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


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


Friendly troops: −0.25 per friendly regiment at 100% maintenance, up to a maximum of −5 with 20+ troops. The effect scales with maintenance level (down to zero at minimum maintenance).
Local autonomy: manually changing local autonomy adds a province modifier lasting 30 years: "Increased Local Autonomy" decreases unrest by −10, while "Decreased Local Autonomy" increases unrest by +10.
- Recent Uprising: −100 unrest for 10 years. For all provinces associated with the recently active rebels.
Many ideas and policies reduce unrest:
Finally, many events and decisions affect unrest. Here are some of the most important decisions with long-lasting effects:
Expand
- The Catholic decision Statute in Restraint of Appeals gives −1 national unrest.
- The Christian decision Advancement of Religion Act gives +1 national unrest.
- The Muslim decision Denouncement of Sect Practices gives −1 national unrest (until the ruler dies).
- The Muslim decision Establish an Ibadat Khana gives −1 national unrest.
- The Hindu decision Support the Advaita Movement gives −1 national unrest.
- The Pagan decision Encourage Divination gives −1 national unrest.
Also worth considering are ideas that increase tolerance towards the religion of troublesome provinces or
religious unity. Before conquering a province that you don't have a core on, consider ideas that reduce
years of separatism. Also consider promoting its culture, which may require bonuses to
maximum promoted cultures. Reduced
stability cost and
cost of reducing war exhaustion can make it easier to recover from bad situations. Finally, for an aggressively expansionist country, reduced
core creation cost can help deal with overextension.
Some events that have not been updated to use the current modifiers system give so-called base unrest. This decays at the rate of −1 per year.
The main system for reducing unrest is local autonomy. Raising a province's local autonomy will give it −10 unrest for 30 years. Raising stability, lowering war exhaustion, hiring a Theologian advisor, moving (well-maintained) troops to the affected provinces, and changing culture (if it's not already accepted) also help. Longer term, changing religion will also help (assuming tolerance of the true faith is higher than tolerance of heretics and heathens, which it almost always is), but the presence of a missionary increases unrest in the short term. See Land warfare#Rebel suppression.
In addition to the chance to increase the chance of uprising, each percent unrest has the following local effects:[1]
|
+10% |
Local regiment recruit speed
|
|
+10% |
Local ship build speed
|
|
−2% |
Local Tax modifier
|
A newly acquired non-core province will gain 30
Years of separatism, except in the cases already mentioned above. Each year of separatism corresponds to a
+0.5 "Separatism" local unrest modifier, which decays by the same amount each year, so the base unrest from separatism is +15 and it will be completely gone in 30 years.
The number of years of separatism gained on conquest of a non-core province can be reduced with some ideas and policies:
|
Traditions
|
Ideas
|
Bonuses
|
ExpandPolicies
|
| −10
|
|
- Humanist idea 2: Indirect Rule
- Revolutionary French idea 1: Equality Before the Law
|
—
|
—
|
| −5
|
- Horde traditions
- Kitabatake traditions
- Mongolian traditions
- Purépecha traditions
- Utrecht traditions
|
- Adalite idea 5: Unite the Clans
- Ashanti idea 7: National Army
- Cossack idea 6: Free the Serfs
- English idea 7: English Bill of Rights
- Evenk idea 3: Self-Sufficiency
- Great Qing idea 4: Bogda Khan
- Hindustani idea 3: Imperial Indian Ambition
- Ilkhanid idea 5: Mongol Peace
- Karelian idea 4: The Two Karelian Realms
- Mexican idea 3: Peace by Purchase
- Roman idea 7: Imperium Sine Fine
- Ruthenian (minor) idea 6: Reuniting Rus'
- Ruthenian idea 6: Reuniting Rus'
- Vereenigde Oostindische Compagnie idea 2: Divide and Conquer
|
- Angevin ambition
- Bharathi ambition
- California Native ambition
|
- Economic-Divine: Otto Per Mille
- Humanist-Offensive: The Liberation Act
- Religious-Horde: Esprit de Corps
|
| −3
|
—
|
- Zulu idea 4: Zulu Expansion
|
—
|
—
|
If separatist rebels win a siege, they will extend separatism by
10 years (and thus raise the "Separatism" local unrest modifier by
+5) and will spawn a core of the primary nation of that province's culture if it does not exist there already. Total years of separatism is capped at 40 years, equivalent to +20
in the province.
It is not possible to
change the culture of a province that has a Separatism unrest modifier of any size on it.
The
Steppe Nomads,
Great Mongol State, and
Tribal Federation government reforms have a
−5 Years of separatism effect.
The
Modernized Turkoman Federation government reform has a
−10 Years of separatism effect.
There is a Bohemian mission and Croatian mission both giving -5
years of separatism and also Manchurian mission giving -2
years of separatism.
It is possible to have 0 years of separatism immediately after conquering a province with Humanist idea 4 (−10), the Humanist-Offensive policy active (−5), a leader with the conqueror personality (−5), a government with separatism reduction (−5) and a national idea that reduces separatism (−5). Custom nations can also be given a -10
separatism reduction in their national ideas, which eliminates the need for a tribal or nomadic government.
Forming a nation will remove all separatism in provinces owned at the time of formation as soon as they are cored. The removal is instant if the province already is a core, or if a core was gained on the province by forming the nation - the latter can only currently happen when forming
Manchu and
Jerusalem. Diplomatically annexing a vassal or personal union, whether the usual way or through a decision (such as forming the
Commonwealth or
Spain diplomatically) will also remove all separatism in the former subject's provinces.
