of the true faith
|
10 years
|
Nation
|
- Disbands on retreat
- Can receive reinforcements
- Does use generals
- Does withdraw from battle
- Does assault provinces.
|
 |
Theravada rebels
|
 70%
|
 30%
|
 0%
|
 110%
|
- Is a
Theravada province.
- Is not a
Theravada nation.
Base: 1
Modifiers:
×0.001 |
Has more than 5 Tolerance to Theravada.
|
×0.5 |
Has more than 2 Tolerance to Theravada.
|
×0.5 |
Overseas provinces.
|
×2.0 |
Has less than 1 Tolerance to Theravada.
|
×2.0 |
Has less than −1 Tolerance to Theravada.
|
×2.0 |
Has less than −2 Tolerance to Theravada.
|
×5.0 |
Religious Turmoil.
|
×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has a
center of reformation, religion is Theravada, or the owner is Theravada, then province gains "Religious Violence" modifier for 2 years:
- −15%
Local manpower modifier
- −15%
Local tax modifier
- If province does not have a
center of reformation, religion is not Theravada, and the owner is not Theravada, then province converts to Theravada and gains "Forced Conversion" modifier for 2 years:
- −40%
Local manpower modifier
- −33%
Local tax modifier
- +2
Local unrest
|
- If country is not in the Eastern religious group:
- −50
prestige
- +20%
Local autonomy in all provinces with Theravada rebels
- If is
the Papal State:
- If country is
Theravada, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10%
Technology cost
- −2
Tolerance of heretics
- −2
Tolerance of heathens
Clergy estate gains 15 influence for 10 years.
- If country is not
Theravada and the dominant religion is Theravada:
- Country changes religion to
Theravada
- If country is in the Eastern religious group but not
Theravada and the dominant religion is not Theravada, gain modifier "Heretic Tolerance" for 10 years:
- −1%
Missionary strength
- +4
Tolerance of heretics
- −2
Tolerance of the true faith
|
10 years
|
Nation
|
- Disbands on retreat
- Can receive reinforcements
- Does use generals
- Does withdraw from battle
- Does assault provinces.
|
 |
Vajrayana rebels
|
 70%
|
 30%
|
 0%
|
 110%
|
- Is a
Vajrayana province.
- Is not a
Vajrayana nation.
Base: 1
Modifiers:
×0.001 |
Has more than 5 Tolerance to Vajrayana.
|
×0.5 |
Has more than 2 Tolerance to Vajrayana.
|
×0.5 |
Overseas provinces.
|
×2.0 |
Has less than 1 Tolerance to Vajrayana.
|
×2.0 |
Has less than −1 Tolerance to Vajrayana.
|
×2.0 |
Has less than −2 Tolerance to Vajrayana.
|
×5.0 |
Religious Turmoil disaster.
|
×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has a
center of reformation, religion is Vajrayana, or the owner is Vajrayana, then province gains "Religious Violence" modifier for 2 years:
- −15%
Local manpower modifier
- −15%
Local tax modifier
- If province does not have a
center of reformation, religion is not Vajrayana, and the owner is not Vajrayana then province converts to Vajrayana and gains "Forced Conversion" modifier for 2 years:
- −40%
Local manpower modifier
- −33%
Local tax modifier
- +2
local unrest
|
- If country is not in the Eastern religious group:
- −50
prestige
- +20%
Local autonomy in all provinces with Vajrayana rebels
- If is
the Papal State:
- If country is
Vajrayana, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10%
Technology cost
- −2
Tolerance of heretics
- −2
Tolerance of heathens
Clergy estate gains 15 influence for 10 years.
- If country is not
Vajrayana and the dominant religion is Vajrayana:
- Country changes religion to
Vajrayana
- If country is in the Eastern religious group but not
Vajrayana and the dominant religion is not Vajrayana, gain modifier "Heretic Tolerance" for 10 years:
- −1%
Missionary strength
- +4
Tolerance of heretics
- −2
Tolerance of the true faith
|
10 years
|
Nation
|
- Disbands on retreat
- Can receive reinforcements
- Does use generals
- Does withdraw from battle
- Does assault provinces.
|
 |
Mahayana rebels
|
 70%
|
 30%
|
 0%
|
 110%
|
- Is a
Mahayana province.
- Is not a
Mahayana nation.
Base: 1
Modifiers:
×0.001 |
Has more than 5 Tolerance to Mahayana.
|
×0.5 |
Has more than 2 Tolerance to Mahayana.
|
×0.5 |
Overseas provinces.
|
×2.0 |
Has less than 1 Tolerance to Mahayana.
|
×2.0 |
Has less than -1 Tolerance to Mahayana.
|
×2.0 |
Has less than -2 Tolerance to Mahayana.
|
×5.0 |
Religious Turmoil.
|
×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has a
center of reformation, religion is Mahayana, or the owner is Mahayana, then province gains "Religious Violence" modifier for 2 years:
- −15%
Local manpower modifier
- −15%
Local tax modifier
- If province does not have a
center of reformation, religion is not Mahayana, and the owner is not Mahayana, then province converts to Mahayana and gains "Forced Conversion" modifier for 2 years:
- −40%
Local manpower modifier
- −33%
Local tax modifier
- +2
Local unrest
|
- If country is not in the Eastern religious group:
- −50
prestige
- +20%
Local autonomy in all provinces with Mahayana rebels
- If is
the Papal State:
- If country is
Mahayana, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10%
Technology cost
- −2
Tolerance of heretics
- −2
Tolerance of heathens
Clergy estate gains 15 influence for 10 years.
- If country is not
Mahayana and the dominant religion is Mahayana:
- Country changes religion to
Mahayana
- If country is in Eastern religious group but not
Mahayana and the dominant religion is not Mahayana, gain modifier "Heretic Tolerance" for 10 years:
- −1%
Missionary strength
- +4
Tolerance of heretics
- −2
Tolerance of the true faith
|
10 years
|
Nation
|
- Disbands on retreat
- Can receive reinforcements
- Does use generals
- Does withdraw from battle
- Does assault provinces.
|
 |
Confucian rebels
|
 70%
|
 30%
|
 0%
|
 110%
|
- Is a
Confucian province.
- Is NOT a
Confucian nation.
Base: 1
Modifiers:
×0.001 |
Has more than 5 Tolerance to Confucian.
|
×0.5 |
Has more than 2 Tolerance to Confucian.
|
×0.5 |
Overseas provinces.
|
×2.0 |
Has less than 1 Tolerance to Confucian.
|
×2.0 |
Has less than −1 Tolerance to Confucian.
|
×2.0 |
Has less than −2 Tolerance to Confucian.
|
×5.0 |
Religious Turmoil disaster.
|
×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has a
center of reformation, religion is Confucian, or the owner is Confucian, then province gains "Religious Violence" modifier for 2 years:
- −15%
Local manpower modifier
- −15%
Local tax modifier
- If province does not have a
center of reformation, religion is not Confucian, and the owner is not Confucian, then province converts to Confucian and gains "Forced Conversion" modifier for 2 years:
- −40%
Local manpower modifier
- −33%
Local tax modifier
- +2
Local unrest
|
- If country is not in the Eastern religious group:
- −50
prestige
- +20%
Local autonomy in all provinces with Confucian rebels
- If is
the Papal State:
- If country is
Confucian, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10%
Technology cost
- −2
Tolerance of heretics
- −2
Tolerance of heathens
Clergy estate gains 15 influence for 10 years.
