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Rebellion

Stability and Expansion tab as of Patch 1.18

Flag of Rebels 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.

Contents

UnrestEdit

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 and uprising.

FactorsEdit

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:

  •   Stability: +2 per point of negative stability, and −1 per point of positive stability.
  •   Legitimacy: scales linearly from +2 to −2 as legitimacy varies from 0 to 100.
  •   Republican tradition: scales linearly from 0 to −2 as republican tradition varies from 0 to 100.
  •   Horde unity: scales linearly from +2 to −2 as horde unity varies from 0 to 100.
  •   Religious unity: scales linearly from +3 to 0 as religious unity varies from 0% to 100%. (Religious unity above 100% doesn't reduce unrest.)
  •   Overextension: +0.05 for each percent of overextension, e.g. +5 at 100% overextension
  •   War exhaustion: +1 per point.
  • Ruler: with   ‘Just’ personality: −2
  • Advisor: a   Theologian will reduce unrest by −2.
  • Government type:   Despotic Monarchy,   Tribal Despotism and   Elective Monarchy all give −1 national unrest.
  • Religion:   Animism and   Totemism give a fixed −1 national unrest

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).
  •   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
  •   Occupation: +1 upon occupation, then +1 for every 6 months thereafter that the occupation continues. Rebel occupation does not increase unrest from this factor.
  •   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 or colonization don't get separatism since they are automatically given cores, but bought and seized provinces do. 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:

