Rebellion

From Europa Universalis 4 Wiki
Revision as of 18:06, 9 June 2015 by Adusak90 (talk | contribs) (All faction types)
Jump to navigation Jump to search

Rebellions are uprisings of subject peoples making demands of their regent, mostly for more autonomy or complete freedom. They are caused by unrest and can be combated by granting autonomy, harsh treatment or brute military force.

Unrest

Each province has a number called unrest denoting how discontent the people of that province are with your ruler.

Factors

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:

  • Icon stability.pngStability: +2 per point of negative stability, and -1 per point of positive stability.
  • Legitimacy.pngLegitimacy: scales linearly from +3 to -3 as legitimacy varies from 0 to 100.
  • Religious unity.pngReligious unity: scales linearly from +2 to 0 as religious unity varies from 0% to 100%. (Religious unity above 100% doesn't reduce unrest.)
  • Overextension.pngOverextension: +0.05 for each percent of overextension, I.e. +5 at 100% overextension
  • Icon war exhaustion.pngWar Exhaustion: +1 per point
  • Advisor Theologian.pngAdvisor: a Theologian will reduce unrest by -3.

Local unrest factors include:

  • +1.25 per point of negative tolerance and -1 per point of positive tolerance towards local religion.
  • Missionaries.pngMissionary: an active missionary increases unrest by +6.
  • Culture icon.pngCulture: 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.
  • Province icon.pngOccupation: +1 upon occupation, then +1 for every 6 months thereafter that the occupation continues. Rebel occupation does not increase unrest from this factor.
  • Years of separatism.pngNationalism: +15 for newly acquired provinces without a core, decays by -0.5 at the turn of each calendar year, effectively lasting 30 years. Diplomatically annexed / integrated provinces don't get nationalism since you get cores on then.
Occupation by nationalist rebels will increase this by +5, effectively extending nationalism by 10 years.
A number of ideas and policies reduce the years of nationalism in a newly conquered province:
Years of separatism.png Traditions Ideas Bonuses Policies
(invalid bonus type “years of nationalism” for Template:Bonus table)
  • Infantry.pngCavalry.pngArtillery.pngFriendly 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.pngLocal 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.

The most important national ideas for decreasing unrest are the 2nd humanist idea, Local Traditions, and the 3rd plutocratic idea, Bill of Rights. These reduce national unrest by -2 each. Further ideas and policies that reduce unrest are:

National unrest.png Traditions Ideas Bonuses Policies
−2
  • Cossack traditions
  • Humanist idea 2: Local Traditions
  • Plutocratic idea 3: Bill of Rights
  • American idea 2: Bill of Rights
  • Brandenburg idea 6: Iron Tooth
  • Burmese idea 5: The Hluttaw
  • Chernihiv idea 5: Local Governance Councils
  • Client State idea 1: Self Rule
  • Cornish idea 1: Stannary Parliaments
  • Corsican idea 6: The Corsican Constitution
  • Great Qing idea 3: Pigtail or Death
  • Imperial German idea 1: The German Confederation
  • 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
  • Sardinian idea 3: The Sardinian Viceroyalty
  • Sienese idea 7: The People's Republic
  • West Indies idea 3: The Sugar Revolution
−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 5: 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
  • Dalmatian idea 1: Kingdom of Dalmatia
  • Danish idea 7: 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
  • Herzegovinian idea 6: Herceg
  • 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
  • Icelandic idea 1: The Althingi
  • 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
  • Luccan idea 6: The Black Party
  • Mainzian idea 7: The Fifth Season
  • 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
  • Perugian idea 2: Umbrian Hegemony
  • 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
  • Sicilian idea 2: Constitutions of Melfi
  • 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
  • Trent idea 2: Slaughter of the Republicans
  • 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

Furthermore, the following government types have -1 global unrest: Despotic Monarchy, Absolute Monarchy, Tribal Despotism and Elective Monarchy.

The pagan religions Animism, Shamanism and Totemism also provide -1 global unrest.

Finally, many events and decisions affect unrest. Here are some of the most important decisions with long-lasting effects:

  • The Catholic decision Statute in Restraint of Appeals gives -1 unrest.
  • The Christian Advancement of True Religion Act gives +1 unrest.
  • The Muslim decision Denouncement of Sect Practices gives -1 unrest (until the ruler dies).
  • The Protestant/Reformed decision Superintendents gives -1 unrest.
  • The Muslim decision Establish an Ibadat Khana gives -1 unrest.
  • The Hindu decision Support the Advaita Movement gives -1 unrest.
  • The Pagan decision Encourage Divination gives -1 unrest.
  • The Christian decision Church Taxes gives +1 unrest.

Also worth considering are ideas that increase tolerance towards the religion of troublesome provinces or Religious unity.pngreligious unity, and those that reduce Years of separatism.pngyears of nationalism and Max promoted cultures.pngaccepted culture threshold. Reduced Stability cost modifier.pngstability cost and reduced Cost of reducing war exhaustion.pngcost of reducing war exhaustion can make it easier to recover from bad situations. Finally, for an aggressively expansionist country, reduced Core-creation cost.pngcore creation cost helps you 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 unrest

The main instrument at your disposal 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 your 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 effects

In addition to the chance to increase the chance of uprising, each percent unrest has the following local effects:

Rebel factions

Each province will be associated with exactly one rebel faction, however one rebel faction can span multiple provinces. You can see all rebel factions active in your country on the "Stability and Expansion" government tab, along with their current progress towards an armed uprising. You can also enable this information in the outline. A rebel faction is associated with a set of demands, which you can see by clicking "Handle them!"

Common rebel factions

The most common types of rebel factions are Anti tax rebels.png peasant, Separatist rebels.png nationalist, Patriot rebels.png patriot and Religious rebels.png religious rebels. Peasant rebels want lowered taxes, i.e. higher provincial autonomy. Nationalist rebels want to form a new nation of provinces of their culture, seceding from their current owner. Patriots are much like nationalists, except that they want to defect to an already existing country of their culture or culture group. Finally, religious rebels want to convert the country to their preferred religion. They are most likely to come from provinces with an active missionary.

Each different culture will have their own nationalist and/or patriot faction, and each different religion its own religious faction.

All faction types

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 you only need to defeat their armies once
  • will have leaders
  • will disband after enforcing demands

Some types of rebels want to become part of a different country. These have a "defection target" which is another country, which may or may not exist.

Many types of rebels are made more likely by various country or province modifiers granted by events.

Type of rebels Composition Factors Occupation effects Demands Notes
Anti tax rebels.png Anti-tax rebels (peasants)
  • 90% Infantry.pnginfantry
  • 10% Cavalry.pngcavalry
  • 80% Morale.pngmorale
  • Less likely in overseas provinces and in non-primary culture provinces.
  • More likely with Icon war exhaustion.pngwar exhaustion at least 4 and with war taxes.
  • Much more likely during the Peasants' War (regardless of culture).

+10% Local autonomy.pnglocal autonomy

  • +20% Local autonomy.pnglocal autonomy in all provinces with anti-tax rebels
  • -50 Prestige.pngprestige
  • End Peasants' War if it's in progress
  • May defect after 10 years.
  • Does not reinforce, does not use generals.
  • Doesn't know advanced tactics such as when to withdraw from battle or assault provinces.
  • Can move overseas to siege more provinces if it needs to.
Particularist rebels.png Particularist rebels
  • 70% Infantry.pnginfantry
  • 30% Cavalry.pngcavalry
  • 75% Morale.pngmorale
  • 8 non-colony provinces.
  • More likely for Government tribal.pngtribal governments.
  • Less likely if province is a core; overseas; of primary culture; or of state religion.

+10% Local autonomy.pnglocal autonomy

  • +30% Local autonomy.pnglocal autonomy in all provinces with particularist rebels.
  • -20 Prestige.pngprestige.
Separatist rebels.png Nationalist rebels
  • 60% Infantry.pnginfantry
  • 30% Cavalry.pngcavalry
  • 10% Artillery.pngartillery
  • 100% Morale.pngmorale
  • Non-core or non-primary culture provinces only.
  • Most likely if a nonexistent country of the province's culture has a core.
  • More likely with negative Icon stability.pngstability, especially at -3.
  • More likely in provinces that aren't cores; with at least 1, 5, and 10 Years of separatism.pngyears of nationalism; not of primary culture; or not of primary culture group.
  • Much less likely in colonies.
  • Less likely if province is overseas and has state religion, or has accepted culture.
  • Very unlikely if patriots are more appropriate, i.e. a neighbouring province, or extant independent country with a core, has the same culture and all countries of its culture that have cores on the province already exist.
  • Under Celestial Empire government (i.e. Flag of Ming Ming): less likely if country has, and more likely if it recently lost, the Mandate of Heaven.