Each province will be associated with exactly one rebel faction, however one rebel faction can spawn rebels in multiple provinces if an uprising occurs. All active rebel factions can be seen on the Stability and Expansion government tab, along with their numbers and their current progress towards an armed uprising. This information can also be enabled in the outline. A rebel faction is associated with a set of demands, which can be seen by clicking the "Handle them!" button. When unrest reaches a critical point and an uprising is triggered, the first stack of rebels will spawn in the highest development province that is associated with the rebel faction in question, followed by additional stacks in other associated provinces, until all rebels have spawned.
The most common types of rebel factions are
peasant rebels,
separatists,
religious zealots,
particularists,
noble rebels, and
pretender rebels.
Peasant rebels want lowered taxes in the form of higher provincial autonomy.
Separatist rebels want to join an existing nation with their culture, or declare independence and form a new nation entirely. If left unattended they will automatically revert to the separatists' core after a number of years.
- They tend to stay in provinces of their own culture and cores, and will not negotiate when you are at war.
Religious zealots want to convert the country to their religion. They will convert provinces they occupy unless they are protected by a fort. Most, but not all zealots have the demand to change the state religion and most of these require that their religion is dominant. The dominant religion is the religion with the highest development in the country. They are most likely to come from provinces with an active missionary.
Particularists are similar to peasants in that they want higher provincial autonomy and will raise autonomy on occupied provinces. They spawn in provinces with an accepted culture and no separatism. Accepting their demands will cost -20 prestige and increase autonomy on each affected province by 30%.
Noble rebels are one of the stronger rebel type as they tend to have advanced units such as cavalry, and later on even artillery, making fighting them more costly than other types like the particularists or peasantry. They also demand more autonomy and will raise autonomy on occupied provinces.
Pretender rebels want to install their leader to the throne and replace the current ruler (sometimes beneficial if their stats are significantly better than the current ruler). They are particularly dangerous for countries that are the senior member of a
personal union if they spawn in a junior partner. If pretender rebels enforce their demand on a junior partner, the personal union will end. Unlike most other rebel types, pretender rebels don't disband after losing a battle. They have to be stackwiped by the same rules which apply to enemy armies.
- They will never negotiate and need to take the capital to force their change
Different tags will have their own separatist factions based on culture, and each different religion its own religious faction.
A rebel faction will have the culture and religion of the provinces in which it appears.
The faction that the province contributes its unrest to is the one with the highest weight as determined by the factors in the "Factors" column.
Armies of most factions are content to roam all over the country they are rebelling against. Some prefer to stay within a smaller area, as specified in the table.
This table is in two parts. The second part lists religious zealots; the first is all others. The first table includes
Heretics and
Lollards, as those factions function differently.
| Icon |
Name
|
Composition
|
Factors |
Occupation effects |
Demands |
ExpandNotes
|
|
|
Peasants
|
90%
|
10%
|
0%
|
80%
|
Base: 2
|
- Gain
+10% local autonomy, unless autonomy is already 50% or higher
|
- Gain
+20% local autonomy in all non-overseas provinces with peasant rebels
- If Peasants' War is in progress:
- End the disaster
- Remove the following country modifiers: “Enforce Serfom”, “Restrict Serfdom”, “Religious Intolerance”, “Religious Tolerance”, “Support Troops”, “Obsolete Forces”, “Isolate Rebels”
- Lose 50 prestige
- If Castilian Civil War is in progress:
- End the disaster in victory for the rebels
- If:
- Then:
- Otherwise:
|
- Does not receive reinforcements
- Does not use generals
- Does not retreat, assault forts, etc.
|
|
Particularists
|
70%
|
30%
|
0%
|
75%
|
Base: 2
Modifiers:
Expand
| ×0.05 |
Either:
|
| ×0.2 |
Core.
|
| ×0.5 |
Overseas province.
|
| ×0.5 |
Primary culture.
|
| ×0.8 |
State religion.
|
| ×1.25 |
12 cities.
|
| ×1.25 |
18 cities.
|
| ×1.5 |
24 cities.
|
| ×1.5 |
30 cities.
|
| ×1.5 |
40 cities.
|
| ×2.0 |
50 cities.
|
| ×2.0 |
Burghers influence at least 30.
|
| ×2.0 |
Burghers influence at least 40.
|
| ×3.0 |
Burghers influence at least 20.
|
| ×20.0 |
Court And country disaster.
|
| ×20.0 |
The Dacke Feud disaster.
|
|
- Gain
+10% local autonomy, unless autonomy is already 50% or higher.
- The following estates gain up to 10% crownland:[4]
- Dhimmis
- Burghers
- Vaishyas, if they exist and Burghers don't, then also Jains gain 5%
- All estates, if neither Burghers nor Vaishyas exist
|
- Gain
30% local autonomy in all provinces with particularist rebels
- Lose 20 prestige
- Burghers estate gains 15 influence for 15 years
- End the Court And Country disaster in victory for the rebels
- Estates gain crownland:
- Dhimmis gain 10%
- Burghers gain 10%
- Vaishyas gain 10%, if they exist and Burghers don't
- All estates gain 10%, if neither Burghers nor Vaishyas exist
|
|
|
Separatists
|
 60%
|
 30%
|
 10%
|
100%
|
Base: 10
Modifiers:
Expand
| ×0.001 |
Is a colony.
|
| ×0.01 |
- Does not have
Separatism
- Culture is primary culture, in same group, or accepted.
- Owner has non-negative tolerance of the local religion.
- If owner has Celestial Empire government reform, either:
- Has The Mandate of Heaven modifier.