- If country is not
Confucian and the dominant religion is Confucian:
- Country changes religion to
Confucian
- If country is in the Eastern religious group but not
Confucian and the dominant religion is not Confucian, gain modifier "Heretic Tolerance" for 10 years:
- −1%
Missionary strength
- +4
Tolerance of heretics
- −2
Tolerance of the true faith
|
10 years
|
Nation
|
- Disbands on retreat
- Can receive reinforcements
- Does use generals
- Does withdraw from battle
- Does assault provinces.
|
 |
Shinto rebels
|
 70%
|
 30%
|
 0%
|
 110%
|
- Is a
Shinto province.
- Is not a
Shinto nation.
Base: 1
Modifiers:
×0.001 |
Has more than 5 Tolerance to Shinto.
|
×0.5 |
Has more than 2 Tolerance to Shinto.
|
×0.5 |
Overseas provinces.
|
×2.0 |
Has less than 1 Tolerance to Shinto.
|
×2.0 |
Has less than −1 Tolerance to Shinto.
|
×2.0 |
Has less than −2 Tolerance to Shinto.
|
×5.0 |
Religious Turmoil disaster.
|
×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has a
center of reformation, religion is Shinto, or the owner is Shinto, then province gains "Religious Violence" modifier for 2 years:
- −15%
Local manpower modifier
- −15%
Local tax modifier
- If province does not have a
center of reformation, religion is not Shinto- and the owner is not Shinto, then province converts to Shinto and gains "Forced Conversion" modifier for 2 years:
- −40%
Local manpower modifier
- −33%
Local tax modifier
- +2
Local unrest
|
- If country is not in the Eastern religious group:
- If is
the Papal State:
- If country is
Shinto, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10%
Technology cost
- −2
Tolerance of heretics
- −2
Tolerance of heathens
Clergy estate gains 15 influence for 10 years.
- If country is not
Shinto and the dominant religion is Shinto:
- Country changes religion to
Shinto
- If country is Eastern but not
Shinto and the dominant religion is not Shinto, gain modifier "Heretic Tolerance" for 10 years:
- −1%
Missionary strength
- +4
Tolerance of heretics
- −2
Tolerance of the true faith
|
10 years
|
Nation
|
- Disbands on retreat
- Can receive reinforcements
- Does use generals
- Does withdraw from battle
- Does assault provinces.
|
 |
Hindu rebels
|
 70%
|
 30%
|
 0%
|
 110%
|
- Is a
Hindu province.
- Is not a
Hindu nation.
Base: 1
Modifiers:
×0.001 |
Has more than 5 Tolerance to Hindu.
|
×0.5 |
Has more than 2 Tolerance to Hindu.
|
×0.5 |
Overseas provinces.
|
×2.0 |
Has less than 1 Tolerance to Hindu.
|
×2.0 |
Has less than −1 Tolerance to Hindu.
|
×2.0 |
Has less than −2 Tolerance to Hindu.
|
×5.0 |
Religious Turmoil.
|
×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has a
center of reformation, religion is Hindu, or the owner is Hindu, then province gains "Religious Violence" modifier for 2 years:
- −15%
Local manpower modifier
- −15%
Local tax modifier
- If province does not have a
center of reformation, religion is not Hindu, or' the owner is not Hindu, then province converts to Hindu and gains "Forced Conversion" modifier for 2 years:
- −40%
Local manpower modifier
- −33%
Local tax modifier
- +2
Local unrest
|
- If country is not Dharmic:
- If is
the Papal State:
- If country is
Hindu, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10%
Technology cost
- −2
Tolerance of heretics
- −2
Tolerance of heathens
Clergy estate gains 15' influence for 10 years.
- If country is not
Hindu and the dominant religion is Hindu:
- Country changes religion to
Hindu
- If country is Dharmic but not
Hindu and the dominant religion is not Hindu, gain modifier "Heretic Tolerance" for 10 years:
- −1%
Missionary strength
- +4
Tolerance of heretics
- −2
Tolerance of the true faith
|
10 years
|
Nation
|
- Disbands on retreat
- Can receive reinforcements
- Does use generals
- Does withdraw from battle
- Does assault provinces.
|
 |
Sikh rebels
|
 70%
|
 30%
|
 0%
|
 110%
|
- Is a
Sikh province.
- Is not a
Sikh nation.
Base: 1
Modifiers:
×0.001 |
Has more than 5 Tolerance to Sikh.
|
×0.5 |
Has more than 2 Tolerance to Sikh.
|
×0.5 |
Overseas provinces.
|
×2.0 |
Has less than 1 Tolerance to Sikh.
|
×2.0 |
Has less than −1 Tolerance to Sikh.
|
×2.0 |
Has less than −2 Tolerance to Sikh.
|
×5.0 |
Religious Turmoil disaster.
|
×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has a
center of reformation, religion is Sikh, or the owner is Sikh, then province gains "Religious Violence" modifier for 2 years:
- −15%
Local manpower modifier
- −15%
Local tax modifier
- If province does not have a
center of reformation, religion is not Sikh, and the owner is not Sikh, then province converts to Sikh and gains "Forced Conversion" modifier for 2 years:
- −40%
Local manpower modifier
- −33%
Local tax modifier
- +2
Local unrest
|
- If country is not Dharmic:
- If is
the Papal State:
- If country is
Sikh, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10%
Technology cost
- −2
Tolerance of heretics
- −2
Tolerance of heathens
Clergy estate gains 15 influence for 10 years.
- If country is not
Sikh and the dominant religion is Sikh:
- Country changes religion to
Sikh
- If country is Dharmic but not
Sikh and the dominant religion is not Sikh, gain modifier "Heretic Tolerance" for 10 years:
- −1%
Missionary strength
- +4
Tolerance of heretics
- −2
Tolerance of the true faith
|
10 years
|
Nation
|
- Disbands on retreat
- Can receive reinforcements
- Does use generals
- Does withdraw from battle
- Does assault provinces.
|
 |
Animist rebels
|
 70%
|
 30%
|
 0%
|
 110%
|
- Is a
Animist province.
- Is not a
Animist nation.
Base: 1
Modifiers:
×0.001 |
Has more than 5 Tolerance to Animist.
|
×0.5 |
Has more than 2 Tolerance to Animist.
|
×0.5 |
Overseas provinces.
|
×2.0 |
Has less than 1 Tolerance to Animist.
|
×2.0 |
Has less than −1 Tolerance to Animist.
|
×2.0 |
Has less than −2 Tolerance to Animist.
|
×5.0 |
Religious Turmoil disaster.
|
×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has a
center of reformation, religion is Animist, or the owner is Animist, then province gains "Religious Violence" modifier for 2 years:
- −15%
Local manpower modifier
- −15%
Local tax modifier
- If province does not have a
center of reformation, religion is not Animist, and the owner is not Animist, then province converts to Animist and gains "Forced Conversion" modifier for 2 years:
- −40%
Local manpower modifier
- −33%
Local tax modifier
- +2
Local unrest
- The
Clergy estate gains up to 10% crownland[6]
|
- If country is not Pagan:
- If is
the Papal State:
- else if the country is
Animist, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10%
Technology cost
- −2
Tolerance of heretics
- −2
Tolerance of heathens
- else if the country is not
Animist and either the dominant religion is Animist or the country is pagan:
- Country changes religion to
Animist
- else:
- If the country is
Animist now:
Clergy estate gains 15 influence for 10 years.