In provinces of rebels' culture:

  • -10 Prestige.pngprestige.
  • Defection target gets cores on every occupied province of its culture.
  • Defection target is released as a vassal (i.e. it gets all owned provinces the new country has cores on).
  • The remaining rebel army switches allegiance to the new country, rather than despawning.
  • Stays within provinces of their culture.
  • May defect after 5 years.
  • Can't accept demands while at war.
Separatist rebels.png Patriot rebels
  • 60% Infantry.pnginfantry
  • 30% Cavalry.pngcavalry
  • 10% Artillery.pngartillery
  • 100% Morale.pngmorale
  • Non-occupied, non-primary culture provinces only.
  • Very unlikely in colonies.
  • Under Celestial Empire government (i.e. Flag of Ming Ming): less likely if country has, and more likely if it recently lost, the Mandate of Heaven.
  • Largest factors are if a neighbour province, or extant independent country with a core, has its culture. Especially likely with both.
  • Less likely if nationalists are more appropriate; i.e., the defection target doesn't have a core on the province, but some other country of its culture does.
  • More likely with negative Icon stability.pngstability, especially at -3.
  • More likely in a province that isn't a core; with 1, 10, and 20 Years of separatism.pngyears of nationalism; not of primary culture; or not of primary culture group.
  • Less likely in provinces of accepted culture.

+10 Years of separatism.pngyears of nationalism if provinces of rebels' culture

  • -10 Prestige.pngprestige
  • All owned provinces with this faction's rebels defect to the defection target and it gets cores.
  • The rebel army switches allegiance to the target rather than disbanding.
  • Will stay within provinces of their culture.
  • Can spontaneously defect after 5 years.
Revolutionary rebels.png Revolutionary rebels
  • 60% Infantry.pnginfantry
  • 30% Cavalry.pngcavalry
  • 10% Artillery.pngartillery
  • 110% Morale.pngmorale
  • Non-republics only.
  • More likely after 1600, 1700, 1740, and 1780.
  • Less likely in overseas provinces.
  • Most likely during an Aspiration for Liberty or Revolution disaster.
  • Less likely if tech group isn't Western technology groupWestern or Eastern technology groupEastern.
  • -50 Prestige.pngprestige
  • Government type changes to Government republic.pngConstitutional Republic and a new ruler rises.
  • End Aspiration for Liberty disaster if it's in progress.
  • The rebel army switches allegiance to the country rather than disbanding.
  • Can't accept their demands.
Noble rebels.png Noble rebels
  • 60% Infantry.pnginfantry
  • 40% Cavalry.pngcavalry
  • 100% Morale.pngmorale
  • Non-colonial, non-republican countries only.
  • Less likely in overseas provinces.
  • For Flag of Denmark Denmark, very likely during the Counts' Feud disaster if the player (or AI) chose to support the pretender.
  • For Flag of Poland Poland, more likely during the conflict with the Sejm event chain.
  • For Government republic.pngrepublics, more likely with Republican tradition.pngrepublican tradition below 66 and 33.

+10% Local autonomy.pnglocal autonomy

  • +20% Local autonomy.pnglocal autonomy in all provinces with noble rebels.
  • -20 Prestige.pngprestige.
  • -20 Legitimacy.pnglegitimacy.
  • End Counts' Feud if it's in progress.
Heretic rebels.png Heretic rebels
  • 70% Infantry.pnginfantry
  • 30% Cavalry.pngcavalry
  • 100% Morale.pngmorale
  • CatholicismCatholic provinces and countries only.
  • More likely before 1450 if the Reformation hasn't happened.
  • Less likely after 1700 and in overseas provinces.
  • Particularly likely in provinces with the "Heresy" modifier.
  • +20% Local autonomy.pnglocal autonomy in all provinces with heretic rebels. They also lose the "Heresy" modifier if they had it.
  • -50 Prestige.pngprestige
  • Stays in provinces of their religion.
  • May defect after 10 years.
  • Flag of The Papal State The Papal State can't accept their demands.
Pretender rebels.png Pretender rebels
  • 50% Infantry.pnginfantry
  • 40% Cavalry.pngcavalry
  • 10% Artillery.pngartillery
  • 125% Morale.pngmorale
  • Only in non-overseas provinces of non-colonial countries (except Government theocracy.pngPapacy) with at least 3 non-colony provinces.
  • Particularly likely:
    • when both the Civil War and Counts' Feud disasters are in progress
    • during a Counts' Feud if the player (or AI) chose to support the monarch
    • during the Wars of the Roses
    • in a monarchy during a regency with no heir or if the heir has a weak claim (the weaker, the more likely)
  • More likely for a lesser partner in a personal union, especially with lower Legitimacy.pnglegitimacy; for Government tribal.pngtribal governments; and in Government republic.pngrepublics with Aristocratic idea group.png Aristocratic ideas.
  • Less likely in non-primary culture provinces; in non-core provinces if another country of its culture has a core; and in monarchies with higher Legitimacy.pnglegitimacy.
  • -200 Prestige.pngprestige and -25 Legitimacy.pnglegitimacy if Civil War was in progress.
  • Government type changes to the rebels' preferred type (i.e. some kind of Government monarchy.pngmonarchy), unless the government was Government theocracy.pngPapacy, Government steppe horde.pngSteppe Horde, Government monarchy.pngCelestial Empire, Government monarchy.pngIqta, Government monarchy.pngDaimyo, Government monarchy.pngShogunate, Government republic.pngColonial, or Government tribal.pngNative Council.
  • The rebels appoint their leader as ruler.
  • End Counts' Feud and Civil War if either is in progress.
  • Can't accept their demands.
  • Can move overseas to siege more provinces if it needs to.
  • The leader is of the same dynasty as the ruler. The rebels don't disband if he dies.
  • Can appear on succession if the new ruler has low Legitimacy.pnglegitimacy.
Ronin rebels.png Ronin rebels
  • 70% Infantry.pnginfantry
  • 30% Cavalry.pngcavalry
  • 100% Morale.pngmorale
  • Japanese culture only.
  • More likely after 1600, 1700, 1740 and 1780.
  • Less likely in overseas provinces; for Government republic.pngrepublics; and before Western technology groupwesternization.
  • More likely with more Aristocratic idea group.png Aristocratic ideas.
  • +10% Local autonomy.pnglocal autonomy in all owned provinces.
  • -25 Prestige.pngprestige.
  • Government type changes to Government monarchy.pngFeudal Monarchy, unless the government was Government theocracy.pngPapacy, Government steppe horde.pngSteppe Horde, Government monarchy.pngCelestial Empire, Government monarchy.pngIqta, Government monarchy.pngDaimyo, Government monarchy.pngShogunate, Government republic.pngColonial, or Government tribal.pngNative Council.
  • The rebels appoint their leader as ruler.
  • Can't accept their demands.
  • Does not use generals.
Ikko ikki rebels.png Ikko-ikki rebels
  • 70% Infantry.pnginfantry
  • 30% Cavalry.pngcavalry
  • 80% Morale.pngmorale
  • Japanese culture only.
  • More likely after 1600, 1700, 1740 and 1780.
  • Less likely in overseas provinces; for Government republic.pngrepublics; and before Western technology groupwesternization.
  • More likely with more Aristocratic idea group.png Aristocratic ideas.
  • +10% Local autonomy.pnglocal autonomy in all owned provinces.
  • -25 Prestige.pngprestige.
  • Government type changes to the rebels' preferred type, unless the government was Government theocracy.pngPapacy, Government steppe horde.pngSteppe Horde, Government monarchy.pngCelestial Empire, Government monarchy.pngIqta, Government monarchy.pngDaimyo, Government monarchy.pngShogunate, Government republic.pngColonial, or Government tribal.pngNative Council.
  • Can't accept their demands.
Reactionary rebels.png Reactionary rebels
  • 70% Infantry.pnginfantry
  • 30% Cavalry.pngcavalry
  • 80% Morale.pngmorale
  • Only in countries that are Western technology groupwesternizing.
  • More likely in core provinces; provinces of primary culture; and Government steppe horde.pngSteppe Horde or Government tribal.pngtribal government types.
  • Less likely in overseas provinces and in countries with 3, 12, 24 and 48 non-colony provinces.

-10 Western technology groupwesternization progress

  • -50 Prestige.pngprestige
  • -10000 Western technology groupwesternization progress
Lollard rebels.png Lollard rebels
  • 70% Infantry.pnginfantry
  • 30% Cavalry.pngcavalry
  • 100% Morale.pngmorale
  • Lollard heresy must have appeared (this happens by event).
  • CatholicismCatholic countries and provinces only.
  • Less likely after 1700 and in overseas provinces.
  • More likely in provinces with the "Heresy" modifier; before 1450 if the Reformation hasn't started; and with 2 or 4 Innovative idea group.png Innovative ideas.
  • Particularly likely in provinces that have the "Lollards" flag (given by event).