- DLC
Mandate of Heaven is active and has at least 80 mandate.
|
| ×0.01 |
|
| ×0.01 |
- Has culture in the same group as the primary culture.
- Has Celestial Empire government reform.
- Either:
- Has The Mandate of Heaven modifier.
- DLC
Mandate of Heaven is active and has at least 80 mandate.
|
| ×0.05 |
- Is overseas.
- Has state religion.
|
| ×0.4 |
- Has accepted culture,
- Does not have The Mandate of Heaven Lost modifier.
- One of the following:
- DLC
Mandate of Heaven is not active.
- Did not lose Emperor of China status in the last 20 years.
- Has at least 80 mandate.
|
| ×1.3 |
Legitimacy or horde unity is less than 66.
|
| ×1.3 |
Legitimacy or horde unity is less than 75.
|
| ×1.5 |
Negative stability.
|
| ×1.5 |
−3 stability.
|
| ×1.5 |
Culture is not in the same group as the primary culture.
|
| ×2.0 |
Has Suppress Minority modifier.
|
| ×2.0 |
Owner's tolerance to the local religion is less than 1.
|
| ×2.0 |
Owner's tolerance to the local religion is less than −1.
|
| ×2.0 |
Owner's tolerance to the local religion is less than −2.
|
| ×3.0 |
Culture is not the primary culture.
|
| ×5 |
Is not a core of its owner.
|
| ×10.0 |
Has Separatism.
|
| ×15.0 |
Has the “Rooting out Separatism” modifier (given by an event during the Court And Country disaster).
|
| ×100.0 |
- Does not have primary culture.
- Has Celestial Empire government.
- Either:
- Has The Mandate of Heaven Lost modifier.
- Lost Emperor of China status in the last 20 years.
- DLC
Mandate of Heaven is active and mandate is less than 50.
|
|
If the province has the rebels' culture:
- Defection target gains a core
- Gain
10 years of separatism
|
- Lose 10 prestige.
- Defection target gains a core on all provinces with this rebel faction and with rebels' culture.
- If the defection target exists, cede all core provinces to it. Otherwise, it is released as an independent nation.
|
- Wants to join or create a particular country. The choice is based on the province's culture (they will try to pick one with their culture as primary culture) and foreign cores.
- Sticks to provinces with target country's cores.
- Can't accept demands while at war.
- Does not receive reinforcements.
- Rebel armies become owned by the defection target when enforcing demands.
- Occupied provinces defect to the target country after 5 years.
|
|
Revolutionaries
|
60%
|
30%
|
10%
|
110%
|
Base: 1
Modifiers:
Expand
| ×0.05 |
Is overseas
|
| ×0.1 |
The owner has not embraced the Enlightenment institution
|
| ×2.0 |
Year is 1700 or later
|
| ×2.0 |
Year is 1740 or later
|
| ×2.0 |
Year is 1780 or later
|
| ×2.0 |
The revolution is present in the province
|
| ×5.0 |
Is a monarchy with at least 80 absolutism, but less than 80 legitimacy
|
| ×5.0 |
Is bankrupt
|
| ×5.0 |
Aspiration for Liberty disaster
|
| ×5.0 |
Revolution disaster
|
|
If all of the following conditions are fulfilled:
then the revolution is spread to the province
|
- Lose 50 prestige
- If the Revolution disaster is active, then the country:
- otherwise, if the French Revolution disaster is active:
- otherwise:
- End Aspiration for Liberty disaster.
- If the country has the Revolutionary Republic reform:
- Jacobins gain 15 influence.
- Remove Constitutional Project and Consolidation of Power modifiers.
|
- Rebel armies become owned by the country when enforcing demands.
- Can't accept their demands
|
|
Noble rebels
|
60%
|
40%
|
0%
|
100%
|
- Is not a colonial nation.
- The owner does not have Polish culture.
- If a republic, has less than 80 republican tradition.
Base: 1
Modifiers:
Expand
| ×0.01 |
Overseas provinces.
|
| ×0.05 |
|
| ×2.5 |
Is a republic with less than 66 republican tradition.
|
| ×2.5 |
Is a republic with less than 33 republican tradition.
|
| ×3.0 |
Nobility estate has at least 20% crownland.
|
| ×2.0 |
Nobility estate has at least 30% crownland.
|
| ×2.0 |
Nobility estate has at least 40% crownland.
|
| ×20.0 |
Court And country disaster.
|
| ×20.0 |
The Count's Feud disaster, if Denmark supports the pretender.
|
|
If local autonomy is less than 50%:
|
|
|
|
Heretics
|
70%
|
30%
|
0%
|
100%
|
- Is a Catholic country.
- Province is Catholic.
Base: 2
Modifiers:
Expand
| ×0.01 |
Overseas provinces.
|
| ×0.5 |
Is after the 1700.
|
| ×3.0 |
Is after the 1450 and the Reformation hasn't started.
|
| ×5.0 |
Province has Heresy modifier.
|
|
- Gain 0.1% reform desire.
- Province gains Heresy modifier for 2 years:
|
- Lose 35 devotion, if theocracy.
- Lose 50 prestige.
- Gain
20% local autonomy and remove Heresy modifier in all provinces with heretic rebels.
|
- Sticks to Catholic provinces.
- Can't enforce their demands in
The Papal State.
|
|
Pretender rebels
|
 50%
|
 40%
|
 10%
|
125%
|
- Does not have Papacy government reform.
- Is not a colonial nation.
- Has at least 3 cities.
- Is not overseas.