  Traditions Ideas Bonuses Policies
−2
  • Cossack traditions
  • Humanist idea 2: Local Traditions
  • Plutocratic idea 3: Bill of Rights
  • American idea 2: Bill of Rights
  • Burmese idea 5: The Hluttaw
  • Chernihiv idea 5: Local Governance Councils
  • Client State idea 1: Self Rule
  • Cornish idea 1: Stannary Parliaments
  • Great Qing idea 3: Pigtail or Death
  • Irish idea 3: More Than Irish
  • Japanese idea 1: Unification under the Emperor
  • Knights Hospitaller idea 5: Ecumenical Defenders of Christendom.
  • Laotian idea 1: Phra Lak Phra Lam
  • Lithuanian idea 6: Statutes of Lithuania
  • Moluccan idea 4: Four Kingdoms
  • Nagpuri idea 1: Unite the Gonds and Garjats
  • Native idea 5: The Little War
  • Piratical idea 5: Elected Quartermasters
  • Pskovian idea 4: Pskov Charter
−1
  • Assamese traditions
  • Chimu traditions
  • English traditions
  • Holstein traditions
  • Imerina traditions
  • Kievan traditions
  • Kildarean traditions
  • Kitabatake traditions
  • Mayan traditions
  • Mossi traditions
  • Ouchi traditions
  • Ryazan traditions
  • Tibetan traditions
  • Yarkandi traditions
  • Ajuuraan idea 2: Istunka Tournament
  • Anatolian idea 1: Traveling Ozan
  • Ansbach idea 6: The Wolf of Ansbach
  • Antemoro idea 1: Unite with the Tompon-Tany
  • Arabian idea 3: Land of the Prophet
  • Athenian idea 5: Latin Contracts
  • Ayutthayan idea 7: Phrai Luang
  • Betsimisaraka idea 3: The Indivisible Many
  • Bohemian idea 4: Letter of Majesty
  • Breton idea 2: The Estates of Brittany
  • Bulgarian idea 3: Unity Before Feuds
  • Butua idea 6: Monotheistic Worship
  • Catalan idea 3: Constitution of Catalonia
  • Couronian idea 2: Privilegium Gotthardinum
  • Dali idea 4: Teachings of Buddha
  • Danish idea 6: Den Danske Lov
  • Delhian idea 2: Suppress Rebellion
  • East Frisian idea 1: Chiefs of East Frisia
  • Estonian idea 7: Ärkamisaeg
  • Garhwali idea 4: Land of Serene Beauty
  • German idea 4: Polizeiordnung
  • Gond idea 2: Tribal Religion
  • Hadramhi idea 3: Hawtas
  • Hamburger idea 4: First Constitution of Hamburg
  • Hojo idea 4: Tokusei
  • Hosokawa idea 2: Branches and Retainers
  • Hungarian idea 1: A Renaissance Prince
  • Huron idea 4: Harsh Justice
  • Imagawa idea 4: Revised Clan Laws
  • Indian Sultanate idea 2: Court Persian
  • Isshiki idea 2: Minister of Samurai-Dokoro
  • Jurchen idea 2: The Queue
  • Kaffan idea 4: Autonomous Kings
  • Kanem Bornuan idea 2: Sayfawa Dynasty
  • Kikuchi idea 1: Distinguished Family
  • Kongolese idea 6: Subordinate Chiefs
  • Kuban idea 7: Courtly Competition
  • Kutai idea 7: Subdue the Inlands
  • Lan Xang idea 4: The White Elephant
  • Leonese idea 2: Leonese Cortes
  • Liège idea 7: Declaration of the Rights of Man and Citizen
  • Luban idea 1: Bamfumus
  • Malabari idea 7: Land of Elephants
  • Malagasy idea 5: Sacred Law
  • Manipur idea 1: Sanamahism
  • Manx idea 5: The Act of Settlement
  • Mapuche idea 5: Ngillatun
  • Maravi idea 7: Control of the Slave Trade
  • Mesoamerican idea 4: The Feathered Serpent
  • Miao idea 2: Dragon Boat Festivals
  • Mughal idea 2: Control over the Clergy
  • Nanbu idea 4: Downfall of Rebellious Vassals
  • Naxian idea 5: Archipelago Feudalism
  • Ormond idea 4: Keeping the Locals in Line
  • Pagarruyung idea 4: Rajo Tigo Selo
  • Permian idea 3: The Old Traditions
  • Provençal idea 3: Composite Monarchy
  • Qara Qoyunlu 6: Patron of Iranian Culture
  • Ragusan idea 6: Non Bene Pro Toto Libertas Venditur Auro
  • Roman idea 1: Pax Romana
  • Ryukyuan idea 2: Reform the Ryukyuan Religion
  • Satake idea 3: Suppression of Ikki
  • Scottish idea 1: Break the Black Douglas
  • Serbian idea 1: Code of Laws
  • Shan idea 3: Sao Pha
  • Slovak idea 6: Slovak Literary Language
  • Sukhothai idea 5: Father Governs Children
  • Tapuian idea 2: Home of the Fisherfolk
  • Tarascan idea 2: No Mercy
  • Tokugawa idea 7: Famine Policies
  • Tumbuka idea 6: Break the power of the Makambala
  • Welsh idea 3: Cyfraith Hywel
  • Württemberger idea 3: Armer Konrad
  • Yamana idea 7: Reunification of the Yamana Branches
  • Zambezi idea 4: Strengthen the Chieftaincies
  • Zaporozhian idea 2: Hetmanate
  • Guarani ambition
  • Kangra ambition
  • Mazovian ambition
  • Muiscan ambition
  • Defensive-Economic: The Public Welfare Act
  • Defensive-Religious: Edict of Resistance
  • Humanist-Espionage: Cultural Understanding
  • Humanist-Offensive: The Liberation Act
  • Influence-Aristocratic: Autonomous Estates
  • Religious-Aristocratic: The Witchcraft Act

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.

Reducing unrestEdit

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.

Additional effectsEdit

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

SeparatismEdit

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 4: Indirect Rule
−5
  • Horde traditions
  • Kitabatake traditions
  • Mongolian traditions
  • Tarascan traditions
  • Utrecht traditions
  • 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
  • Mexican idea 3: Peace by Purchase
  • Ruthenian idea 6: Reuniting Rus'
  • Bharathi ambition
  • Humanist-Offensive: The Liberation Act

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.

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.

Rebel factionsEdit

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.

Common rebel factionsEdit

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.
  • Religious zealots want to convert the country to their religion. 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.
  • Noble rebels are the strongest rebel type (as they are financed by the nobility), 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. They are particularly dangerous for countries that are the senior member of a   personal union. If pretenders in a junior member win, they will install a new ruler and break the union.

Different tags will have their own separatist factions based on culture, and each different religion its own religious faction.