+10% Local autonomy.pnglocal autonomy

  • -50 Prestige.pngprestige
  • Country gets "Tolerates Lollards" modifier for 100 years, giving -3 yearly Papal influence.pngpapal influence.
  • All owned provinces lose the "Lollards" modifier.
  • Stays in provinces of their religion.
  • Provinces may defect after 10 years.
  • Flag of The Papal State The Papal State can't accept their demands.
Catholic rebels.png Catholic rebels
  • 70% Infantry.pnginfantry
  • 30% Cavalry.pngcavalry
  • 110% Morale.pngmorale
  • CatholicismCatholic provinces in non-Catholic countries only.
  • Less likely in overseas provinces and with 2 and 5 tolerance.
  • More likely during the Religious Turmoil disaster and with tolerance below 1, -1 and -2.
  • Very likely with an active Missionaries.pngmissionary.

Unless the province is Flag of the Papal State the Papal State's capital:

  • If province religion is CatholicismCatholic, province gains "Religious Violence" modifier for 2 years:
    • -15% Local manpower modifier.pnglocal manpower
    • -15% Local tax modifier.pnglocal tax modifier
  • If province religion isn't CatholicismCatholic, province converts to Catholic and gains "Forced Conversion" modifier for 2 years:
    • -40% Local manpower modifier.pnglocal manpower
    • -33% Local tax modifier.pnglocal tax modifier
    • +2 Local unrest.pnglocal unrest
  • If country isn't Christian:
    • -50 Prestige.pngprestige
    • +20% Local autonomy.pnglocal autonomy in all provinces with Catholic rebels
  • -1 Icon stability.pngstability if country is Flag of the Papal State the Papal State
  • If country is CatholicismCatholic, gain modifier "Religious Intolerance" for 10 years:
    • +1% Missionary strength vs heretics.pngMissionary strength vs heretics
    • -2 Tolerance heretic.pngTolerance of heretics
    • -2 Tolerance heathen.pngTolerance of heathens
  • If country is neither CatholicismCatholic nor Flag of the Papal State the Papal State and the dominant religion is CatholicismCatholic:
    • Country changes religion to CatholicismCatholic
  • If country is Christian but not CatholicismCatholic, is not Flag of the Papal State the Papal State, and the dominant religion is CatholicismCatholic:
    • Country gains "Heretic Tolerance" modifier for 10 years:
      • -1% Missionary strength.pngMissionary strength
      • +4 Tolerance heretic.pngTolerance of heretics
      • -2 Tolerance own.pngTolerance of the true faith
  • Can accept demands only if country is in Christian religious group or dominant religion is CatholicismCatholic.
  • May defect after 10 years.
Protestant rebels.png Protestant rebels
  • 70% Infantry.pnginfantry
  • 30% Cavalry.pngcavalry
  • 110% Morale.pngmorale
  • ProtestantismProtestant provinces in non-Protestant countries only.
  • Less likely in overseas provinces and with tolerance 2 or higher. Very unlikely with tolerance 5 or higher.
  • More likely during the Religious Turmoil disaster and with tolerance below 1, -1 and -2.
  • Very likely with an active Missionaries.pngmissionary.

Unless the province is Flag of the Papal State the Papal State's capital:

  • If province religion is ProtestantismProtestant, province gains "Religious Violence" modifier for 2 years:
    • -15% Local manpower modifier.pnglocal manpower
    • -15% Local tax modifier.pnglocal tax modifier
  • If province religion isn't ProtestantismProtestant, province converts to Protestant and gains "Forced Conversion" modifier for 2 years:
    • -40% Local manpower modifier.pnglocal manpower
    • -33% Local tax modifier.pnglocal tax modifier
    • +2 Local unrest.pnglocal unrest
  • If country isn't Christian:
    • -50 Prestige.pngprestige
    • +20% Local autonomy.pnglocal autonomy in all provinces with Protestant rebels
  • -1 Icon stability.pngstability if country is Flag of the Papal State the Papal State
  • If country is ProtestantismProtestant, gain modifier "Religious Intolerance" for 10 years:
    • +1% Missionary strength vs heretics.pngMissionary strength vs heretics
    • -2 Tolerance heretic.pngTolerance of heretics
    • -2 Tolerance heathen.pngTolerance of heathens
  • If country is neither ProtestantismProtestant nor Flag of the Papal State the Papal State and the dominant religion is Protestant:
    • Country changes religion to ProtestantismProtestant
  • If country is Christian but not ProtestantismProtestant, is not Flag of the Papal State the Papal State, and the dominant religion is Protestant:
    • Country gains "Heretic Tolerance" modifier for 10 years:
      • -1% Missionary strength.pngMissionary strength
      • +4 Tolerance heretic.pngTolerance of heretics
      • -2 Tolerance own.pngTolerance of the true faith
  • Can accept demands only if country is in Christian religious group or dominant religion is ProtestantismProtestant.
  • May defect after 10 years.
Reformed rebels.png Reformed rebels
  • 70% Infantry.pnginfantry
  • 30% Cavalry.pngcavalry
  • 110% Morale.pngmorale
  • Reformed.pngReformed provinces in non-Reformed countries only.
  • Less likely in overseas provinces and with tolerance 2 or higher. Very unlikely with tolerance 5 or higher.
  • More likely during the Religious Turmoil disaster and with tolerance below 1, -1 and -2.
  • Very likely with an active Missionaries.pngmissionary.

Unless the province is Flag of the Papal State the Papal State's capital:

  • If province religion is Reformed.pngReformed, province gains "Religious Violence" modifier for 2 years:
    • -15% Local manpower modifier.pnglocal manpower
    • -15% Local tax modifier.pnglocal tax modifier
  • If province religion isn't Reformed.pngReformed, province converts to Reformed and gains "Forced Conversion" modifier for 2 years:
    • -40% Local manpower modifier.pnglocal manpower
    • -33% Local tax modifier.pnglocal tax modifier
    • +2 Local unrest.pnglocal unrest
  • If country isn't Christian:
    • -50 Prestige.pngprestige
    • +20% Local autonomy.pnglocal autonomy in all provinces with Reformed rebels
  • -1 Icon stability.pngstability if country is Flag of the Papal State the Papal State
  • If country is Reformed.pngReformed, gain modifier "Religious Intolerance" for 10 years:
    • +1% Missionary strength vs heretics.pngMissionary strength vs heretics
    • -2 Tolerance heretic.pngTolerance of heretics
    • -2 Tolerance heathen.pngTolerance of heathens
  • If country is neither Reformed.pngReformed nor Flag of the Papal State the Papal State and the dominant religion is Reformed:
    • Country changes religion to Reformed.pngReformed
  • If country is Christian but not Reformed.pngReformed, is not Flag of the Papal State the Papal State, and the dominant religion is Reformed:
    • Country gains "Heretic Tolerance" modifier for 10 years:
      • -1% Missionary strength.pngMissionary strength
      • +4 Tolerance heretic.pngTolerance of heretics
      • -2 Tolerance own.pngTolerance of the true faith
  • Can accept demands only if country is in Christian religious group or dominant religion is Reformed.pngReformed.
  • May defect after 10 years.
Orthodox rebels.png Orthodox rebels
  • 70% Infantry.pnginfantry
  • 30% Cavalry.pngcavalry
  • 110% Morale.pngmorale
  • OrthodoxyOrthodox provinces in non-Orthodox countries only.
  • Less likely in overseas provinces and with tolerance 2 or higher. Very unlikely with tolerance 5 or higher.
  • More likely during the Religious Turmoil disaster and with tolerance below 1, -1 and -2.
  • Very likely with an active Missionaries.pngmissionary.