- The
Clergy estate gains 10% crownland
|
10 years
|
Nation
|
- Disbands on retreat
- Can receive reinforcements
- Does use generals
- Does withdraw from battle
- Does assault provinces.
|
 |
Fetishist rebels
|
 70%
|
 30%
|
 0%
|
 110%
|
- Is a
Fetishist province.
- Is not a
Fetishist nation.
Base: 1
Modifiers:
×0.001 |
Has more than 5 Tolerance to Fetishist.
|
×0.5 |
Has more than 2 Tolerance to Fetishist.
|
×0.5 |
Overseas provinces.
|
×2.0 |
Has less than 1 Tolerance to Fetishist.
|
×2.0 |
Has less than −1 Tolerance to Fetishist.
|
×2.0 |
Has less than −2 Tolerance to Fetishist.
|
×5.0 |
Religious Turmoil disaster.
|
×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has a
center of reformation, religion is Fetishist, or the owner is Fetishist, then province gains "Religious Violence" modifier for 2 years:
- −15%
Local manpower modifier
- −15%
Local tax modifier
- If province does not have a
center of reformation, religion is not Fetishist, and the owner is not Fetishist, then province converts to Fetishist and gains "Forced Conversion" modifier for 2 years:
- −40%
Local manpower modifier
- −33%
Local tax modifier
- +2
Local unrest
- The
Clergy estate gains up to 10% crownland[6]
|
- If country is not Pagan:
- −50
prestige
- +20%
Local autonomy in all provinces with Fetishist rebels
- If is
the Papal State:
- else if the country is
Fetishist, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10%
Technology cost
- −2
Tolerance of heretics
- −2
Tolerance of heathens
- else if the country is not
Fetishist and the dominant religion is Fetishist:
- Country changes religion to
Fetishist
- else:
- If the country is
Fetishist now:
Clergy estate gains 15 influence for 10 years.
- The
Clergy estate gains 10% crownland
|
10 years
|
Nation
|
- Disbands on retreat
- Can receive reinforcements
- Does use generals
- Does withdraw from battle
- Does assault provinces.
|
 |
Totemist rebels
|
 70%
|
 30%
|
 0%
|
 110%
|
- Is a
Totemist province.
- Is not a
Totemist nation.
Base: 1
Modifiers:
×0.001 |
Has more than 5 Tolerance to Totemist.
|
×0.5 |
Has more than 2 Tolerance to Totemist.
|
×0.5 |
Overseas provinces.
|
×2.0 |
Has less than 1 Tolerance to Totemist.
|
×2.0 |
Has less than −1 Tolerance to Totemist.
|
×2.0 |
Has less than −2 Tolerance to Totemist.
|
×5.0 |
Religious Turmoil disaster.
|
×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has a
center of reformation, religion is Totemist, or the owner is Totemist, then province gains "Religious Violence" modifier for 2 years:
- −15%
Local manpower modifier
- −15%
Local tax modifier
- If province does not have a
center of reformation, religion is not Totemist, and the owner is not Totemist, then province converts to Totemist and gains "Forced Conversion" modifier for 2 years:
- −40%
Local manpower modifier
- −33%
Local tax modifier
- +2
Local unrest
- The
Clergy estate gains up to 10% crownland[6]
|
- If country is not Pagan:
- −50
prestige
- +20%
Local autonomy in all provinces with Totemist rebels
- If is
the Papal State:
- else if the country is
Totemist, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10%
Technology cost
- −2
Tolerance of heretics
- −2
Tolerance of heathens
- else if the country is not
Totemist and the dominant religion is Totemist:
- Country changes religion to
Totemist
- else:
- If the country is
Totemist now:
Clergy estate gains 15 influence for 10 years.
- The
Clergy estate gains 10% crownland
|
10 years
|
Nation
|
- Disbands on retreat
- Can receive reinforcements
- Does use generals
- Does withdraw from battle
- Does assault provinces.
|
 |
Nahuatl rebels
|
 70%
|
 30%
|
 0%
|
 110%
|
- Is a
Nahuatl province.
- Is not a
Nahuatl nation.
Base: 1
Modifiers:
×0.001 |
Has more than 5 Tolerance to Nahuatl.
|
×0.5 |
Has more than 2 Tolerance to Nahuatl.
|
×0.5 |
Overseas provinces.
|
×2.0 |
Has less than 1 Tolerance to Nahuatl.
|
×2.0 |
Has less than −1 Tolerance to Nahuatl.
|
×2.0 |
Has less than −2 Tolerance to Nahuatl.
|
×5.0 |
Religious Turmoil disaster.
|
×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has a
center of reformation, religion is Nahuatl, or the owner is Nahuatl, then province gains "Religious Violence" modifier for 2 years:
- −15%
Local manpower modifier
- −15%
Local tax modifier
- If province does not have a
center of reformation, religion is not Nahuatl, and the owner is not Nahuatl, then province converts to Nahuatl and gains "Forced Conversion" modifier for 2 years:
- −40%
Local manpower modifier
- −33%
Local tax modifier
- +2
Local unrest
- The
Clergy estate gains up to 10% crownland[6]
|
- If country is not Pagan:
- If is
the Papal State:
- else if the country is
Nahuatl, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10%
Technology cost
- −2
Tolerance of heretics
- −2
Tolerance of heathens
- else:
- If the country is
Nahuatl now:
Clergy estate gains 15 influence for 10 years.
- The
Clergy estate gains 10% crownland
|
10 years
|
Nation
|
- Disbands on retreat
- Can receive reinforcements
- Does use generals
- Does withdraw from battle
- Does assault provinces.
|
 |
Mayan rebels
|
 70%
|
 30%
|
 0%
|
 110%
|
- Is a
Mayan province.
- Is not a
Mayan nation.
Base: 1
Modifiers:
×0.001 |
Has more than 5 Tolerance to Mayan.
|
×0.5 |
Has more than 2 Tolerance to Mayan.
|
×0.5 |
Overseas provinces.
|
×2.0 |
Has less than 1 Tolerance to Mayan.
|
×2.0 |
Has less than −1 Tolerance to Mayan.
|
×2.0 |
Has less than −2 Tolerance to Mayan.
|
×5.0 |
Religious Turmoil disaster.
|
×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has a
center of reformation, religion is Mayan, or the owner is Mayan, then province gains "Religious Violence" modifier for 2 years:
- −15%
Local manpower modifier
- −15%
Local tax modifier
- If province does not have a
center of reformation, religion is not Mayan, and the owner is not Mayan, then province converts to Mayan and gains "Forced Conversion" modifier for 2 years:
- −40%
Local manpower modifier
- −33%
Local tax modifier
- +2
Local unrest
- The
Clergy estate gains up to 10% crownland[6]
|
- If country is not Pagan:
- If is
the Papal State:
- else if the country is
Mayan, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10%
Technology cost
- −2
Tolerance of heretics
- −2
Tolerance of heathens
- else:
- If the country is
Mayan now:
Clergy estate gains 15 influence for 10 years.
