Rebellion

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Stability and Expansion tab as of Patch 1.16

Rebellions are uprisings of subject peoples making demands of their regent, mostly for more autonomy or complete freedom. They are caused by unrest and certain events. Rebellions may be combated by increasing province autonomy to reduce unrest, harsh treatment, or brute military force to slay the rebels once they rise up.

Unrest

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

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.png Stability: +2 per point of negative stability, and -1 per point of positive stability.
  • Legitimacy.png Legitimacy: scales linearly from +2 to -2 as legitimacy varies from 0 to 100.
  • Republican tradition.png Republican tradition: scales linearly from 0 to -2 as republican tradition varies from 0 to 100.
  • Horde unity Horde unity: scales linearly from +2 to -2 as horde unity varies from 0 to 100.
  • Religious unity.png 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.png Overextension: +0.05 for each percent of overextension, e.g. +5 at 100% overextension
  • Icon war exhaustion.png War exhaustion: +1 per point.
  • Advisor: a Advisor Theologian.png Theologian will reduce unrest by -2.
  • Government type: Government monarchy.png Despotic Monarchy, Government monarchy.png Absolute Monarchy, Government tribal.png Tribal Despotism and Government monarchy.png Elective Monarchy all give -1 national unrest.
  • Religion: The pagan religions Animism Animism, Shamanism Shamanism and Totemism Totemism give -1 national unrest

Local unrest factors include:

  • Tolerance own.pngTolerance heretic.pngTolerance heathen.png 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.
  • Missionaries.png Missionary: an active missionary increases unrest by +6.
  • Culture icon.png 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.
  • Province icon.png Occupation: +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.png Separatism: +15 for newly acquired provinces without a core (except for newly created colonies), decays by -0.5 at the turn of each calendar year, effectively lasting 30 years. Diplomatically annexed / integrated provinces don't get separatism since they are automatically given cores upon being annexed / integrated. Modifiers to "Years of separatism" modify this by 0.5 per point.
  • Infantry.pngCavalry.pngArtillery.png 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.png 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:

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

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 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 separatism 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 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 unrest

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 effects

In addition to the chance to increase the chance of uprising, each percent unrest has the following local effects:[1]

Regiment recruit speed.png +10% Local regiment recruit speed
Local shipbuilding time.png +10% Local ship build speed

Separatism

A newly conquered non-core province will gain Years of separatism.png 30 Years of separatism. Each year of separatism corresponds to a National unrest.png +0.5 "Separatism" local unrest modifier, which decays by this amount each year, so the base unrest from separatism is +15.

The number of years of separatism gained on conquest of a non-core province can be reduced with some ideas and policies:

Years of separatism.png 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 extend separatism by Years of separatism.png 10 years (National unrest.png +5 "Separatism" local unrest modifier) and place a core of the primary nation of that province's culture if it does not exist there already.

It is not possible to Culture icon.png change the culture of a province that has a Separatism unrest modifier of any amount.

Rebel factions

Each province will be associated with exactly one rebel faction, however one rebel faction can spawn rebels in multiple provinces. All active rebel factions can be seen on the Stability and Expansion government tab, along with 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. Rebels will spawn in the highest development provinces with unrest of their faction first.

Common rebel factions

The most common types of rebel factions are Anti tax rebels.png peasant, Separatist rebels.png separatist, and Religious rebels.png religious rebels. Peasant rebels want lowered taxes, i.e. higher provincial autonomy. Separatist rebels replaced nationalist and patriot rebels starting in version 1.12. They want to join an existing nation with their culture, or for a new nation to declare independence. Finally, religious rebels want to convert the country to their preferred religion. They are most likely to come from provinces with an active missionary.

Different tags will have their own separatist factions based on culture, 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 their armies only need to be defeated 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 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.png Local autonomy