Unless the province is Flag of the Papal State the Papal State's capital:

  • If province religion is OrthodoxyOrthodox, province gains "Religious Violence" modifier for 2 years:
    • -15% Local manpower modifier.pnglocal manpower
    • -15% Local tax modifier.pnglocal tax modifier
  • If province religion isn't OrthodoxyOrthodox, province converts to Orthodox and gains "Forced Conversion" modifier for 2 years:
    • -40% Local manpower modifier.pnglocal manpower
    • -33% Local tax modifier.pnglocal tax modifier
    • +2 Local unrest.pnglocal unrest
  • If country isn't Christian:
    • -50 Prestige.pngprestige
    • +20% Local autonomy.pnglocal autonomy in all provinces with Orthodox rebels
  • -1 Icon stability.pngstability if country is Flag of the Papal State the Papal State
  • If country is OrthodoxyOrthodox, gain modifier "Religious Intolerance" for 10 years:
    • +1% Missionary strength vs heretics
    • -2 Tolerance heretic.pngTolerance of heretics
    • -2 Tolerance heathen.pngTolerance of heathens
  • If country is neither OrthodoxyOrthodox nor Flag of the Papal State the Papal State and the dominant religion is Orthodox:
    • Country changes religion to OrthodoxyOrthodox
  • If country is Christian but not OrthodoxyOrthodox, is not Flag of the Papal State the Papal State, and the dominant religion is Orthodox:
    • Country gains "Heretic Tolerance" modifier for 10 years:
      • -1% Missionary strength.pngMissionary strength
      • +4 Tolerance heretic.pngTolerance of heretics
      • -2 Tolerance own.pngTolerance of the true faith
  • Can accept demands only if country is in Christian religious group or dominant religion is OrthodoxyOrthodox.
  • May defect after 10 years.
Coptic rebels.png Coptic rebels
  • 70% Infantry.pnginfantry
  • 30% Cavalry.pngcavalry
  • 110% Morale.pngmorale
  • Coptic.pngCoptic provinces in non-Coptic countries only.
  • Less likely in overseas provinces and with tolerance 2 or higher. Very unlikely with tolerance 5 or higher.
  • More likely during the Religious Turmoil disaster and with tolerance below 1, -1 and -2.
  • Very likely with an active Missionaries.pngmissionary.

Unless the province is Flag of the Papal State the Papal State's capital:

  • If province religion is Coptic.pngCoptic, province gains "Religious Violence" modifier for 2 years:
    • -15% Local manpower modifier.pnglocal manpower
    • -15% Local tax modifier.pnglocal tax modifier
  • If province religion isn't Coptic.pngCoptic, province converts to Coptic and gains "Forced Conversion" modifier for 2 years:
    • -40% Local manpower modifier.pnglocal manpower
    • -33% Local tax modifier.pnglocal tax modifier
    • +2 Local unrest.pnglocal unrest
  • If country isn't Christian:
  • -1 Icon stability.pngstability if country is Flag of the Papal State the Papal State
  • If country is Coptic.pngCoptic, gain modifier "Religious Intolerance" for 10 years:
    • +1% Missionary strength vs heretics.pngMissionary strength vs heretics
    • -2 Tolerance heretic.pngTolerance of heretics
    • -2 Tolerance heathen.pngTolerance of heathens
  • If country is neither Coptic.pngCoptic nor Flag of the Papal State the Papal State and the dominant religion is Coptic:
    • Country changes religion to Coptic.pngCoptic
  • If country is Christian but not Coptic.pngCoptic, is not Flag of the Papal State the Papal State, and the dominant religion is Coptic:
    • Country gains "Heretic Tolerance" modifier for 10 years:
      • -1% Missionary strength.pngMissionary strength
      • +4 Tolerance heretic.pngTolerance of heretics
      • -2 Tolerance own.pngTolerance of the true faith
  • Can accept demands only if country is in Christian religious group or dominant religion is Coptic.pngCoptic.
  • May defect after 10 years.
Sunni rebels.png Sunni rebels
  • 70% Infantry.pnginfantry
  • 30% Cavalry.pngcavalry
  • 110% Morale.pngmorale
  • Sunni IslamSunni provinces in non-Sunni countries only.
  • Less likely in overseas provinces and with tolerance 2 or higher. Very unlikely with tolerance 5 or higher.
  • More likely during the Religious Turmoil disaster and with tolerance below 1, -1 and -2.
  • Very likely with an active Missionaries.pngmissionary.

Unless the province is Flag of the Papal State the Papal State's capital:

  • If province religion is Sunni IslamSunni, province gains "Religious Violence" modifier for 2 years:
    • -15% Local manpower modifier.pnglocal manpower
    • -15% Local tax modifier.pnglocal tax modifier
  • If province religion isn't Sunni IslamSunni, province converts to Sunni and gains "Forced Conversion" modifier for 2 years:
    • -40% Local manpower modifier.pnglocal manpower
    • -33% Local tax modifier.pnglocal tax modifier
    • +2 Local unrest.pnglocal unrest
  • If country isn't Muslim:
  • -1 Icon stability.pngstability if country is Flag of the Papal State the Papal State
  • If country is Sunni IslamSunni, gain modifier "Religious Intolerance" for 10 years:
    • +1% Missionary strength vs heretics.pngMissionary strength vs heretics
    • -2 Tolerance heretic.pngTolerance of heretics
    • -2 Tolerance heathen.pngTolerance of heathens
  • If country is not Sunni IslamSunni and the dominant religion is Sunni:
    • Country changes religion to Sunni IslamSunni
  • If country is Muslim but not Sunni IslamSunni and the dominant religion is Sunni:
    • Country gains "Heretic Tolerance" modifier for 10 years:
      • -1% Missionary strength.pngMissionary strength
      • +4 Tolerance heretic.pngTolerance of heretics
      • -2 Tolerance own.pngTolerance of the true faith
  • Can accept demands only if country is in Muslim religious group or dominant religion is Sunni IslamSunni.
  • May defect after 10 years.
Shiite rebels.png Shia rebels
  • 70% Infantry.pnginfantry
  • 30% Cavalry.pngcavalry
  • 110% Morale.pngmorale
  • Shiite IslamShia provinces in non-Shia countries only.
  • Less likely in overseas provinces and with tolerance 2 or higher. Very unlikely with tolerance 5 or higher.
  • More likely during the Religious Turmoil disaster and with tolerance below 1, -1 and -2.
  • Very likely with an active Missionaries.pngmissionary.

Unless the province is Flag of the Papal State the Papal State's capital:

  • If province religion is Shiite IslamShia, province gains "Religious Violence" modifier for 2 years:
    • -15% Local manpower modifier.pnglocal manpower
    • -15% Local tax modifier.pnglocal tax modifier
  • If province religion isn't Shiite IslamShia, province converts to Shia and gains "Forced Conversion" modifier for 2 years:
    • -40% Local manpower modifier.pnglocal manpower
    • -33% Local tax modifier.pnglocal tax modifier
    • +2 Local unrest.pnglocal unrest
  • If country isn't Muslim:
  • -1 Icon stability.pngstability if country is Flag of the Papal State the Papal State
  • If country is Shiite IslamShia, gain modifier "Religious Intolerance" for 10 years:
    • +1% Missionary strength vs heretics.pngMissionary strength vs heretics
    • -2 Tolerance heretic.pngTolerance of heretics
    • -2 Tolerance heathen.pngTolerance of heathens
  • If country is not Shiite IslamShia and the dominant religion is Shia:
    • Country changes religion to Shiite IslamShia
  • If country is Muslim but not Shiite IslamShia and the dominant religion is Shia:
    • Country gains "Heretic Tolerance" modifier for 10 years:
      • -1% Missionary strength.pngMissionary strength
      • +4 Tolerance heretic.pngTolerance of heretics
      • -2 Tolerance own.pngTolerance of the true faith
  • Can accept demands only if country is in Muslim religious group or dominant religion is Shiite IslamShia.
  • May defect after 10 years.
Ibadi rebels.png Ibadi rebels
  • 70% Infantry.pnginfantry
  • 30% Cavalry.pngcavalry
  • 110% Morale.pngmorale
  • Ibadi IslamIbadi provinces in non-Ibadi countries only.
  • Less likely in overseas provinces and with tolerance 2 or higher. Very unlikely with tolerance 5 or higher.
  • More likely during the Religious Turmoil disaster and with tolerance below 1, -1 and -2.
  • Very likely with an active Missionaries.pngmissionary.

Unless the province is Flag of the Papal State the Papal State's capital:

  • If province religion is Ibadi IslamIbadi, province gains "Religious Violence" modifier for 2 years:
    • -15% Local manpower modifier.pnglocal manpower
    • -15% Local tax modifier.pnglocal tax modifier
  • If province religion isn't Ibadi IslamIbadi, province converts to Ibadi and gains "Forced Conversion" modifier for 2 years:
    • -40% Local manpower modifier.pnglocal manpower
    • -33% Local tax modifier.pnglocal tax modifier
    • +2 Local unrest.pnglocal unrest
  • If country isn't Muslim:
  • -1 Icon stability.pngstability if country is Flag of the Papal State the Papal State
  • If country is Ibadi IslamIbadi, gain modifier "Religious Intolerance" for 10 years:
    • +1% Missionary strength vs heretics.pngMissionary strength vs heretics
    • -2 Tolerance heretic.pngTolerance of heretics
    • -2 Tolerance heathen.pngTolerance of heathens
  • If country is not Ibadi IslamIbadi and the dominant religion is Ibadi:
    • Country changes religion to Ibadi IslamIbadi
  • If country is Muslim but not Ibadi IslamIbadi and the dominant religion is Ibadi:
    • Country gains "Heretic Tolerance" modifier for 10 years:
      • -1% Missionary strength.pngMissionary strength
      • +4 Tolerance heretic.pngTolerance of heretics
      • -2 Tolerance own.pngTolerance of the true faith
  • Can accept demands only if country is in Muslim religious group or dominant religion is Ibadi IslamIbadi.
  • May defect after 10 years.
Buddhism rebels.png Buddhist rebels
  • 70% Infantry.pnginfantry
  • 30% Cavalry.pngcavalry
  • 110% Morale.pngmorale
  • Buddhism.pngBuddhist provinces in non-Buddhist countries only.
  • Less likely in overseas provinces and with tolerance 2 or higher. Very unlikely with tolerance 5 or higher.
  • More likely during the Religious Turmoil disaster and with tolerance below 1, -1 and -2.
  • Very likely with an active Missionaries.pngmissionary.