Base: 1
Modifiers:
Expand
| ×0.05 |
|
| ×0.10 |
Not core of owner, but is core for a country of its culture.
|
| ×0.25 |
Not owner's primary culture.
|
| ×0.75 |
Monarchy with at least 66 legitimacy.
|
| ×0.50 |
Monarchy with at least 75 legitimacy.
|
| ×2 |
Is a republic with at least one Aristocratic idea.
|
| ×2 |
Country's religion is Inti.
|
| ×2 |
Regency for an heir with less than 85 heir claim.
|
| ×2 |
Government is tribal.
|
| ×3 |
Is the lesser partner in a personal union with less than 75 legitimacy.
|
| ×3 |
Is the lesser partner in a personal union with less than 50 legitimacy.
|
| ×3 |
Is the lesser partner in a personal union with less than 25 legitimacy.
|
| ×4.5 |
Is the lesser partner in a personal union.
|
| ×5 |
Time of Troubles disaster.
|
| ×5 |
Is a republic with less than 40 republican tradition.
|
| ×5 |
Regency with a weak or average heir (claim strength less than 66).
|
| ×5 |
Regency with a weak heir (claim strength less than 33).
|
| ×10 |
Tribal Succession Crisis modifier.
|
| ×10 |
Granadan War of Succession disaster.
|
| ×20 |
Castilian Civil War, Civil War or English Civil War disaster.
|
| ×20.0 |
The Count's Feud disaster, if Denmark supports the monarch.
|
| ×30 |
Interregnum.
|
| ×50 |
War of the Roses disaster.
|
|
None
|
|
- Can't accept their demands
- Does not disband on retreat
- Rebel armies become owned by the country when enforcing demands
- Gets a new leader instead of disbanding if the leader dies
- Leader has same dynasty as the ruler
|
|
Ronin
|
 70%
|
 30%
|
0%
|
100%
|
Only for Japanese culture group.
Base: 1
Modifiers:
Expand
| ×0.05 |
Overseas provinces.
|
| ×0.10 |
Technology group is not Western or Eastern.
|
| ×0.25 |
The year is before 1600.
|
| ×0.25 |
Is a Republic.
|
| ×2.0 |
The year is after 1700.
|
| ×2.0 |
The year is after 1740.
|
| ×2.0 |
The year is after 1780.
|
|
None
|
- Gain
10% local autonomy in all owned provinces.
- Lose 25 prestige.
- Rebel leader becomes the new ruler.
|
- Can't accept their demands
- Does not use generals
- Rebel armies become owned by the country when enforcing demands.
- Unit will be transferred to the country
|
|
Ikko-ikkis
|
 70%
|
 30%
|
0%
|
80%
|
- Owner is in Japanese culture group.
Base: 1
Modifiers:
Expand
| ×0.05 |
Overseas provinces.
|
| ×0.10 |
Technology group is not Western or Eastern.
|
| ×0.25 |
The year is before 1600.
|
| ×0.25 |
Republic.
|
| ×2.0 |
The year is after 1700.
|
| ×2.0 |
The year is after 1740.
|
| ×2.0 |
The year is after 1780.
|
|
None
|
|
- Can't accept their demands
- Rebel armies become owned by the country when enforcing demands.
|
|
Lollard heretics
|
70%
|
30%
|
0%
|
100%
|
- Lollards are enabled
- Is a Catholic nation and province
Base: 1
Modifiers:
Expand
| ×0.01 |
Overseas provinces.
|
| ×0.5 |
Year is after 1700.
|
| ×3 |
Year is after 1450 and the Reformation hasn't started.
|
| ×5 |
Has province modifier Heresy.
|
| ×1000 |
Has province modifier Lollards.
|
|
- Gain
10% local autonomy, unless local autonomy is already 50 or higher.
|
- Country gets "Tolerates Lollards" modifier for 100 years:
- Remove "Opposes Lollards" modifiers
- Lose 100 papal influence
- Lose 50 prestige
- All owned provinces lose the "Lollards" modifier
|
- Sticks to Catholic provinces.
- Can't enforce their demands in
The Papal State.
|
|
Magnates
|
50%
|
40%
|
10%
|
120%
|
- Primary culture is Polish.
- Is not a colonial nation.
Base: 1
Modifiers:
Expand
| ×0.01 |
Overseas provinces.
|
| ×0.1 |
Has the reform Elective Monarchy or Polish Elective Monarchy.
|
| ×3.0 |
Nobility has at least 20% crownland.
|
| ×2.0 |
Nobility has at least 30% crownland.
|
| ×2.0 |
Nobility has at least 40% crownland.
|
|
- Gain
5% local autonomy, unless local autonomy is already 50 or higher.
- The Nobility estate gains up to 10% crownland.[4]
|
- Gain
25% local autonomy in all provinces with Polish Magnate rebels.
- Lose
50 legitimacy.
- Change government to a Monarchy.
- If the Lions of the North DLC is not active and the country is neither Poland nor
Commonwealth:[10]
- If the Lions of the North DLC is active, the mission Golden Liberty has not been completed, and the country is either Poland or
Commonwealth:
- The Nobility estate gains 10% crownland.
|
- Does not disband on retreat
|
|
Cossack rebels
|
90%
|
10%
|
0%
|
80%
|
- Country has the Cossacks estate.
- Steppe terrain.