  • +20% Local autonomy.png Local autonomy in all provinces with peasant rebels
  • -50 Prestige.png Prestige
  • 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
  • At least 5 non-colony provinces.
  • Much more likely during Dacke feud
  • More likely for Government tribal.png tribal despotism and tribal federation government.
  • More likely with at least 12, 18, 24, 30, 40, 50 provinces
  • 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.
  • Burghers.pngburghers estate gains 15 influence for 15 years.
  • Will not defect
Separatist rebels.png Separatist 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.
  • More likely in provinces that aren't cores; with Years of separatism.png separatism; not of primary culture; or not of primary culture group.
  • More likely in provinces that have an intolerant religion.
  • Much less likely in colonies.
  • Less likely if province is overseas and has state religion, or has accepted culture.
  • 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 Years of separatism.pngyears of separatism
  • Rebel country gains a core
  • -10 Prestige.pngprestige.
  • If defection target exist, gets cores on every occupied province of its culture.
  • If defection target does not exist, is released as an independent nation (i.e. it gets all owned primary culture 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.
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 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, noble rebels do not exist.
  • 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.
  • -20 Horde unityhorde unity.
  • Burghers.pngnobles estate gains 15 influence for 15 years.
  • 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.
  • Theocracies and monastic orders lose -35 Devotion.pngdevotion.
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 the Count's Feud if the player (or AI) chose to support the monarch
    • during the War of the Roses and Castillan Civil War
    • 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; in Government republic.pngrepublics with Aristocratic idea group.png Aristocratic ideas; and for Flag of Muscovy Muscovy or Flag of Russia Russia during the Time of Troubles disaster.
  • 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, Government tribal.pngNative Council, Constitutional Monarchy, or English Monarchy.
  • The rebels appoint their leader as ruler.
  • End Counts' Feud, Civil War, Castillan Civil War, Time of Troubles, and War of the Roses if any are 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

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 amount of unrest in all provinces associated with that faction and the national unrest; maxing out at 75% progress chance. If overextension is above 100% then each time a faction progresses it will progress by 20% instead of 10%. Rebel progress can be found in the tooltip for that faction's progress in the Stability and Expansion tab. 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 tooltip for each faction's progress shows the current progress, monthly chance to increase it, the unrest in all provinces associated with that faction that have unrest greater than 0, and the estimated time until the progress reaches 100% and rebels are spawned. 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.

It is possible to 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 this is usually an undesirable option unless the rebels have already rebelled or are on the verge of doing so.

Harsh Treatment

Rebel progress can be reduced at a fixed rate of -30% through harsh treatment, at the cost of Military power.png military power. This action will cost between Military power.png 50 to Military power.png 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 for buying time to deal with the underlying unrest causing a rebel faction rather than as a means of preventing all rebellions, as the Military power.png military point cost can add up quickly. 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 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 to disappear. If the unrest will not or cannot be removed in a reasonable amount of time, it may be preferable to let the rebellion happen and crush it militarily if there are no other pressing threats to the nation.

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 modifier “Recent Uprising”[2] for 10 years[3], giving:

Local unrest.png −100 Local unrest

Revolt size

The number of rebellious regiments depends on the total development of a province. It is calculated as follows:

The number of rebel artillery spawned is increased based on the tech level:

  • tech level 11 there is a 10% increase of artillery
  • tech level 16 there is a 15% increase of artillery

The morale of the rebels appears to be

The values given are from /Europa Universalis IV/common/defines.lua.

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. They can then be engaged in military combat or have they demands accepted as with any other rebels.

One special case that can be encountered are Pretender rebels.png pretender rebels. These can spawn not only via event, but also when an 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 the capital city for 36 months, they will install a new ruler, whose stats can be seen in the "Stability and Expansion" tab.

Sieged provinces

The rebels will immediately go to work sieging provinces. Unless there is a fort protecting a province with its zone of control, a successful siege will normally have some immediate effects:

  • If peasant, particularist, Lollard, noble, or pretender rebels take control of a province, it will gain +10 autonomy.
  • If separatist rebels take control of a province, it will gain +5 separatism (unrest). They 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, add a variety of negative modifiers to the nation, and cause it to lose 100 prestige. [4].
  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 rebel factions in other nations, increasing the chance they rebel. This is a covert action that can be performed by any country with Administrative tech.png 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:

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.

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 treament.

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 their ally's control, they will wander the countryside instead 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. The war can continue even if all the spawned rebels are defeated, and provinces can be taken from them.

Achievements

My True Friend icon
Go to war in support of a rebel faction and win, enforcing their demands.


Viva la Revolución! icon
Have rebels you support in another country enforce their demands.

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.

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 give 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.
  • 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). 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 peiod, so its effects will be gone by the time the effects of raising autonomy wear off. Sometimes it may not be possible to lower autonomy in a province if it is already at its minimum autonomy floor.

It is not always possible to go entirely without unrest, but there is often have 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 all of them weaker and make each individual one easier to deal with. When lowering autonomy, choosing provinces with weak factions and being careful not to lower the autonomy in all provinces of a faction at the same time will help 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 rebels do revolt and cannot be contained militarily, 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 to wreak havoc, and allow rebuilding to begin 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 powerful religion and will even convert provinces automatically, and it is beneficial to check the stats of a potential pretender before engaging his troops, as there may be a 6/6/6 monarch just waiting for his demands to be accepted.

Footnotes

  1. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Unrest).
  2. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Local autonomy).
  3. See in /Europa Universalis IV/common/defines.lua.
  4. 00_rebel_types.txt has "defect_delay = 120", but testing reveals that it may take even longer than that.
Province mechanics