Unless the province is Flag of the Papal State the Papal State's capital:

  • If province religion is Buddhism.pngBuddhist, province gains "Religious Violence" modifier for 2 years:
    • -15% Local manpower modifier.pnglocal manpower
    • -15% Local tax modifier.pnglocal tax modifier
  • If province religion isn't Buddhism.pngBuddhist, province converts to Buddhist and gains "Forced Conversion" modifier for 2 years:
    • -40% Local manpower modifier.pnglocal manpower
    • -33% Local tax modifier.pnglocal tax modifier
    • +2 Local unrest.pnglocal unrest
  • If country isn't in Eastern religious group:
    • -50 Prestige.pngprestige
    • +20% Local autonomy.pnglocal autonomy in all provinces with Buddhist rebels
  • -1 Icon stability.pngstability if country is Flag of the Papal State the Papal State
  • If country is Buddhism.pngBuddhist, gain modifier "Religious Intolerance" for 10 years:
    • +1% Missionary strength vs heretics.pngMissionary strength vs heretics
    • -2 Tolerance heretic.pngTolerance of heretics
    • -2 Tolerance heathen.pngTolerance of heathens
  • If country is not Buddhism.pngBuddhist and the dominant religion is Buddhist:
    • Country changes religion to Buddhism.pngBuddhist
  • If country is in the Eastern religious group but not Buddhism.pngBuddhist and the dominant religion is Buddhist:
    • Country gains "Heretic Tolerance" modifier for 10 years:
      • -1% Missionary strength.pngMissionary strength
      • +4 Tolerance heretic.pngTolerance of heretics
      • -2 Tolerance own.pngTolerance of the true faith
  • Can accept demands only if country is in Eastern religious group or dominant religion is Buddhism.pngBuddhist.
  • May defect after 10 years.
Confucianism rebels.png Confucian rebels
  • 70% Infantry.pnginfantry
  • 30% Cavalry.pngcavalry
  • 110% Morale.pngmorale
  • ConfucianismConfucian provinces in non-Confucian countries only.
  • Less likely in overseas provinces and with tolerance 2 or higher. Very unlikely with tolerance 5 or higher.
  • More likely during the Religious Turmoil disaster and with tolerance below 1, -1 and -2.
  • Very likely with an active Missionaries.pngmissionary.

Unless the province is Flag of the Papal State the Papal State's capital:

  • If province religion is ConfucianismConfucian, province gains "Religious Violence" modifier for 2 years:
    • -15% Local manpower modifier.pnglocal manpower
    • -15% Local tax modifier.pnglocal tax modifier
  • If province religion isn't ConfucianismConfucian, province converts to Confucian and gains "Forced Conversion" modifier for 2 years:
    • -40% Local manpower modifier.pnglocal manpower
    • -33% Local tax modifier.pnglocal tax modifier
    • +2 Local unrest.pnglocal unrest
  • If country isn't in Eastern religious group:
    • -50 Prestige.pngprestige
    • +20% Local autonomy.pnglocal autonomy in all provinces with Confucian rebels
  • -1 Icon stability.pngstability if country is Flag of the Papal State the Papal State
  • If country is ConfucianismConfucian, gain modifier "Religious Intolerance" for 10 years:
    • +1% Missionary strength vs heretics.pngMissionary strength vs heretics
    • -2 Tolerance heretic.pngTolerance of heretics
    • -2 Tolerance heathen.pngTolerance of heathens
  • If country is not ConfucianismConfucian and the dominant religion is Confucian:
    • Country changes religion to ConfucianismConfucian
  • If country is in the Eastern religious group but not ConfucianismConfucian and the dominant religion is Confucian:
    • Country gains "Heretic Tolerance" modifier for 10 years:
      • -1% Missionary strength.pngMissionary strength
      • +4 Tolerance heretic.pngTolerance of heretics
      • -2 Tolerance own.pngTolerance of the true faith
  • Can accept demands only if country is in Eastern religious group or dominant religion is ConfucianismConfucian.
  • May defect after 10 years.
Shinto rebels.png Shinto rebels
  • 70% Infantry.pnginfantry
  • 30% Cavalry.pngcavalry
  • 110% Morale.pngmorale
  • ShintoismShinto provinces in non-Shinto countries only.
  • Less likely in overseas provinces and with tolerance 2 or higher. Very unlikely with tolerance 5 or higher.
  • More likely during the Religious Turmoil disaster and with tolerance below 1, -1 and -2.
  • Very likely with an active Missionaries.pngmissionary.

Unless the province is Flag of the Papal State the Papal State's capital:

  • If province religion is ShintoismShinto, province gains "Religious Violence" modifier for 2 years:
    • -15% Local manpower modifier.pnglocal manpower
    • -15% Local tax modifier.pnglocal tax modifier
  • If province religion isn't ShintoismShinto, province converts to Shinto and gains "Forced Conversion" modifier for 2 years:
    • -40% Local manpower modifier.pnglocal manpower
    • -33% Local tax modifier.pnglocal tax modifier
    • +2 Local unrest.pnglocal unrest
  • If country isn't in Eastern religious group:
  • -1 Icon stability.pngstability if country is Flag of the Papal State the Papal State
  • If country is ShintoismShinto, gain modifier "Religious Intolerance" for 10 years:
    • +1% Missionary strength vs heretics.pngMissionary strength vs heretics
    • -2 Tolerance heretic.pngTolerance of heretics
    • -2 Tolerance heathen.pngTolerance of heathens
  • If country is not ShintoismShinto and the dominant religion is Shinto:
    • Country changes religion to ShintoismShinto
  • If country is in the Eastern religious group but not ShintoismShinto and the dominant religion is Shinto:
    • Country gains "Heretic Tolerance" modifier for 10 years:
      • -1% Missionary strength.pngMissionary strength
      • +4 Tolerance heretic.pngTolerance of heretics
      • -2 Tolerance own.pngTolerance of the true faith
  • Can accept demands only if country is in Eastern religious group or dominant religion is ShintoismShinto.
  • May defect after 10 years.
Hinduism rebels.png Hindu rebels
  • 70% Infantry.pnginfantry
  • 30% Cavalry.pngcavalry
  • 110% Morale.pngmorale
  • HinduismHindu provinces in non-Hindu countries only.
  • Less likely in overseas provinces and with tolerance 2 or higher. Very unlikely with tolerance 5 or higher.
  • More likely during the Religious Turmoil disaster and with tolerance below 1, -1 and -2.
  • Very likely with an active Missionaries.pngmissionary.

Unless the province is Flag of the Papal State the Papal State's capital:

  • If province religion is HinduismHindu, province gains "Religious Violence" modifier for 2 years:
    • -15% Local manpower modifier.pnglocal manpower
    • -15% Local tax modifier.pnglocal tax modifier
  • If province religion isn't HinduismHindu, province converts to Hindu and gains "Forced Conversion" modifier for 2 years:
    • -40% Local manpower modifier.pnglocal manpower
    • -33% Local tax modifier.pnglocal tax modifier
    • +2 Local unrest.pnglocal unrest
  • If country isn't in Dharmic religious group:
  • -1 Icon stability.pngstability if country is Flag of the Papal State the Papal State
  • If country is HinduismHindu, gain modifier "Religious Intolerance" for 10 years:
    • +1% Missionary strength vs heretics.pngMissionary strength vs heretics
    • -2 Tolerance heretic.pngTolerance of heretics
    • -2 Tolerance heathen.pngTolerance of heathens
  • If country is not HinduismHindu and the dominant religion is Hindu:
    • Country changes religion to HinduismHindu
  • If country is in the Dharmic religious group but not HinduismHindu and the dominant religion is Hindu:
    • Country gains "Heretic Tolerance" modifier for 10 years:
      • -1% Missionary strength.pngMissionary strength
      • +4 Tolerance heretic.pngTolerance of heretics
      • -2 Tolerance own.pngTolerance of the true faith
  • Can accept demands only if country is in Dharmic religious group or dominant religion is HinduismHindu.
  • May defect after 10 years.
Sikhism rebels.png Sikh rebels
  • 70% Infantry.pnginfantry
  • 30% Cavalry.pngcavalry
  • 110% Morale.pngmorale
  • SikhismSikh provinces in non-Sikh countries only.
  • Less likely in overseas provinces and with tolerance 2 or higher. Very unlikely with tolerance 5 or higher.
  • More likely during the Religious Turmoil disaster and with tolerance below 1, -1 and -2.
  • Very likely with an active Missionaries.pngmissionary.