Base: 2
Modifiers:
Expand
| ×0.2 |
Overseas provinces.
|
| ×0.2 |
Is not a core of its owner.
|
| ×0.5 |
Province has owner's primary culture.
|
| ×0.8 |
Province has state religion.
|
| ×2 |
Province culture is not in the Slavic or East Slavic groups.
|
| ×2 |
Cossacks estate has at least 20% crownland.
|
|
- Gain
+10% local autonomy, unless autonomy is already 50% or higher
- The Cossacks estate gains up to 10% crownland.[4]
|
- Create a new country from owned provinces with republic government and the Sich Rada reform
- The Cossacks estate loses 30% crownland
- All estates gain 20% crownland
|
- Does not disband on retreat
|
|
Tribal rebels
|
40%
|
60%
|
0%
|
95%
|
- Has Steppe Horde government.
Base: 20
Modifiers:
Expand
| ×0.2 |
Is a core.
|
| ×0.2 |
Is overseas.
|
| ×0.5 |
Has primary culture.
|
| ×0.8 |
Has state religion.
|
| ×0.8 |
Owner has at least 33 horde unity.
|
| ×0.8 |
Owner has at least 50 horde unity.
|
| ×0.8 |
Owner has at least 66 horde unity.
|
| ×0.8 |
Owner has at least 75 horde unity.
|
| ×1.25 |
Owner has at least 12 provinces.
|
| ×1.25 |
Owner has at least 18 provinces.
|
| ×1.5 |
Owner has at least 24 provinces.
|
| ×1.5 |
Owner has at least 30 provinces.
|
| ×1.5 |
Owner has at least 40 provinces.
|
| ×2 |
Owner has at least 50 provinces.
|
| ×2 |
Tribes estate has at least 20% crownland.
|
| ×2 |
Tribes estate has at least 30% crownland.
|
| ×2 |
(unrecognized string “tribal” for Template:Icon) Government is tribal.
|
| ×10 |
During a tribal succession crisis.
|
|
- Gain
10% local autonomy, unless autonomy is already 50% or higher
- The Tribes estate gains up to 10% crownland.[4]
|
- Gain
30% local autonomy in all provinces with tribal rebels.
- Tribes estate gains influence modifier "Successful Tribal Revolt" (+15 influence) for 10 years.
- Lose 20 prestige.
- The Tribes estate gains 10% crownland.
|
|
|
Eunuch rebels
|
65%
|
15%
|
20%
|
100%
|
- Has the Janissaries estate.[11]
- Has the state religion.
Base: 1
|
|
- Janissaries estate gets the influence modifier "Extorted Further Rights" (+15 influence) for 15 years.
- Gain
20% local autonomy in all provinces with Janissary rebels.[11]
- Lose 20 prestige.
- Lose
20 legitimacy.
- Lose
20 horde unity.
- Lose 20 devotion.
- Lose
10 republican tradition.
- End the Court And Country disaster in victory for the rebels.
- Janissaries estate gains 100% crownland.
- Lose
20 absolutism.
- The ruler dies.
|
- Does not disband on retreat
- Rebel armies become owned by the country when enforcing demands.
|
|
Ghilman rebels
|
60%
|
10%
|
30%
|
125%
|
Base: 1
Modifiers:
Expand
| ×0.01 |
Is overseas.
|
| ×2 |
Owner is Christian.
|
| ×2 |
(unrecognized string “ghulams” for Template:Icon) Gilman estate has at least 80 influence.
|
|
|
- Ghilman estate gets the influence modifier "Extorted Further Rights" (+15 influence) for 15 years.
- Gain
20% local autonomy in all provinces with Ghilman rebels.
- Lose 20 prestige.
- Lose
20 legitimacy.
- Lose
20 horde unity.
- Lose 20 devotion.
- Lose
10 republican tradition.
- End the Court And Country disaster in victory for the rebels.
- Janissaries estate gains 100% crownland.[11]
- Lose
20 absolutism.
- The ruler dies.
|
- Does not disband on retreat.
- Rebel armies become owned by the country when enforcing demands.
|
|
Independence rebels
|
60%
|
30%
|
10%
|
100%
|
Base: 1
Modifiers:[12]
Expand
| ×0.25 |
Less than 20% liberty desire.
|
| ×0.5 |
Less than 30% liberty desire.
|
| ×0.75 |
Less than 40% liberty desire.
|
| ×1.25 |
Less than 60% liberty desire.
|
| ×1.5 |
Less than 70% liberty desire.
|
| ×1.75 |
Less than 80% liberty desire.
|
| ×2 |
Less than 90% liberty desire.
|
| ×5 |
Less than 100% liberty desire.
|
|
- Owner gains 1% liberty desire.
|
- Overlord loses 15 prestige.
- Eyalet gains independence.
|
- Can't accept their demands.
|
|
Janissary rebels
|
60%
|
10%
|
30%
|
150%
|
- Not state religion.
- Owner has the Janissaries estate.
Base: 1
|
- Gain
+10% local autonomy, unless autonomy is already 50% or higher.
- Janissaries estate gains up to 1% crownland.[11]
|
- The Janissaries estate gains the "Extorted Further Rights" influence modifier (+15 influence for 15 years), unless they already have it.
- Gain
20% local autonomy in all provinces with Janissary rebels.
- Lose 20 prestige.
- Lose
20 legitimacy.
- Lose
20 horde unity.
- Lose 20 devotion.
- Lose
10 republican tradition.
- End the Court And Country disaster in victory for the rebels.
- Janissaries estate gains 10% crownland.
- If the Janissary Coup disaster is ongoing:
- Lose all progress from the "Face the Janissaries" decision and the Anatolian and Balkan Campaigns events.
- Lose
20 absolutism.
- The ruler dies.
|
- Does not disband on retreat.
- Rebel armies become owned by the country when enforcing demands.
|
|
Republicans
|
60%
|
30%
|
10%
|
110%
|
|
|
- Lose 50 prestige
- If the country is the junior partner in a
personal union:
- Overlord gets "Restore Union" casus belli against this country for 20 years.