- The
Clergy estate gains 10% crownland
|
10 years
|
Nation
|
- Disbands on retreat
- Can receive reinforcements
- Does use generals
- Does withdraw from battle
- Does assault provinces.
|
 |
Inti rebels
|
 70%
|
 30%
|
 0%
|
 110%
|
- Is an
Inti province.
- Is not an
Inti nation.
Base: 1
Modifiers:
×0.001 |
Has more than 5 Tolerance to Inti.
|
×0.5 |
Has more than 2 Tolerance to Inti.
|
×0.5 |
Overseas provinces.
|
×2.0 |
Has less than 1 Tolerance to Inti.
|
×2.0 |
Has less than −1 Tolerance to Inti.
|
×2.0 |
Has less than −2 Tolerance to Inti.
|
×5.0 |
Religious Turmoil disaster.
|
×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has a
center of reformation, religion is Inti, or the owner is Inti, then province gains "Religious Violence" modifier for 2 years:
- −15%
Local manpower modifier
- −15%
Local tax modifier
- If province does not have a
center of reformation, religion is not Inti, and the owner is not Inti, then province converts to Inti and gains "Forced Conversion" modifier for 2 years:
- −40%
Local manpower modifier
- −33%
Local tax modifier
- +2
Local unrest
- The
Clergy estate gains up to 10% crownland[6]
|
- If country is not Pagan:
- If is
the Papal State:
- else if the country is
Inti, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10%
Technology cost
- −2
Tolerance of heretics
- −2
Tolerance of heathens
- else:
- If the country is
Inti now:
Clergy estate gains 15 influence for 10 years.
- The
Clergy estate gains 10% crownland
|
10 years
|
Nation
|
- Disbands on retreat
- Can receive reinforcements
- Does use generals
- Does withdraw from battle
- Does assault provinces.
|
 |
Tengri rebels
|
 70%
|
 30%
|
 0%
|
 110%
|
- Is a
Tengri province.
- Is not a
Tengri nation.
Base: 1
Modifiers:
×0.001 |
Has more than 5 Tolerance to Tengri.
|
×0.5 |
Has more than 2 Tolerance to Tengri.
|
×0.5 |
Overseas provinces.
|
×2.0 |
Has less than 1 Tolerance to Tengri.
|
×2.0 |
Has less than −1 Tolerance to Tengri.
|
×2.0 |
Has less than −2 Tolerance to Tengri.
|
×5.0 |
Religious Turmoil disaster.
|
×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has a
center of reformation, religion is Tengri, or the owner is Tengri, then province gains "Religious Violence" modifier for 2 years:
- −15%
Local manpower modifier
- −15%
Local tax modifier
- If province does not have a
center of reformation, religion is not Tengri, and the owner is not Tengri, then province converts to Tengri and gains "Forced Conversion" modifier for 2 years:
- −40%
Local manpower modifier
- −33%
Local tax modifier
- +2
Local unrest
- The
Clergy estate gains up to 10% crownland[6]
|
- If country is not Pagan:
- If is
the Papal State:
- else if the country is
Tengri, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10%
Technology cost
- −2
Tolerance of heretics
- −2
Tolerance of heathens
- else if the country is not
Tengri and the dominant religion is Tengri:
- Country changes religion to
Tengri
- else:
- If the country is
Tengri now:
Clergy estate gains 15 influence for 10 years.
- The
Clergy estate gains 10% crownland
|
10 years
|
Nation
|
- Disbands on retreat
- Can receive reinforcements
- Does use generals
- Does withdraw from battle
- Does assault provinces.
|
 |
Norse rebels
|
 70%
|
 30%
|
 0%
|
 110%
|
- Is a
Norse province.
- Is not a
Norse nation.
Base: 1
Modifiers:
×0.001 |
Has more than 5 Tolerance to Norse.
|
×0.5 |
Has more than 2 Tolerance to Norse.
|
×0.5 |
Overseas provinces.
|
×2.0 |
Has less than 1 Tolerance to Norse.
|
×2.0 |
Has less than −1 Tolerance to Norse.
|
×2.0 |
Has less than −2 Tolerance to Norse.
|
×5.0 |
Religious Turmoil disaster.
|
×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has a
center of reformation, religion is Norse, or the owner is Norse, then province gains "Religious Violence" modifier for 2 years:
- −15%
Local manpower modifier
- −15%
Local tax modifier
- If province does not have a
center of reformation, religion is not Norse, and the owner is not Norse, then province converts to Norse and gains "Forced Conversion" modifier for 2 years:
- −40%
Local manpower modifier
- −33%
Local tax modifier
- +2
Local unrest
- The
Clergy estate gains up to 10% crownland[6]
|
- If country is not Pagan:
- If is
the Papal State:
- else if the country is
Norse, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10%
Technology cost
- −2
Tolerance of heretics
- −2
Tolerance of heathens
- else if the country is not
Norse and either the dominant religion is Norse or the country is pagan:
- Country changes religion to
Norse
- else:
- If the country is
Norse now:
Clergy estate gains 15 influence for 10 years.
- The
Clergy estate gains 10% crownland
|
10 years
|
Nation
|
- Disbands on retreat
- Can receive reinforcements
- Does use generals
- Does withdraw from battle
- Does assault provinces.
|
 |
Alcheringa rebels
|
 70%
|
 30%
|
 0%
|
 110%
|
- Is a
Alcheringa province.
- Is not a
Alcheringa nation.
Base: 1
Modifiers:
×0.001 |
Has more than 5 Tolerance to Alcheringa.
|
×0.5 |
Has more than 2 Tolerance to Alcheringa.
|
×0.5 |
Overseas provinces.
|
×2.0 |
Has less than 1 Tolerance to Alcheringa.
|
×2.0 |
Has less than −1 Tolerance to Alcheringa.
|
×2.0 |
Has less than −2 Tolerance to Alcheringa.
|
×5.0 |
Religious Turmoil disaster.
|
×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has a
center of reformation, religion is Alcheringa, or the owner is Alcheringa, then province gains "Religious Violence" modifier for 2 years:
- −15%
Local manpower modifier
- −15%
Local tax modifier
- If province does not have a
center of reformation, religion is not Alcheringa, and the owner is not Alcheringa, then province converts to Alcheringa and gains "Forced Conversion" modifier for 2 years:
- −40%
Local manpower modifier
- −33%
Local tax modifier
- +2
Local unrest
- The
Clergy estate gains up to 10% crownland[6]
|
- If country is not Pagan:
- −50
prestige
- +20%
Local autonomy in all provinces with Alcheringa rebels
- If is
the Papal State:
- else if the country is
Alcheringa, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10%
Technology cost
- −2
Tolerance of heretics
- −2
Tolerance of heathens
- else if the country is not
Alcheringa and the dominant religion is Alcheringa:
- Country changes religion to
Alcheringa
- else:
- If the country is
Alcheringa now:
Clergy estate gains 15 influence for 10 years.