Unless the province is Flag of the Papal State the Papal State's capital:

  • If province religion is SikhismSikh, province gains "Religious Violence" modifier for 2 years:
    • -15% Local manpower modifier.pnglocal manpower
    • -15% Local tax modifier.pnglocal tax modifier
  • If province religion isn't SikhismSikh, province converts to Sikh and gains "Forced Conversion" modifier for 2 years:
    • -40% Local manpower modifier.pnglocal manpower
    • -33% Local tax modifier.pnglocal tax modifier
    • +2 Local unrest.pnglocal unrest
  • If country isn't in Dharmic religious group:
  • -1 Icon stability.pngstability if country is Flag of the Papal State the Papal State
  • If country is SikhismSikh, gain modifier "Religious Intolerance" for 10 years:
    • +1% Missionary strength vs heretics.pngMissionary strength vs heretics
    • -2 Tolerance heretic.pngTolerance of heretics
    • -2 Tolerance heathen.pngTolerance of heathens
  • If country is not SikhismSikh and the dominant religion is Sikh:
    • Country changes religion to SikhismSikh
  • If country is in the Dharmic religious group but not SikhismSikh and the dominant religion is Sikh:
    • Country gains "Heretic Tolerance" modifier for 10 years:
      • -1% Missionary strength.pngMissionary strength
      • +4 Tolerance heretic.pngTolerance of heretics
      • -2 Tolerance own.pngTolerance of the true faith
  • Can accept demands only if country is in Dharmic religious group or dominant religion is SikhismSikh.
  • May defect after 10 years.
Animism rebels.png Animist rebels
  • 70% infantry
  • 30% cavalry
  • 110% morale
  • AnimismAnimist provinces in non-Animist countries only.
  • Less likely in overseas provinces and with tolerance 2 or higher. Very unlikely with tolerance 5 or higher.
  • More likely during the Religious Turmoil disaster and with tolerance below 1, -1 and -2.
  • Very likely with an active Missionaries.pngmissionary.

Unless the province is Flag of the Papal State the Papal State's capital:

  • If province religion is AnimismAnimist, province gains "Religious Violence" modifier for 2 years:
    • -15% Local manpower modifier.pnglocal manpower
    • -15% Local tax modifier.pnglocal tax modifier
  • If province religion isn't AnimismAnimist, province converts to Animist and gains "Forced Conversion" modifier for 2 years:
    • -40% Local manpower modifier.pnglocal manpower
    • -33% Local tax modifier.pnglocal tax modifier
    • +2 Local unrest.pnglocal unrest
  • If country isn't in Pagan religious group:
  • -1 Icon stability.pngstability if country is Flag of the Papal State the Papal State
  • If country is AnimismAnimist, gain modifier "Religious Intolerance" for 10 years:
    • +1% Missionary strength vs heretics.pngMissionary strength vs heretics
    • -2 Tolerance heretic.pngTolerance of heretics
    • -2 Tolerance heathen.pngTolerance of heathens
  • If country is not AnimismAnimist and the dominant religion is Animist:
    • Country changes religion to AnimismAnimist
  • If country is in the Pagan religious group but not AnimismAnimist and the dominant religion is Animist:
    • Country gains "Heretic Tolerance" modifier for 10 years:
      • -1% Missionary strength.pngMissionary strength
      • +4 Tolerance heretic.pngTolerance of heretics
      • -2 Tolerance own.pngTolerance of the true faith
  • Can accept demands only if country is in Pagan religious group or dominant religion is AnimismAnimist.
  • May defect after 10 years.
Fetishist rebels.png Shamanist rebels
  • 70% Infantry.pnginfantry
  • 30% Cavalry.pngcavalry
  • 110% Morale.pngmorale
  • ShamanismShamanist provinces in non-Shamanist countries only.
  • Less likely in overseas provinces and with tolerance 2 or higher. Very unlikely with tolerance 5 or higher.
  • More likely during the Religious Turmoil disaster and with tolerance below 1, -1 and -2.
  • Very likely with an active Missionaries.pngmissionary.

Unless the province is Flag of the Papal State the Papal State's capital:

  • If province religion is ShamanismShamanist, province gains "Religious Violence" modifier for 2 years:
    • -15% Local manpower modifier.pnglocal manpower
    • -15% Local tax modifier.pnglocal tax modifier
  • If province religion isn't ShamanismShamanist, province converts to Shamanist and gains "Forced Conversion" modifier for 2 years:
    • -40% Local manpower modifier.pnglocal manpower
    • -33% Local tax modifier.pnglocal tax modifier
    • +2 Local unrest.pnglocal unrest
  • If country isn't in Pagan religious group:
    • -50 Prestige.pngprestige
    • +20% Local autonomy.pnglocal autonomy in all provinces with Shamanist rebels
  • -1 Icon stability.pngstability if country is Flag of the Papal State the Papal State
  • If country is ShamanismShamanist, gain modifier "Religious Intolerance" for 10 years:
    • +1% Missionary strength vs heretics.pngMissionary strength vs heretics
    • -2 Tolerance heretic.pngTolerance of heretics
    • -2 Tolerance heathen.pngTolerance of heathens
  • If country is not ShamanismShamanist and the dominant religion is Shamanist:
    • Country changes religion to ShamanismShamanist
  • If country is in the Pagan religious group but not ShamanismShamanist and the dominant religion is Shamanist:
    • Country gains "Heretic Tolerance" modifier for 10 years:
      • -1% Missionary strength.pngMissionary strength
      • +4 Tolerance heretic.pngTolerance of heretics
      • -2 Tolerance own.pngTolerance of the true faith
  • Can accept demands only if country is in Pagan religious group or dominant religion is ShamanismShamanist.
  • May defect after 10 years.
Totemism rebels.png Totemist rebels
  • 70% Infantry.pnginfantry
  • 30% Cavalry.pngcavalry
  • 110% Morale.pngmorale
  • TotemismTotemist provinces in non-Totemist countries only.
  • Less likely in overseas provinces and with tolerance 2 or higher. Very unlikely with tolerance 5 or higher.
  • More likely during the Religious Turmoil disaster and with tolerance below 1, -1 and -2.
  • Very likely with an active Missionaries.pngmissionary.

Unless the province is Flag of the Papal State the Papal State's capital:

  • If province religion is TotemismTotemist, province gains "Religious Violence" modifier for 2 years:
    • -15% Local manpower modifier.pnglocal manpower
    • -15% Local tax modifier.pnglocal tax modifier
  • If province religion isn't TotemismTotemist, province converts to Totemist and gains "Forced Conversion" modifier for 2 years:
    • -40% Local manpower modifier.pnglocal manpower
    • -33% Local tax modifier.pnglocal tax modifier
    • +2 Local unrest.pnglocal unrest
  • If country isn't in Pagan religious group:
    • -50 Prestige.pngprestige
    • +20% Local autonomy.pnglocal autonomy in all provinces with Totemist rebels
  • -1 Icon stability.pngstability if country is Flag of the Papal State the Papal State
  • If country is TotemismTotemist, gain modifier "Religious Intolerance" for 10 years:
    • +1% Missionary strength vs heretics.pngMissionary strength vs heretics
    • -2 Tolerance heretic.pngTolerance of heretics
    • -2 Tolerance heathen.pngTolerance of heathens
  • If country is not TotemismTotemist and the dominant religion is Totemist:
    • Country changes religion to TotemismTotemist
  • If country is in the Pagan religious group but not TotemismTotemist and the dominant religion is Totemist:
    • Country gains "Heretic Tolerance" modifier for 10 years:
      • -1% Missionary strength.pngMissionary strength
      • +4 Tolerance heretic.pngTolerance of heretics
      • -2 Tolerance own.pngTolerance of the true faith
  • Can accept demands only if country is in Pagan religious group or dominant religion is TotemismTotemist.
  • May defect after 10 years.
Nahuatl rebels.png Nahuatl rebels
  • 70% Infantry.pnginfantry
  • 30% Cavalry.pngcavalry
  • 110% Morale.pngmorale
  • Nahuatl.pngNahuatl provinces in non-Nahuatl countries only.
  • Less likely in overseas provinces and with tolerance 2 or higher. Very unlikely with tolerance 5 or higher.
  • More likely during the Religious Turmoil disaster and with tolerance below 1, -1 and -2.
  • Very likely with an active Missionaries.pngmissionary.