All faction typesEdit

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

Modifiers:
×0.05 Mandate of Heaven lost
×0.5 Overseas provinces.
×0.5 Non-primary culture provinces while not in a Peasants' War.
×2.0   4 War exhaustion
×2.0 War taxes.
×100.0 Peasants' War disaster.

+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%
  • At least 5 cities.

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

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   prestige.
  • Add rebel county core to all provinces with this rebel faction and with rebels' culture.
  • If target county exist, cede all core provinces.
  • If target county does not exist, 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.

Base: 1

Modifiers:
×0.05 Is overseas
×0.1 Does not have Enlightenment institution
×0.25 Year is before 1600
×2.0 Year is after 1700
×2.0 Year is after 1740
×2.0 Year is after 1780
×5.0 Aspiration for Liberty disaster
×5.0 Revolution disaster

None

  • −50   prestige
  • Government type changes to  Constitutional Republic.[2]
  • Rebel leader becomes the new ruler.
  • End Aspiration for Liberty disaster.
  • The rebel army switches allegiance to the country rather than disbanding.
  • If is a Revolutionary Republic, add 15 influence to Jacobins, 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 transfered to the country
 

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

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%
  • Is not Papacy or Colonial government.
  • Has at least 3 cities.
  • Is not overseas.

Base: 1

Modifiers:
×0.05 Mandate of Heaven lost
×0.10 Is not core and is core for a   same culture country.
×0.25 Has not the   primary culture.
×0.50 At least   50 Legitimacy.
×0.75 At least   66 Legitimacy.
×2.0   Inti Country.
×2.0 Is a Republic with at least one   Aristocratic idea.
×2.0 Regency with less than 85 Heir claim.
×2.5 Tribal despotism.
×2.5 Tribal federation.
×3.0 Is the lesser partner in a Union with less than 75 Legitimacy.
×3.0 Is the lesser partner in a Union with less than 50 Legitimacy.
×3.0 Is the lesser partner in a Union with less than 25 Legitimacy.
×4.5 Is the lesser partner in a Union.
×5.0 Has less than   40 Republican tradition.
×5.0 Regency with less than 66 Heir claim.
×5.0 Regency with less than 33 Heir claim.
×5.0 Time of Troubles.
×10.0 Tribal Succession Crisis.
×20.0 Civil War.
×20.0 Castilian Civil War.
×20.0 English Civil War.
×20.0 If   Denmark support the new monarch during the The Count's Feud.
×30.0 Interregnum.
×50.0 War of the Roses.

None

  • If   Inti country, revoke 2 religious reforms.
  • Government type changes to rebels' preferred monarchy type.[3]
  • Rebel leader becomes the new ruler and kills the heir.
  • End Time of Troubles, Civil War, English Civil War, Castilian Civil War disaster.
  • 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 disbands on retreat
  • Can receive reinforcements
  • Does use generals
  • Does withdraw from battle
  • Does assault provinces
  • Unit will be transferred to the country
 

Ronin rebels

 
70%
 
30%
 
0%
 
100%

Only for   Japanese culture group.
Base: 1

Modifiers:
×0.05 Overseas provinces.
×0.10 Is a   Western or   Eastern country.
×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
 

Ikko-ikki rebels

 
70%
 
30%
 
0%
 
80%
  •   Japanese culture group.

Base: 1

Modifiers:
×0.05 Overseas provinces.
×0.10 Is a   Western or   Eastern country.
×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.[4].
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
 