- Change government to republic and enact the Italian Signoria reform.[13]
- If there was foreign support for the uprising:
- Gain a new ruler with the culture and religion of the supporting country.
- Gain opinion modifier “Supported Neapolitan Republican Uprising” ( +100 opinion / −1.5 yearly decay) towards that country
- That country gains opinion modifier “Sponsors of Neapolitan Republican Uprising” ( +100 opinion / −2 yearly decay) towards this country
- That country gets the event "Senatus Populusque Neapolitanus"
- Otherwise:
- The rebel leader becomes the new ruler.
|
- The junior partner in a
personal union can't accept their demands.
- Rebel armies become owned by the country when enforcing demands.
|
|
Parliamentarian rebels
|
50%
|
40%
|
10%
|
100%
|
Base: 20
|
|
|
- Can't accept their demands.
- Does not disband on retreat.
- Rebel armies become owned by the country when enforcing demands.
- Gets a new leader instead of disbanding if the leader dies.
- Leader has the same dynasty as the ruler.
|
|
Qizilbash rebels
|
60%
|
10%
|
30%
|
125%
|
Base: 1
Modifiers:
Expand
| ×0.01 |
Is overseas.
|
| ×2 |
Christian.
|
| ×2 |
Qizilbash estate has at least 80 influence.
|
|
- Gain
+10% local autonomy, unless autonomy is already 50% or higher.
- Qizilbash estate gains up to 1% crownland.
|
- If the Qizilbash estate exists:
- The Qizilbash estate gains the "Extorted Further Rights" influence modifier (+15 influence for 15 years), unless they already have it.
- Gain
20% local autonomy in all provinces with Qizilbash rebels.
- Lose 20 prestige.
- Lose
20 legitimacy.
- Lose
20 horde unity.
- Lose 20 devotion.
- Lose
10 republican tradition.
- End the Court And Country disaster in victory for the rebels.
- Qizilbash estate gains 10% crownland.
- Lose
20 absolutism.
- The ruler dies.
|
- Does not disband on retreat.
- Rebel armies become owned by the country when enforcing demands.
|
The various religious zealot factions are very similar to each other. In general:
- Only zealots of the province's religion will appear in that province. They will not appear if that's the state religion, but state-religion zealots can still be spawned by effects, e.g. by seizing land from a disloyal estate.
- Tolerance has a large effect on the likelihood of getting zealots. They are almost guaranteed while there is an active
missionary. Overseas provinces are typically half as likely to get zealots. They are also much more likely during the Religious Turmoil disaster.
- Occupying provinces of other religions causes forced conversion, unless they're true faith rebels.
The Papal State's capital and centers of reformation are immune. It also gives land to the
Clergy.
- Their demands can't be accepted if they're heathens, unless they are the dominant religion.
- If they enforce demands:
- The country loses a lot of prestige and the rebel provinces gain autonomy.
- If the country is
The Papal State, it loses stability. For anyone else, if the religion is:
- the state religion, it will get the "Religious Intolerance Enforced" modifier for 10 years, giving reduced tolerance and increased tech cost.
- the dominant religion but not the state religion, they will convert the country unless it's
The Papal State.
- a heretic religion and not dominant, it will get the "Heretic Tolerance" modifier for 10 years.
- a heathen religion and not dominant, the country loses stability.
- If the religion is the state religion, the Clergy gains influence.
Differences include:
Catholic,
Protestant and
Reformed rebels are more likely during the French Wars of Religion disaster. If any of them enforces their demands, the disaster ends.
- Heretic pagan zealots don't give the "Heretic Tolerance" modifier when enforcing demands.
- Only other pagans can accept the demands of pagan zealots. Other religious groups can't accept them even if they're dominant.
- When they occupy a province, Hindu zealots give influence to the
Brahmins instead if they exist, and land share when enforcing demands. Oddly, they don't give the Brahmins influence when enforcing demands.
Nahuatl,
Mayan, and
Inti zealots don't convert the country when enforcing demands.
- Provinces occupied by
Zoroastrian,
Jewish,
Nahuatl,
Mayan,
Inti or
Norse zealots will attempt to defect to a country of their religion after 10 years if such a country exists, they will not attempt to create a new country if no country of their religion exists.
| Icon |
Name
|
Composition
|
Factors |
Occupation effects |
Demands |
ExpandNotes
|
|
Catholic zealots
|
70%
|
30%
|
0%
|
110%
|
- Is a Catholic province.
- Is not a Catholic nation.
Base: 1
Modifiers:
Expand
| ×0.001 |
Has at least 5 tolerance of Catholic.
|
| ×0.5 |
Has at least 2 tolerance of Catholic.
|
| ×0.5 |
Overseas provinces.
|
| ×2.0 |
Has less than 1 tolerance of Catholic.
|
| ×2.0 |
Has less than −1 tolerance of Catholic.
|
| ×2.0 |
Has less than −2 tolerance of Catholic.
|
| ×5.0 |
Religious Turmoil disaster.