Unless the province is Flag of the Papal State the Papal State's capital:

  • If province religion is Nahuatl.pngNahuatl, province gains "Religious Violence" modifier for 2 years:
    • -15% Local manpower modifier.pnglocal manpower
    • -15% Local tax modifier.pnglocal tax modifier
  • If province religion isn't Nahuatl.pngNahuatl, province converts to Nahuatl and gains "Forced Conversion" modifier for 2 years:
    • -40% Local manpower modifier.pnglocal manpower
    • -33% Local tax modifier.pnglocal tax modifier
    • +2 Local unrest.pnglocal unrest
  • If country isn't in Pagan religious group:
  • -1 Icon stability.pngstability if country is Flag of the Papal State the Papal State
  • If country is Nahuatl.pngNahuatl, gain modifier "Religious Intolerance" for 10 years:
    • +1% Missionary strength vs heretics.pngMissionary strength vs heretics
    • -2 Tolerance heretic.pngTolerance of heretics
    • -2 Tolerance heathen.pngTolerance of heathens
  • If country is not Nahuatl.pngNahuatl and the dominant religion is Nahuatl:
    • Country changes religion to Nahuatl.pngNahuatl
  • If country is in the Pagan religious group but not Nahuatl.pngNahuatl and the dominant religion is Nahuatl:
    • Country gains "Heretic Tolerance" modifier for 10 years:
      • -1% Missionary strength.pngMissionary strength
      • +4 Tolerance heretic.pngTolerance of heretics
      • -2 Tolerance own.pngTolerance of the true faith
  • Can accept demands only if country is in Pagan religious group or dominant religion is Nahuatl.pngNahuatl.
  • May defect after 10 years.
Mayan rebels.png Mayan rebels
  • 70% Infantry.pnginfantry
  • 30% Cavalry.pngcavalry
  • 110% Morale.pngmorale
  • Mayan.pngMayan provinces in non-Mayan countries only.
  • Less likely in overseas provinces and with tolerance 2 or higher. Very unlikely with tolerance 5 or higher.
  • More likely during the Religious Turmoil disaster and with tolerance below 1, -1 and -2.
  • Very likely with an active Missionaries.pngmissionary.

Unless the province is Flag of the Papal State the Papal State's capital:

  • If province religion is Mayan.pngMayan, province gains "Religious Violence" modifier for 2 years:
    • -15% Local manpower modifier.pnglocal manpower
    • -15% Local tax modifier.pnglocal tax modifier
  • If province religion isn't Mayan.pngMayan, province converts to Mayan and gains "Forced Conversion" modifier for 2 years:
    • -40% Local manpower modifier.pnglocal manpower
    • -33% Local tax modifier.pnglocal tax modifier
    • +2 Local unrest.pnglocal unrest
  • If country isn't in Pagan religious group:
  • -1 Icon stability.pngstability if country is Flag of the Papal State the Papal State
  • If country is Mayan.pngMayan, gain modifier "Religious Intolerance" for 10 years:
    • +1% Missionary strength vs heretics.pngMissionary strength vs heretics
    • -2 Tolerance heretic.pngTolerance of heretics
    • -2 Tolerance heathen.pngTolerance of heathens
  • If country is not Mayan.pngMayan and the dominant religion is Mayan:
    • Country changes religion to Mayan.pngMayan
  • If country is in the Pagan religious group but not Mayan.pngMayan and the dominant religion is Mayan:
    • Country gains "Heretic Tolerance" modifier for 10 years:
      • -1% Missionary strength.pngMissionary strength
      • +4 Tolerance heretic.pngTolerance of heretics
      • -2 Tolerance own.pngTolerance of the true faith
  • Can accept demands only if country is in Pagan religious group or dominant religion is Mayan.pngMayan.
  • May defect after 10 years.
Inti rebels.png Inti rebels
  • 70% Infantry.pnginfantry
  • 30% Cavalry.pngcavalry
  • 110% Morale.pngmorale
  • Inti.pngInti provinces in non-Inti countries only.
  • Less likely in overseas provinces and with tolerance 2 or higher. Very unlikely with tolerance 5 or higher.
  • More likely during the Religious Turmoil disaster and with tolerance below 1, -1 and -2.
  • Very likely with an active Missionaries.pngmissionary.

Unless the province is Flag of the Papal State the Papal State's capital:

  • If province religion is Inti.pngInti, province gains "Religious Violence" modifier for 2 years:
    • -15% Local manpower modifier.pnglocal manpower
    • -15% Local tax modifier.pnglocal tax modifier
  • If province religion isn't Inti.pngInti, province converts to Inti and gains "Forced Conversion" modifier for 2 years:
    • -40% Local manpower modifier.pnglocal manpower
    • -33% Local tax modifier.pnglocal tax modifier
    • +2 Local unrest.pnglocal unrest
  • If country isn't in Pagan religious group:
  • -1 Icon stability.pngstability if country is Flag of the Papal State the Papal State
  • If country is Inti.pngInti, gain modifier "Religious Intolerance" for 10 years:
    • +1% Missionary strength vs heretics.pngMissionary strength vs heretics
    • -2 Tolerance heretic.pngTolerance of heretics
    • -2 Tolerance heathen.pngTolerance of heathens
  • If country is not Inti.pngInti and the dominant religion is Inti:
    • Country changes religion to Inti.pngInti
  • If country is in the Pagan religious group but not Inti.pngInti and the dominant religion is Inti:
    • Country gains "Heretic Tolerance" modifier for 10 years:
      • -1% Missionary strength.pngMissionary strength
      • +4 Tolerance heretic.pngTolerance of heretics
      • -2 Tolerance own.pngTolerance of the true faith
  • Can accept demands only if country is in Pagan religious group or dominant religion is Inti.pngInti.
  • May defect after 10 years.
Jewish rebels.png Jewish rebels
  • 70% Infantry.pnginfantry
  • 30% Cavalry.pngcavalry
  • 110% Morale.pngmorale
  • Jewish.pngJewish provinces in non-Jewish countries only.
  • Less likely in overseas provinces and with tolerance 2 or higher. Very unlikely with tolerance 5 or higher.
  • More likely during the Religious Turmoil disaster and with tolerance below 1, -1 and -2.
  • Very likely with an active Missionaries.pngmissionary.

Unless the province is Flag of the Papal State the Papal State's capital:

  • If province religion is Jewish.pngJewish, province gains "Religious Violence" modifier for 2 years:
    • -15% Local manpower modifier.pnglocal manpower
    • -15% Local tax modifier.pnglocal tax modifier
  • If province religion isn't Jewish.pngJewish, province converts to Jewish and gains "Forced Conversion" modifier for 2 years:
    • -40% Local manpower modifier.pnglocal manpower
    • -33% Local tax modifier.pnglocal tax modifier
    • +2 Local unrest.pnglocal unrest
  • If country isn't in Pagan religious group:
  • -1 Icon stability.pngstability if country is Flag of the Papal State the Papal State
  • If country is Jewish.pngJewish, gain modifier "Religious Intolerance" for 10 years:
    • +1% Missionary strength vs heretics.pngMissionary strength vs heretics
    • -2 Tolerance heretic.pngTolerance of heretics
    • -2 Tolerance heathen.pngTolerance of heathens
  • If country is not Jewish.pngJewish and the dominant religion is Jewish:
    • Country changes religion to Jewish.pngJewish
  • If country is in the Pagan religious group but not Jewish.pngJewish and the dominant religion is Jewish:
    • Country gains "Heretic Tolerance" modifier for 10 years:
      • -1% Missionary strength.pngMissionary strength
      • +4 Tolerance heretic.pngTolerance of heretics
      • -2 Tolerance own.pngTolerance of the true faith
  • Can accept demands only if country is in Pagan religious group or dominant religion is Jewish.pngJewish.
  • May defect after 10 years.
Norse rebels.png Norse rebels
  • 70% Infantry.pnginfantry
  • 30% Cavalry.pngcavalry
  • 110% Morale.pngmorale
  • Norse.pngNorse provinces in non-Norse countries only.
  • Less likely in overseas provinces and with tolerance 2 or higher. Very unlikely with tolerance 5 or higher.
  • More likely during the Religious Turmoil disaster and with tolerance below 1, -1 and -2.
  • Very likely with an active Missionaries.pngmissionary.