- The
Clergy estate gains 10% crownland
|
10 years
|
Nation
|
- Disbands on retreat
- Can receive reinforcements
- Does use generals
- Does withdraw from battle
- Does assault provinces.
|
 |
Jewish rebels
|
 70%
|
 30%
|
 0%
|
 110%
|
- Is a
Jewish province.
- Is not a
Jewish nation.
Base: 1
Modifiers:
×0.001 |
Has more than 5 Tolerance to Jewish.
|
×0.5 |
Has more than 2 Tolerance to Jewish.
|
×0.5 |
Overseas provinces.
|
×2.0 |
Has less than 1 Tolerance to Jewish.
|
×2.0 |
Has less than −1 Tolerance to Jewish.
|
×2.0 |
Has less than −2 Tolerance to Jewish.
|
×5.0 |
Religious Turmoil disaster.
|
×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has a
center of reformation, religion is Jewish, or the owner is Jewish, then province gains "Religious Violence" modifier for 2 years:
- −15%
Local manpower modifier
- −15%
Local tax modifier
- If province does not have a
center of reformation, religion is not Jewish, and the owner is not Jewish, then province converts to Jewish and gains "Forced Conversion" modifier for 2 years:
- −40%
Local manpower modifier
- −33%
Local tax modifier
- +2
Local unrest
|
- If country is not Jewish:
- If is
the Papal State:
- If country is
Jewish, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10%
Technology cost
- −2
Tolerance of heretics
- −2
Tolerance of heathens
Clergy estate gains 15 influence for 10 years.
- If country is not
Jewish, the dominant religion is Jewish and is not the Papal State:
- Country changes religion to
Jewish
|
10 years
|
Nation
|
- Disbands on retreat
- Can receive reinforcements
- Does use generals
- Does withdraw from battle
- Does assault provinces.
|
 |
Zoroastrian rebels
|
 70%
|
 30%
|
 0%
|
 110%
|
- Is a
Zoroastrian province.
- Is not a
Zoroastrian nation.
Base: 1
Modifiers:
×0.001 |
Has more than 5 Tolerance to Zoroastrian.
|
×0.5 |
Has more than 2 Tolerance to Zoroastrian.
|
×0.5 |
Overseas provinces.
|
×2.0 |
Has less than 1 Tolerance to Zoroastrian.
|
×2.0 |
Has less than −1 Tolerance to Zoroastrian.
|
×2.0 |
Has less than −2 Tolerance to Zoroastrian.
|
×5.0 |
Religious Turmoil disaster.
|
×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has a
center of reformation, religion is Zoroastrian, or the owner is Zoroastrian, then province gains "Religious Violence" modifier for 2 years:
- −15%
Local manpower modifier
- −15%
Local tax modifier
- If province does not have a
center of reformation, religion is not Zoroastrian, and the owner is not Zoroastrian, then province converts to Zoroastrian and gains "Forced Conversion" modifier for 2 years:
- −40%
Local manpower modifier
- −33%
Local tax modifier
- +2
Local unrest
|
- If country is not Zoroastrian:
- −50
prestige
- +20%
Local autonomy in all provinces with Zoroastrian rebels
- If is
the Papal State:
- If country is
Zoroastrian, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10%
Technology cost
- −2
Tolerance of heretics
- −2
Tolerance of heathens
Clergy estate gains 15 influence for 10 years.
- If country is not
Zoroastrian, the dominant religion is Zoroastrian and is not the Papal State:
- Country changes religion to
Zoroastrian
|
10 years
|
Nation
|
- Disbands on retreat
- Can receive reinforcements
- Does use generals
- Does withdraw from battle
- Does assault provinces.
|
 |
Cossack rebels
|
 60%
|
 40%
|
 0%
|
 95%
|
- Has
Cossacks estate is enabled.
- Terrain is Steppe.
Base: 14
Modifiers:
×0.2 |
Is core.
|
×0.2 |
Overseas provinces.
|
×0.5 |
Has primary culture.
|
×0.8 |
Has owner religion.
|
×15.0 |
Is controlled by Cossacks estate.
|
|
- If province is steppe:
- Add +10%
Local autonomy
|
Create an independent Cossacks nation.
|
No
|
Nation
|
- Does not disband on retreat
- Can receive reinforcements
- Does use generals
- Does withdraw from battle
- Does assault provinces.
|
 |
Tribal rebels
|
 60%
|
 40%
|
 0%
|
 95%
|
- Is
Cossacks DLC enabled.
- Has Steppe Horde government.
Base: 14
Modifiers:
×0.2 |
Is core.
|
×0.2 |
Overseas provinces.
|
×0.5 |
Has primary culture.
|
×0.8 |
Has owner religion.
|
×0.8 |
Has at least 33 Horde Unity.
|
×0.8 |
Has at least 50 Horde Unity.
|
×0.8 |
Has at least 66 Horde Unity.
|
×0.8 |
Has at least 75 Horde Unity.
|
×1.25 |
Has at least 12 provinces.
|
×1.25 |
Has at least 18 provinces.
|
×1.5 |
Has at least 24 provinces.
|
×1.5 |
Has at least 30 provinces.
|
×1.5 |
Has at least 40 provinces.
|
×2.0 |
Has at least 50 provinces.
|
×10.0 |
During a Tribal succession crisis.
|
×15.0 |
Is controlled by Tribes estate.
|
|
- Add +10%
Local autonomy
|
- +30%
Local autonomy in all provinces with tribal rebels.
- −20
prestige.
Tribes estate gains 15 influence for 10 years.
|
No
|
Nation
|
- Disbands on retreat
- Can receive reinforcements
- Does use generals
- Does withdraw from battle
- Does assault provinces.
|
Each month a rebel faction has a chance to make progress towards a full-scale rebellion. The monthly chance that a rebel faction's progress will increase by 10% depends on the sum of positive unrest in all provinces associated with that faction and the country's level of Overextension; maxing out at 75% progress chance. Rebel monthly progress chance, positive unrest in all provinces associated with that faction and expected time until rebellion can be found in the tooltips for that faction's progress in the Stability and Expansion tab, and the Outliner. If the faction's progress reaches 100%, it will go into open rebellion and spawn troops in some of the provinces that had positive unrest.
The formula for the monthly percent chance of faction progress given X total unrest is:
- X - X2/100 (if X < 75)
- X/4 (if 75 < X < 300)
- Maximum of 75%, display is rounded down to the first decimal.
- Yes, the chance of progress for unrest between 50 and 100 is LESS THAN the chance at 50 and 100 unrest, with a low point of 18.75% at 75 unrest.
- If a country has more than 100.0% Overextension, then this base chance is multiplied by (1 + Overextension/50), still capped at 75%.