|
| ×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has a center of reformation, is Catholic, or the owner is Catholic, then province gains "Religious Violence" modifier for 2 years:
- −15% Local manpower modifier
−15% Local tax modifier
- If province does not have a center of reformation, religion is not Catholic, and the owner is not Catholic, then:
- Province converts to Catholic
- Province gains "Forced Conversion" modifier for 2 years:
- −40% Local manpower modifier
−33% Local tax modifier
+2 Local unrest
Clergy estate gains up to 10% crownland.[4]
|
- If country is not Christian:
- Lose 50 prestige
- Gain
20% local autonomy in all provinces with Catholic rebels
- If the country is
the Papal State:
- If the country is
Catholic, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10% Technology cost
−2 Tolerance of heretics
−2 Tolerance of heathens
Clergy estate gains influence modifier "Triumph of Religious Zealots" (+15 influence) for 10 years, unless they already have it
- If country is neither
Catholic nor the Papal State and the dominant religion is Catholic:
- Country changes religion to
Catholic
- If the country is Christian but not
Catholic, is not the Papal State, and dominant religion is not Catholic:
- Gain modifier "Heretic Tolerance" for 10 years, unless the country already has it:
- −1% Missionary strength
+4 Tolerance of heretics
−2 Tolerance of the true faith
- Lose
1 stability
- End French Wars of Religion disaster
Clergy estate gains up to 10% crownland[4]
|
- Can't accept their demands unless state religion is Christian or the dominant religion is Catholic
|
|
Protestant zealots
|
70%
|
30%
|
0%
|
110%
|
- Is a Protestant province.
- State religion is is not Protestant.
Base: 1
Modifiers:
Expand
| ×0.001 |
Has more than 5 tolerance to Protestant.
|
| ×0.5 |
Has more than 2 tolerance to Protestant.
|
| ×0.5 |
Overseas provinces.
|
| ×2.0 |
Has less than 1 tolerance to Protestant.
|
| ×2.0 |
Has less than −1 tolerance to Protestant.
|
| ×2.0 |
Has less than −2 tolerance to Protestant.
|
| ×5.0 |
Religious Turmoil disaster.
|
| ×10.0 |
French Wars of Religion disaster.
|
| ×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has a center of reformation, province's religion is Protestant, or the owner is Protestant, then province gains "Religious Violence" modifier for 2 years:
- −15% Local manpower modifier
−15% Local tax modifier
- If province does not have a center of reformation, religion is not Protestant, and the owner is not Protestant, then province converts to Protestant and gains "Forced Conversion" modifier for 2 years:
- −40% Local manpower modifier
−33% Local tax modifier
+2 Local unrest
Clergy estate gains up to 10% crownland.[4]
|
- If country is not Christian:
- Lose 50 prestige
- Gain
20% local autonomy in all provinces with Protestant rebels
- If the country is
the Papal State:
- Otherwise, if the country is not
Protestant but the dominant religion is Protestant:
- Country changes religion to
Protestant
- Otherwise, if the country is
Protestant, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10% Technology cost
−2 Tolerance of heretics
−2 Tolerance of heathens
- Otherwise, if the country is Christian, gain modifier "Heretic Tolerance" for 10 years, unless the country already has it:
- −1% Missionary strength
+4 Tolerance of heretics
−2 Tolerance of the true faith
- Otherwise:
- Lose
1 stability
- If the country is Protestant, the
Clergy estate gains influence modifier "Triumph of Religious Zealots" (+15 influence) for 10 years, unless they already have it
- End French Wars of Religion disaster
Clergy estate gains up to 10% crownland[4]
|
- Can't accept their demands unless state religion is Christian or the dominant religion is Protestant
|
|
Reformed zealots
|
70%
|
30%
|
0%
|
110%
|
- Is a Reformed province.
- State religion is is not Reformed.
Base: 1
Modifiers:
Expand
| ×0.001 |
Has more than 5 tolerance to Reformed.
|
| ×0.5 |
Has more than 2 tolerance to Reformed.
|
| ×0.5 |
Overseas provinces.
|
| ×2.0 |
Has less than 1 tolerance to Reformed.
|
| ×2.0 |
Has less than −1 tolerance to Reformed.
|
| ×2.0 |
Has less than −2 tolerance to Reformed.
|
| ×5.0 |
Religious Turmoil disaster.
|
| ×10.0 |
French Wars of Religion disaster.
|
| ×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has a center of reformation, province's religion is Reformed, or the owner is Reformed, then province gains "Religious Violence" modifier for 2 years:
- −15% Local manpower modifier
−15% Local tax modifier
- If province does not have a center of reformation, religion is not Reformed, and the owner is not Reformed, then province converts to Reformed and gains "Forced Conversion" modifier for 2 years:
- −40% Local manpower modifier
−33% Local tax modifier
+2 Local unrest
Clergy estate gains up to 10% crownland.[4]
|
- If country is not Christian:
- Lose 50 prestige
- Gain
20% local autonomy in all provinces with Reformed rebels
- If the country is
the Papal State:
- Otherwise, if the country is not
Reformed but the dominant religion is Reformed:
- Country changes religion to
Reformed
- Otherwise, if the country is
Reformed, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10% Technology cost
−2 Tolerance of heretics
−2 Tolerance of heathens
- Otherwise, if the country is Christian, gain modifier "Heretic Tolerance" for 10 years, unless the country already has it:
- −1% Missionary strength
+4 Tolerance of heretics
−2 Tolerance of the true faith
- Otherwise:
- Lose
1 stability
- If the country is Reformed, the
Clergy estate gains influence modifier "Triumph of Religious Zealots" (+15 influence) for 10 years, unless they already have it
- End French Wars of Religion disaster
Clergy estate gains up to 10% crownland[4]
|
- Can't accept their demands unless state religion is Christian or the dominant religion is Reformed
|
|
Orthodox zealots
|
70%
|
30%
|
0%
|
110%
|
- Is a Orthodox province.
- State religion is is not Orthodox.