Unless the province is Flag of the Papal State the Papal State's capital:

  • If province religion is Norse.pngNorse, province gains "Religious Violence" modifier for 2 years:
    • -15% Local manpower modifier.pnglocal manpower
    • -15% Local tax modifier.pnglocal tax modifier
  • If province religion isn't Norse.pngNorse, province converts to Norse and gains "Forced Conversion" modifier for 2 years:
    • -40% Local manpower modifier.pnglocal manpower
    • -33% Local tax modifier.pnglocal tax modifier
    • +2 Local unrest.pnglocal unrest
  • If country isn't in Pagan religious group:
  • -1 Icon stability.pngstability if country is Flag of the Papal State the Papal State
  • If country is Norse.pngNorse, gain modifier "Religious Intolerance" for 10 years:
    • +1% Missionary strength vs heretics.pngMissionary strength vs heretics
    • -2 Tolerance heretic.pngTolerance of heretics
    • -2 Tolerance heathen.pngTolerance of heathens
  • If country is not Norse.pngNorse and the dominant religion is Norse:
    • Country changes religion to Norse.pngNorse
  • If country is in the Pagan religious group but not Norse.pngNorse and the dominant religion is Norse:
    • Country gains "Heretic Tolerance" modifier for 10 years:
      • -1% Missionary strength.pngMissionary strength
      • +4 Tolerance heretic.pngTolerance of heretics
      • -2 Tolerance own.pngTolerance of the true faith
  • Can accept demands only if country is in Pagan religious group or dominant religion is Norse.pngNorse.
  • May defect after 10 years.
Noble rebels.png Polish Magnate rebels
  • 50% Infantry.pnginfantry
  • 40% Cavalry.pngcavalry
  • 10% Artillery.pngartillery
  • 120% Morale.pngmorale
  • Province owner's primary culture is Polish
  • Less likely to occur if is an elective monarchy or in an overseas province
  • More likely to occur if have the "The Royal Struggle" modifier.
    • +5% Local autonomy.pnglocal autonomy
  • Every occupied province gains +25% Local autonomy.pnglocal autonomy
  • -50 Prestige.pngprestige
  • Changes government to an elective monarchy

Rebel faction progress

Add together the total positive unrest in all provinces supporting a rebel faction. This is the monthly chance that the faction's progress will increase by 10%. If the faction's progress reaches 100%, it will go into open rebellion and spawn troops in all provinces that had positive unrest.

Rebel progress can be reduced by 30% through harsh treatment, at the cost of Military power.png military power equal to five times the sum of all positive unrest in provinces supporting a particular faction. This can be incredibly cost effective if the total unrest can be reduced to a small number with the presence of friendly troops, allowing one to wipe out a large amount of rebel progress at a very low price. (In 1.11 there seems to be a minimum cost of 50Military power.png.)

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 unrest is then increased for any reason, the faction will resume gaining progress towards rebellion.

One can also reduce a rebel faction's progress to 0 at any time by accepting their demands. This will also remove any troops that faction has spawned. The demands are generally quite unpleasant, however, so you won't generally want to do this unless the rebels have already rebelled or are on the verge of doing so.

Active revolts

When a faction's progress reaches 100%, it will go into open rebellion and spawn 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 Recent Uprising modifier giving -20 unrest for 5 years.

Revolt size

The number of rebellious regiments depends on the base tax and base manpower of the province and the military technology level of its owner. It is calculated as follows:

The values given are from /Europa Universalis IV/common/defines.lua. Base tax and base manpower of all provinces can be found in the list of provinces. Tax income as it is ingame for a flat modifier, such as of a temple or capital.

If the rebels were spawned via event, the spawn size is defined in the event. Otherwise, the default spawn size is 1.

A single spawn cannot spawn more rebels than the national manpower cap.

Other causes of revolts

Rebels can also spawn via events. In this case they immediately get troops on the map, regardless of any faction progress. As usual, you can accept their demands or engage them in military combat.

One special case you will encounter are Pretender rebels.png pretender rebels. These can spawn not only via event, but also when a heir without a strong claim succeeds to the throne in a monarchy, whereas they rarely exist as a faction gathering progress from unrest. If these rebels control your capital city for 36 months, they will install a new ruler, whose stats you can see in the "Stability and Expansion" tab.

Sieged provinces

The rebels will immediately go to work sieging provinces. A successful siege usually has some immediate effects:

  • If peasant, particularist, Lollard, noble, or pretender rebels take control of a province, it will gain +10 autonomy.
  • If nationalist or patriot rebels take control of a province, it will gain +5 nationalism (unrest). Nationalist rebels will also give their nation a core on the province, if it doesn't have one already.
  • If religious rebels take control of a province already of their religion, it will have -15% manpower and -15% tax income for 2 years.
  • If religious rebels take control of a province of another religion, it will be forcibly converted and suffer -40% manpower, -33% tax income and +2 unrest for 2 years.
  • If heretic rebels take control of a province, it will suffer -40% manpower, -33% tax income, +2 unrest and +5 local autonomy for 2 years; furthermore Catholicism will gain +0.1% reform desire.
  • If reactionary rebels take control of a province, the owner will lose -10 westernisation progress.

Enforced demands

There are several conditions under which the rebel factions can enforce their demands:

  1. If nationalist or patriot rebels occupy a province, they will start a 5 year timer. If the province is not retaken in that time, all the provinces associated with that faction (whether occupied or not) will defect.
  2. With Peasants and heretic rebels, when they occupy more than half of the provinces in that nation, they will enforce their demands and you gain a variety of negative modifiers and lose 100 prestige. [1].
  3. Other types of rebels need to occupy the capital to enforce their demands, but for this the timer is only 2 years.
  4. As a special case, if a country is not at war and more than half its provinces are occupied by rebels (not necessarily from the same faction), all active rebel factions have their demands enforced immediately.

Support for rebels

A diplomat can support rebels in any nation where there is a province with unrest greater than 0. This is a covert action that can be performed by any country. The effectiveness of supporting rebels can be increased by a number of ideas and policies.

Ideas and policies which increase rebel support efficiency:

Rebel support efficiency.png 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.

The provinces where the selected rebel faction is likely to spawn and/or have control over receive a boost to their unrest. The more financial support a country gives the chosen rebel faction, the higher that faction's unrest will be and the faster its armies will reinforce. Supported rebels will behave like allied units of their sponsoring country, even if the sponsorship only began after the rebels have spawned. Any rebels that manage to declare independence while under foreign support will receive a relation bonus towards the supporting country. If allied rebels cannot complete their objectives because the province they are trying to occupy is under your control, they instead will wander the countryside and may engage enemy units.

In addition, supporting rebels in a rival country will also increase the power projection of the conducting state 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 rebels


With the Art of War DLC, once the rebels have spawned, the supporter receives the "Support Rebels" CB to enforce the supported rebel's demands. The war will be called an Intervention War, and the war goal is to take the capital. You do not need to keep supporting the rebels after war is declared, and you can take provinces from them; the rebels don't need to stay spawned either.

Strategy

The most effective way to deal with rebels is to combat the root of the problem: keep unrest low by keeping stability high, not letting war exhaustion get out of hand, and using appropriate decisions, advisors, etc.

With local autonomy, there is always a trade-off. You want to lower autonomy to increase the long-term potential of your nation, but carefully consider the added unrest this will give you as you will be stuck with it for 30 years. Consider raising the local autonomy of newly conquered provinces to offset nationalism.

You will not always be able to go entirely without unrest, but you will often have a choice as to where the unrest is. You should employ a classic divide and conquer strategy: try to spread the unrest between several different rebel factions as best you can. If you want to lower autonomy, choose provinces with weak factions, and don't lower the autonomy in all provinces of a faction at the same time. One united rebel faction with 25 unrest is a serious problem; 5 different factions with 5 unrest each are manageable.

If a large rebel faction makes progress such that they are close to a revolt, you will want to use harsh treatment on them unless you are sure you can handle them 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 your possible short term measures to reduce unrest such as moving troops to those provinces or reducing war exhaustion, and finally apply harsh treatment up to 3 times while it's cheap.

If the rebels do revolt and you cannot handle them, always remember that you can accept their demands instead of letting them further ruin your country.

Finally, keep in mind that in some cases you might actually want to accept the rebel demands. This happens most often with religious rebels or pretender rebels. Religious rebels might enable you to switch to a more powerful religion and will even convert your provinces for you, and you should always check the stats of a potential pretender before engaging his troops - otherwise you might miss out on the 6/6/6 monarch of your dreams!

Footnotes

  1. 00_rebel_types.txt has "defect_delay = 120", but testing reveals that it may take even longer than that.
Province mechanics