Total Unrest
|
0
|
10
|
20
|
30
|
40
|
50
|
60
|
70
|
80
|
90
|
100
|
100-300
|
300+
|
Progress Chance
|
0%
|
9%
|
16%
|
21%
|
24%
|
25%
|
24%
|
21%
|
20%
|
22.5%
|
25%
|
Unrest/4 %
|
75%
|
Mean months until 10% progress
|
N/A
|
11.1
|
6.3
|
4.8
|
4.2
|
4
|
4.2
|
4.8
|
5
|
4.4
|
4
|
1/Progress Chance
|
1.3
|
Progress Chance at 101% Overextension
|
0%
|
27.2%
|
48.3%
|
63.4%
|
72.5%
|
75%
|
72.5%
|
63.4%
|
60.4%
|
68.0%
|
75%
|
75%
|
75%
|
If none of the provinces supporting a rebel faction has positive unrest, its accumulated progress will begin to decay by 10% per month thereafter. If it reaches 0%, the rebel faction will cease activity. If unrest is then increased for any reason, the faction will resume gaining progress towards rebellion.
It is possible to reduce a rebel faction's progress to 0 at any time by accepting their demands. This will also remove any rebel troops that faction has spawned. The demands are generally quite unpleasant, however, and impart various other penalties as well, so this is usually a very undesirable option unless the rebels have already rebelled, are on the verge of doing so or they have overwhelming numbers.
It is also possible to check the country's subject's rebellion progress by ticking the box next to the current national unrest on the rebellion's page.
Rebel progress can be reduced at a fixed rate of -30% through harsh treatment, at the cost of
military power. Harsh treatment simply means using arrests, torture, executions and other forms of violent means to deal with the rebels and discourage anyone from joining and/or supporting them. This action will cost a base of between
50 to
200 points, scaling with the total development in provinces with negative unrest supporting a particular faction. The faction's progress must be at least 30% for harsh treatment to be available.
Making use of the harsh treatment action will produce
absolutism (once the mechanic is unlocked). This is a powerful method to quickly gain absolutism during that age while reducing headaches from rebels. The cost of using Harsh Treatment can be significantly reduced through the Age of Splendor ability Harsher Treatment -50% (requires Mandate of Heaven), and a few mission trees have a Harsh Treatment discount -25% that can be "saved" for use during the Age of Absolutism. Combining these two elements can gain +1 absolutism from as little as 8 military points if the rebel faction it is used on is small.
The cost of harsh treatment can be reduced by the following:
|
Traditions
|
Ideas
|
Bonuses
|
Policies
|
−50%
|
- Revolutionary French traditions
|
—
|
—
|
—
|
−25%
|
—
|
—
|
—
|
- Defensive-Administrative: The Spy Discovery Act
- Mercenary-Humanist: Peace-Keeping Force Act
|
−20%
|
- Chagatai traditions
- Iwi traditions
|
- Ayutthayan idea 7: Personal Executions
|
—
|
—
|
−15%
|
—
|
- Clanricarde idea 2: By Fire and Sword
|
—
|
—
|
It is generally best to use harsh treatment as a temporary measure to forestall a rebellion to allow one to buy time to deal with the underlying unrest issue that is causing the rebel problem rather than using harsh treatment as a means of preventing all rebellions, as the
military point cost can add up quickly, making it very costly over time. If the source of unrest is ticking down over time (such as the unrest caused by separatism), or will be removed at a known point in the near future (such as a missionary finishing converting a province), harsh treatment can prevent a future revolt by delaying the progress long enough for the underlying unrest problem to disappear. If the unrest will not or cannot be removed in a reasonable amount of time, it may be preferable to just let the rebels rise up and simply have your troops slay them if there are no other pressing threats to the nation. However, if you have enough modifiers that reduce the cost of harsh treatment, (and reductions in other maluses like separatism), then it becomes possible to combine harsh treatment with stationing troops and on the problem provinces to completely prevent a rebellion.
The provoke revolt ability allows that if rebels that have advanced to 50% they may be provoked into rising up immediately, however, provoking rebels causes them to appear 50% stronger than they would have usually. Rebels may only be provoked while at peace.
When a faction's progress reaches 100%, it will go into open rebellion and an uprising will be triggered which will spawn a stack of rebel troops in some of the provinces supporting it in order to attempt to enforce its demands. Most of the time they spawn in the highest dev province of that rebel faction which has positive unrest. But there is a random element to it and they can spawn in provinces which have more than 2/3 or the development of the highest dev province. If the province in which they spawn doesn't have enough supply limit for all the rebels, they will be split up into multiple stacks. All provinces associated with that faction which have positive unrest, even those that did not spawn troops, will get the modifier “Recent Uprising”[7] for 10 years[8], giving:
|
−100 |
Local unrest
|
Rebels can also spawn via events. If this happens, they will immediately get troops on the map, regardless of what their prior faction progress was (if any) and the uprising will not have any effect on the existing progress. They function just like any other rebels.
One special case that can be encountered are
pretender rebels. These can spawn not only via event(s) but also have a chance to when an heir with a weak claim succeeds to the throne in a monarchy, or if the monarchy's
drops low enough. Otherwise, they only ever rarely exist as a faction gathering progress from unrest. If these rebels control the capital city for 36 months, they will install a new ruler, whose stats can be seen in the "Stability and Expansion" tab.
When a country annexes another in war, any and all remaining armies of the annexed country will become
separatist rebels.[9]
The number of rebel regiments that will be spawned from an uprising depends on the total development of their associated faction's provinces and the military technology of the nation they spawned in. (Exception: If the rebels are separatists and the nation they want to join still exists, that nation's technology level is used for all calculations.) It is possible to see the current size of a rebellion by hovering over the rebellion progress, including how much each province is contributing to the rebellion. The exact calculation is[10]
![{\displaystyle {{\text{number of regiments}}=round\left[\left(5+0.1\cdot {\text{total development}}\right)\cdot (1+0.03\cdot {\text{technology level}})\cdot {\text{rebellion size}}\right]}}](https://en.wikipedia.org/api/rest_v1/media/math/render/png/3f2e36401ecb0d72d24f8eb75359c2d1e916ae68)
Rebel stacks have spawn size 1 unless they are spawned by an event that sets a larger size. The number of rebel artillery spawned is increased by 10% of the base at technology 11 and another 5% of the base at technology 16[11]. The numbers of infantry and cavalry is reduced accordingly.
Unfortunately for small countries, it is quite possible that a single uprising can spawn a rebel army with more regiments than their entire
land force limit would permit them to have if they have annexed a significant number of provinces.
The morale of the rebels is

This is unaffected by national morale modifiers. Strangely, your national discipline modifiers are applied to rebels - so be careful when fighting your own rebels with attached troops from your subjects.
Rebel troop behavior and effects[edit | edit source]
Rebel stacks are hostile towards everything except for other rebel stacks of the same type. This means that they will attack anything that comes into contact with them, including even other rebels if they are of a different faction.