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, or 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:
  • If is   the Papal State:
  • If country is   Catholic, gain modifier "Religious Intolerance" for 10 years:
    • +1%   Missionary strength vs heretics
    • −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, or 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:
  • If is   the Papal State:
  • If country is   Protestant, gain modifier "Religious Intolerance" for 10 years:
    • +1%   Missionary strength vs heretics
    • −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, or 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:
  • If is   the Papal State:
  • If country is   Reformed, gain modifier "Religious Intolerance" for 10 years:
    • +1%   Missionary strength vs heretics
    • −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 , or 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:
  • If is   the Papal State:
  • If country is   Orthodox, gain modifier "Religious Intolerance" for 10 years:
    • +1%   Missionary strength vs heretics
    • −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, or 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" for 10 years:
    • +1%   Missionary strength vs heretics
    • −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, or 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:
  • If is   the Papal State:
  • If country is   Anglican, gain modifier "Religious Intolerance" for 10 years:
    • +1%   Missionary strength vs heretics
    • −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, or 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" for 10 years:
    • +1%   Missionary strength vs heretics
    • −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, or 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" for 10 years:
    • +1%   Missionary strength vs heretics
    • −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, or 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" for 10 years:
    • +1%   Missionary strength vs heretics
    • −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, or 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:
  • If is   the Papal State:
  • If country is   Theravada, gain modifier "Religious Intolerance" for 10 years:
    • +1%   Missionary strength vs heretics
    • −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, or 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:
  • If is   the Papal State:
  • If country is   Vajrayana, gain modifier "Religious Intolerance" for 10 years:
    • +1%   Missionary strength vs heretics
    • −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, or 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:
  • If is   the Papal State:
  • If country is   Mahayana, gain modifier "Religious Intolerance" for 10 years:
    • +1%   Missionary strength vs heretics
    • −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, or 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:
  • If is   the Papal State:
  • If country is   Confucian, gain modifier "Religious Intolerance" for 10 years:
    • +1%   Missionary strength vs heretics
    • −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- or 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" for 10 years:
    • +1%   Missionary strength vs heretics
    • −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" for 10 years:
    • +1%   Missionary strength vs heretics
    • −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" for 10 years:
    • +1%   Missionary strength vs heretics
    • −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   Animis, 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, or 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
  • If country is not Pagan:
  • If is   the Papal State:
  • If country is   Animist, gain modifier "Religious Intolerance" for 10 years:
    • +1%   Missionary strength vs heretics
    • −2   Tolerance of heretics
    • −2   Tolerance of heathens
  •   Clergy estate gains 15 influence for 10 years.
  • If country is not   Animist and is Pagan or the dominant religion is   Animist:
    • Country changes religion to   Animist

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.
×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, or 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
  • If country is not Pagan:
  • If is   the Papal State:
  • If country is   Fetishist, gain modifier "Religious Intolerance" for 10 years:
    • +1%   Missionary strength vs heretics
    • −2   Tolerance of heretics
    • −2   Tolerance of heathens
  •   Clergy estate gains 15 influence for 10 years.
  • If country is not   Fetishist and is Pagan:
    • Country changes religion to   Fetishist

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, or 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
  • If country is not Pagan:
  • If is   the Papal State:
  • If country is   Totemist, gain modifier "Religious Intolerance" for 10 years:
    • +1%   Missionary strength vs heretics
    • −2   Tolerance of heretics
    • −2   Tolerance of heathens
  •   Clergy estate gains 15 influence for 10 years.
  • If country is not   Totemist and is Pagan:
    • Country changes religion to  Totemist

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, or 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
  • If country is not Pagan:
  • If is   the Papal State:
  • If country is   Nahuatl, gain modifier "Religious Intolerance" for 10 years:
    • +1%   Missionary strength vs heretics
    • −2   Tolerance of heretics
    • −2   Tolerance of heathens
  •   Clergy estate gains 15 influence for 10 years.

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, or 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
  • If country is not Pagan:
  • If is   the Papal State:
  • If country is   Mayan, gain modifier "Religious Intolerance" for 10 years:
    • +1%  Missionary strength vs heretics
    • −2   Tolerance of heretics
    • −2   Tolerance of heathens
  •   Clergy estate gains 15 influence for 10 years.

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 a   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, or 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
  • If country is not Pagan:
  • If is   the Papal State:
  • If country is   Inti, gain modifier "Religious Intolerance" for 10 years:
    • +1%   Missionary strength vs heretics
    • −2   Tolerance of heretics
    • −2   Tolerance of heathens
  •   Clergy estate gains 15 influence for 10 years.
  • If country is not   Inti and is Pagan or the dominant religion is   Inti:
    • Country changes religion to   Inti