Rebel stacks will siege the provinces they spawn in until they surrender, idle several months in the province, then move on to another province and repeat the process. Non-separatist rebels may eventually siege arbitrary provinces that are not actually associated with their faction, especially once all their faction's provinces have already been occupied. The province will then change its rebel type to the sieging faction. This is usually beneficial in some cases because it can prevent separatist uprisings, but if all provinces of a rebel faction are occupied by different rebel factions, the rebels' progress percentage is instantly added to that of one of the occupying factions, which will cause an immediate uprising (even in the middle of the month) if the sum is 100% or more. This means that one uprising can subsequently trigger additional uprisings, escalating the situation.
If a province occupied by rebels is in a friendly zone of control, they will always move to a fort that protects that province next, else the province selection appears to be fairly random. This is an exception to the rule that separatists may not siege non-associated provinces.
If a province occupied by rebels is not in a friendly zone of control, or the rebels have successfully sieged a fort in a province, there are immediate effects depending on the rebel type:
- Peasant, particularist, Lollard, noble, or pretender rebels: Province gains +10 autonomy.
- Separatist rebels: +10 years of separatism (effective +5 unrest), unless the rebels had already occupied that province. They will also give their nation a core on the province, if it doesn't have one already.
- Religious rebels of a heretic or heathen religion, and the province did not follow the rebels' religion: Instant conversion to the rebels' religion, as well as −40% manpower, −33% tax income and +2 unrest for 2 years ("Forced Conversion" modifier). Active missionaries are also ejected and their progress is removed; usually, missionary progress is merely frozen until a province is unsieged. This makes religious rebels quite dangerous, but they can also be used as a tool for converting your country to another religion.
- Religious rebels of the state religion: −15% manpower and −15% tax income for 2 years ("Religious Violence" modifier). Notably, they do not convert provinces that do not follow the state religion.
- Heretic (not religious!) rebels: -40% manpower, −33% tax income, +2 unrest and +5 local autonomy for 2 years. Catholicism will gain +0.1% reform desire.
If an army starts to unsiege a province occupied by rebels, rebel stacks of the occupying faction may move to attack it. Otherwise, all stacks will stay mostly static after all applicable provinces have been sieged until the rebels break the country and their demands are enforced.
Siege specifics:
- Rebels don't get more than +1 from besieging Artillery bonus.
- They don't have siege ability.
As more and more provinces are successfully occupied by rebels, a "rebels break country" meter begins to fill up (visible under the "stability and expansion" tab). If it fills up all the way, the rebels' demands are automatically enforced, regardless of circumstances. Alternatively, if a country is not at war and more than half its provinces (including at least one fort) are occupied by rebels – regardless of what faction they are – all active rebel factions have their demands enforced immediately. This will likely have drastic negative effects, but it will also reset
war exhaustion and
stability to 0 which means that, if properly timed, it can actually be used constructively in some cases when playing particularly aggressively.
If separatist rebels occupy a province, they will start a 5-year timer. If the province is not retaken in that time, that province will defect, or if the target country no longer exists, all the provinces associated with the separatist faction will declare independence and form a new nation, even if they are occupied by another rebel faction. Other types of rebels need to occupy the capital to enforce their demands, but for this, the timer is only 2 years. There is an automatic warning when rebels are close to enforcing demands, but it will not trigger if foreign separatists (separatist rebels spawned in another country) have sieged a province in your country, so be careful.
Since retaking a province from rebels resets its occupation timer, it is not actually necessary to immediately defeat the rebels if it is currently inconvenient (or not possible) to do so, or if you are hoping for allies or enemies to deal with them for you. It is, however, recommended to take care of separatists quickly, both to prevent provinces from defecting and to prevent them from adding more long-lasting unrest.
A diplomat can support existing rebel factions in other nations, increasing the chance they rebel. This is a covert action that can be performed by any country with
administrative technology at least 3 (in 1444 this includes countries in all technology groups except for West African, Central African, and primitives). The effectiveness of supporting rebels can be increased by a number of ideas and policies.
Ideas and policies which increase rebel support efficiency:
|
Traditions
|
Ideas
|
Bonuses
|
Policies
|
+100%
|
—
|
—
|
|
- Humanist-Espionage: Cultural Understanding
|
+50%
|
—
|
- Ligori idea 6: Rebellious Spirits
|
—
|
- Espionage-Economic: The Foreign Support Act
|
+25%
|
|
- Palembang idea 2: Pirate Ancestry
- Piratical idea 7: Life of Liberty
|
—
|
—
|
+20%
|
—
|
- Leinster idea 3: The Subject of My Enemy is My Friend
- Palatinate idea 3: Center of Reformation in Southern Germany
|
—
|
—
|
There is a Dithmarscher mission giving +30% Rebel support efficiency and Albanian mission giving +25% Rebel support efficiency
If there is more than one rebel group in the targeted country, then the funding country must choose which group to support. A country can only support one rebel faction in each target country.
Supporting rebels requires a spy network size of at least 60. It also requires a one-time monetary cost proportional to the size of the rebellious faction. Upon confirming the action, the supported rebel faction will get a base +10% per month increase to their chance of making progress towards an uprising for the next 5 years. Rebel support efficiency ideas modify this base chance; for example a country with +50% rebel support efficiency would increase the supported faction's chance of making progress by +15% per month. This does not actually change unrest in the affected country but rather directly affects the monthly progress chance, making it difficult to counter except by using harsh treatment. The percentage listed next to the name of the rebels is actually the sum of unrest for that faction, divided by 100. (So e.g. "0.10%" actually means 10 total unrest. At low values, you can multiply this value by ~100x to get their current approximate progress chance.)
Once an uprising occurs, supported rebels will behave like allied units of their sponsoring country, even if the sponsorship only began after the rebels spawned - but they are still hostile to the sponsor's allies and subjects. Any rebels that manage to declare independence while under foreign support will receive a relationship bonus towards the supporting country. If allied rebels cannot complete their objectives because the province they are trying to occupy is controlled by an ally, they will wander the countryside instead and siege random provinces while attacking anything they come into contact with.
Declaring war in support of rebels[edit | edit source]
With the Art of War DLC, once the rebels have spawned, the supporting country receives the "Support Rebels" casus belli, allowing them to declare war to enforce the supported rebels' demands. The war will be called an Intervention War, and the war goal is to take the target country's capital. The war can continue on even if all the spawned rebels are slain, and provinces can be taken from them. The declaring country must accumulate 50% warscore to enforce the rebels' demands, and the player may get a call for peace if the opponent is already willing to agree with it.
Supported separatist rebels that break free (through an intervention war or otherwise) get an alliance and +200 opinion modifier with the country that supported them, if any are present.
Go to war in support of a rebel faction and win, enforcing their demands.
Have rebels you support in another country enforce their demands.
The below is one of many player suggested strategies for Rebellion. Bear in mind, due to the dynamic nature of the game, it may unfold differently for other players.
The most effective way to deal with rebels is to combat the root of the problem: keep unrest low by keeping stability high, do not let war exhaustion get out of hand, station troops (up to 20 regiments) in the province, and use appropriate decisions, advisors, etc.
To reduce unrest the most obvious is to make sure one's stability is high, preferably +2 or +3. This additional stability above 1 is costly in admin points unless one is lucky enough to gain a decision or event to do so cheaply or for free. An often overlooked, but very powerful and cheap modifier at provincial level, is to ensure a high 'Tolerance of the True Faith'. For example, if this tolerance is +8 it would completely offset 8 unrest, compare this to only gaining 1 to 3 from positive stability. It therefore makes sense to quickly convert newly acquired provinces and ensure they benefit from this tolerance modifier.
Overextension and war exhaustion also add up quickly to cause unrest in a province. Try to never exceed 99% overextension as additional penalties apply beyond that point. Any modifier to reduce war exhaustion is one of the most powerful in game, for example (i) being the Defender of the Faith (tier 2, 4 or 5), (ii) the 6th idea from Innovative Ideas, (iii) the 'Professional Diplomatic Corps' policy from Diplomatic & Quality or (iv) the 'Preparation Act' policy from Humanist & Defensive.
For dealing with newly conquered provinces, there are two main choices with local autonomy, raising it or lowering it. Each comes with its own positives and negatives:
- Lowering local autonomy immediately increases the amount of money and manpower a province provides, but this will add +10 unrest to the province for the next 30 years. Typically, this will trigger two rebellions over the 30-year time period taking into account the 10-year periods of −100 unrest from the Recent Uprising modifier after a rebellion happens. Sometimes it may not be possible to lower autonomy in a province if it is already at its minimum autonomy floor.
- Raising local autonomy immediately reduces the amount of money and manpower a province provides, but the −10 unrest it gives for 30 years will usually keep unrest low enough to prevent rebellions, barring additional sources of unrest (such as an active missionary, Dutch nationalism, etc.). Local autonomy normally ticks down over time (especially while at peace), so the value lost by raising local autonomy will be regained slowly over time. Separatism from a newly conquered province ticks down over a similar 30-year period, so its effects will mostly be gone by the time the effects of raising autonomy wear off.
It is not always possible to go entirely without unrest, but there is often a choice as to where the unrest is. A classic divide and conquer strategy can be very beneficial: spreading the unrest between several different rebel factions will keep them all weaker individually and thus make each individual one easier to deal with. When lowering autonomy, choose provinces with weak factions and be careful not to lower the autonomy in all provinces of a faction at the same time in order to keep the unrest at a non-threatening level. One united rebel faction with 25 unrest is a serious problem; five different factions with 5 unrest each are manageable.
If a large rebel faction makes progress such that they are close to a revolt, using harsh treatment on them can be useful unless it is certain they can be handled militarily. Remember that the cost of harsh treatment is based on the unrest in the associated provinces, so let the faction progress tick up to 75% or more, then apply all possible short term measures to reduce unrest such as moving troops to those provinces or reducing war exhaustion, before finally applying harsh treatment up to 3 times while it's cheap.
If an uprising occurs and it cannot be crushed or contained, it is always possible to accept their demands; this will likely be painful in the short term, but can be a better choice than allowing them to continue wreaking havoc and possible trashing most of your country in the process, as it does allow you to begin rebuilding sooner.
Lowering Autonomy as a Strategy[edit | edit source]
If the situation can afford manpower and economic cost of fielding units and reinforcing them, it is worth considering to lower autonomy of newly conquered provinces or even provinces that received autonomy as a result of events. Lowering autonomy increases the income and manpower gained from the provinces as well as increasing the rate of reform points that may be gained. Thus it is highly desirable to have low autonomy even at the cost of unrest which may spawn heretics, seperatists and estate-rebels if the armies can be afforded to take them out.
The times where this strategy may be undesirable is if the unrest is difficult to handle - for instance if the province is a lone island; or if the cluster of provinces are far away from the coming war where armies should not be distracted and prolong the war.
Accepting Rebel Demands for Desirable benefits[edit | edit source]
There are instances where accepting rebels' demands may be desirable despite the cost. Depending on the type of rebels, the cost may vary but ultimately worth considering.
Religious rebels enable switching religion except to paganism. They can be "force spawned" by sending a missionary to the desired religion present in a province. Missionaries raises unrest, over time, if the province is not converted, the rebels may spawn. Missionaries will never convert the province if missionary maintenance is set to zero. Let the rebels siege down provinces, converting provinces in the process before accepting their demands. To change the religion of a country via rebels the desired religion has to be the religion with the most development in the country. Switching religion is desirable if doing so will result in significant increase in religious unity. It is also a strategy to switch to a religion which confers great benefits like the Eastern Orthodoxy.
Switching the Monarch via Pretender Rebellion[edit | edit source]
Pretender rebels wishes to change the ruler, which may be desirable if the monarch skills of the pretender is better than the current ruler and the cost of enforcing demand is tolerable (i.e heir and consort dies for example.). Note that pretender rebel ruler's stats in the tooltip are NOT accurate in many cases in many game versions.
Raising Absolutism via Autonomy-Hungry Rebels[edit | edit source]
Accepting rebels that raises autonomy in stated provinces is also a valid strategy at the beginning of the age of absolutism, enabling the action of reducing autonomy and gaining 1 absolutism per reduction.
- ↑ See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Unrest).
- ↑ Unless the government has any of the following reforms: Papacy, Steppe Horde, Celestial Empire, Iqta, Daimyo, Shogunate, Colonial Government, Native Tribe, Revolutionary Republic or Revolutionary State. Additionally a Tribal Federation, Feudal Theocracy, or Mamluk Government will not adopt Parliamentarism.
- ↑ This means the country has the "Mandate of Heaven Lost" or "Lost Mandate of Heaven" modifier, with no reference to the level of mandate even if the "Mandate of Heaven" expansion is active.
- ↑ Unless government is Theocracy, Native or Tribal, or has one of the following reforms: Steppe Horde, Celestial Empire, Iqta, Independent Daimyo, Principality, Daimyo, Shogunate, Elective Monarchy, English Monarchy, Ottoman Government, Feudal Theocracy, Mamluk Government.
- ↑ Unless the government is Papacy, Steppe Horde, Celestial Empire, Iqta, Daimyo, Shogunate, Colonial Government, Native Council
- ↑ 6.0 6.1 6.2 6.3 6.4 6.5 6.6 6.7 6.8 The gained crownland is scaled by the relative share of the development of the province compared to the total development of the country.
- ↑ See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Local autonomy).
- ↑ See in /Europa Universalis IV/common/defines.lua.
- ↑ See in the patch notes of 1.14.
- ↑ the values in the calculation are from /Europa Universalis IV/common/defines.lua:
REVOLT_SIZE_DEVELOPMENT_MULTIPLIER = 0.1, -- Multiplied with the province's development
REVOLT_SIZE_BASE = 5,
REVOLT_TECH_IMPACT = 0.03, -- % each tech increases size of rebels by this percent.
REVOLT_TECH_MORALE = 0.01, -- 1% per tech level
- ↑ The technologies are defined in REBEL_ARTILLERY_INCREASE_LEVEL_1_TECH and REBEL_ARTILLERY_INCREASE_LEVEL_2_TECH and the size increases are in REBEL_ARTILLERY_INCREASE_LEVEL_1_SIZE and REBEL_ARTILLERY_INCREASE_LEVEL_2_SIZE. The second number replaces the first and doesn't add to it.