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, or 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
  • If country is not Pagan:
  • If is   the Papal State:
  • If country is   Tengri, gain modifier "Religious Intolerance" for 10 years:
    • +1%   Missionary strength vs heretics
    • −2   Tolerance of heretics
    • −2   Tolerance of heathens
  •   Clergy estate gains 15 influence for 10 years.
  • If country is not   Tengri and is Pagan:
    • Country changes religion to   Tengri

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, or 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
  • If country is not Pagan:
  • If is   the Papal State:
  • If country is   Norse, gain modifier "Religious Intolerance" for 10 years:
    • +1%   Missionary strength vs heretics
    • −2   Tolerance of heretics
    • −2   Tolerance of heathens
  •   Clergy estate gains 15 influence for 10 years.
  • If country is not   Norse and is Pagan or the dominant religion is   Norse:
    • Country changes religion to   Norse

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, or 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" for 10 years:
    • +1%   Missionary strength vs heretics
    • −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, or 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:
  • If is   the Papal State:
  • If country is   Zoroastrian, gain modifier "Religious Intolerance" for 10 years:
    • +1%   Missionary strength vs heretics
    • −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

No

Nation

  • Disbands on retreat
  • Can receive reinforcements
  • Does use generals
  • Does withdraw from battle
  • Does assault provinces.

Rebel faction progressEdit

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 at least 101% 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.

Harsh treatmentEdit


  Traditions Ideas Bonuses Policies
−20%
  • Chagatai traditions
−15%
  • Clanricarde idea 2: By Fire and Sword

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 between   50 to   200 points, scaling with the sum of all positive unrest in provinces supporting a particular faction. The faction's progress must be at least 30% for harsh treatment to be available. This can be made more cost-effective if the total unrest can be reduced to a small number with the presence of friendly troops, allowing a large amount of rebel progress to be removed at once at a lower price.

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 on the problem provinces to completely prevent a rebellion.

Active revoltsEdit

When a faction's progress reaches 100%, it will go int 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. All provinces associated with that faction, even those that did not spawn troops, will get the modifier “Recent Uprising”[5] for 10 years[6], 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, any and all remaining armies of the annexed country will become   separatist rebels.[7]

Rebel spawn strengthEdit

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 (all values given are from /Europa Universalis IV/common/defines.lua)

 

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 15% of the base at technology 16. 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 effectsEdit

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.

Enforced demandsEdit

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 (3 years for pretender rebels). 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.

Support for rebelsEdit

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
+50%
  • Full Espionage
  • Espionage-Economic: The Foreign Support Act
+25%
  • Samtskhe traditions
  • Piratical idea 7: Life of Liberty
  • Humanist-Espionage: Cultural Understanding
+20%
  • Leinster idea 3: The Subject of My Enemy is My Friend
  • Palatinate idea 3: Center of Reformation in Southern Germany

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.

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.

In addition, supporting rebels in a rival country will also increase the power projection of the supporting country for the duration of the covert action. The magnitude of power projection granted is proportional to the amount of income spent on supporting rebels.

Declaring war in support of rebelsEdit

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.

AchievementsEdit

 
Go to war in support of a rebel faction and win, enforcing their demands.
 
Have rebels you support in another country enforce their demands.

StrategyEdit

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.

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.

Finally, keep in mind that in some cases it may actually be desirable to accept the rebel demands. This happens most often with religious rebels or pretender rebels. Religious rebels might enable switching to a more desirable religion and will even convert provinces automatically, and it is beneficial to check the stats of a potential pretender before engaging his troops; who knows, there might be a 6/6/6 monarch just waiting to replace your current less-than-ideal ruler.

FootnotesEdit

  1. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Unrest).
  2. Unless the government is Papal, Steppe Horde, Celestial Empire, Iqta, Shogunate, Colonial Government, Native Council or Revolutionary Republic
  3. Unless the government is Papacy, Steppe Horde, Celestial Empire, Iqta, Shogunate, Colonial Government, Native Council, Siberian Native Council, Elective Monarchy, English Monarchy or Ottoman Government
  4. Unless the government is Papacy, Steppe Horde, Celestial Empire, Iqta, Daimyo, Shogunate, Colonial Government, Native Council
  5. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Local autonomy).
  6. See in /Europa Universalis IV/common/defines.lua.
  7. See in the patch notes of 1.14.