Base: 1
Modifiers:
Expand
| ×0.001 |
Has more than 5 tolerance to Orthodox.
|
| ×0.5 |
Has more than 2 tolerance to Orthodox.
|
| ×0.5 |
Overseas provinces.
|
| ×2.0 |
Has less than 1 tolerance to Orthodox.
|
| ×2.0 |
Has less than −1 tolerance to Orthodox.
|
| ×2.0 |
Has less than −2 tolerance to Orthodox.
|
| ×5.0 |
Religious Turmoil disaster.
|
| ×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has a center of reformation, province's religion is Orthodox, or the owner is Orthodox, then province gains "Religious Violence" modifier for 2 years:
- −15% Local manpower modifier
−15% Local tax modifier
- Unless one of the following is true:
- then province converts to Orthodox and gains "Forced Conversion" modifier for 2 years:
- −40% Local manpower modifier
−33% Local tax modifier
+2 Local unrest
Clergy estate gains up to 10% crownland.[4]
|
- If country is not Christian:
- Lose 50 prestige
- Gain
20% local autonomy in all provinces with Orthodox rebels
- If the country is
the Papal State:
- Otherwise, if the country is not
Orthodox but the dominant religion is Orthodox:
- Country changes religion to
Orthodox
- Otherwise, if the country is
Orthodox, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10% Technology cost
−2 Tolerance of heretics
−2 Tolerance of heathens
- Otherwise, if the country is Christian, gain modifier "Heretic Tolerance" for 10 years, unless the country already has it:
- −1% Missionary strength
+4 Tolerance of heretics
−2 Tolerance of the true faith
- Otherwise:
- Lose
1 stability
- If the country is Orthodox, the
Clergy estate gains influence modifier "Triumph of Religious Zealots" (+15 influence) for 10 years, unless they already have it
Clergy estate gains up to 10% crownland[4]
|
- Can't accept their demands unless state religion is Christian or the dominant religion is Orthodox
|
|
Coptic zealots
|
70%
|
30%
|
0%
|
110%
|
- Is a Coptic province.
- State religion is is not Coptic.
Base: 1
Modifiers:
Expand
| ×0.001 |
Has more than 5 tolerance to Coptic.
|
| ×0.5 |
Has more than 2 tolerance to Coptic.
|
| ×0.5 |
Overseas provinces.
|
| ×2.0 |
Has less than 1 tolerance to Coptic.
|
| ×2.0 |
Has less than −1 tolerance to Coptic.
|
| ×2.0 |
Has less than −2 tolerance to Coptic.
|
| ×5.0 |
Religious Turmoil disaster.
|
| ×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has a center of reformation, province's religion is Coptic, or the owner is Coptic, then province gains "Religious Violence" modifier for 2 years:
- −15% Local manpower modifier
−15% Local tax modifier
- If province does not have a center of reformation, religion is not Coptic, and the owner is not Coptic, then province converts to Coptic and gains "Forced Conversion" modifier for 2 years:
- −40% Local manpower modifier
−33% Local tax modifier
+2 Local unrest
Clergy estate gains up to 10% crownland.[4]
|
- If country is not Christian:
- Lose 50 prestige
- Gain
20% local autonomy in all provinces with Coptic rebels
- If the country is
the Papal State:
- Otherwise, if the country is Coptic, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10% Technology cost
−2 Tolerance of heretics
−2 Tolerance of heathens
- Otherwise, if the dominant religion is Coptic:
- Country changes religion to Coptic
- Otherwise, if the country is Christian, gain modifier "Heretic Tolerance" for 10 years, unless the country already has it:
- −1% Missionary strength
+4 Tolerance of heretics
−2 Tolerance of the true faith
- Otherwise:
- Lose
1 stability
- If the country is Coptic, the
Clergy estate gains influence modifier "Triumph of Religious Zealots" (+15 influence) for 10 years, unless they already have it
Clergy estate gains up to 10% crownland[4]
|
- Can't accept their demands unless state religion is Christian or the dominant religion is Coptic
|
|
Anglican zealots
|
70%
|
30%
|
0%
|
110%
|
- Is a Anglican province.
- State religion is is not Anglican.
Base: 1
Modifiers:
Expand
| ×0.001 |
Has more than 5 tolerance to Anglican.
|
| ×0.5 |
Has more than 2 tolerance to Anglican.
|
| ×0.5 |
Overseas provinces.
|
| ×2.0 |
Has less than 1 tolerance to Anglican.
|
| ×2.0 |
Has less than −1 tolerance to Anglican.
|
| ×2.0 |
Has less than −2 tolerance to Anglican.
|
| ×5.0 |
Religious Turmoil disaster.
|
| ×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has a center of reformation, province's religion is Anglican, or the owner is Anglican, then province gains "Religious Violence" modifier for 2 years:
- −15% Local manpower modifier
−15% Local tax modifier
- If province does not have a center of reformation, religion is not Anglican, and the owner is not Anglican, then province converts to Anglican and gains "Forced Conversion" modifier for 2 years:
- −40% Local manpower modifier
−33% Local tax modifier
+2 Local unrest
Clergy estate gains up to 10% crownland.[4]
|
- If country is not Christian:
- Lose 50 prestige
- Gain
20% local autonomy in all provinces with Anglican rebels
- If the country is
the Papal State:
- Otherwise, if the country is Anglican, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10% Technology cost
−2 Tolerance of heretics
−2 Tolerance of heathens
- Otherwise, if the dominant religion is Anglican:
- Country changes religion to Anglican
- Otherwise, if the country is Christian, gain modifier "Heretic Tolerance" for 10 years, unless the country already has it:
- −1% Missionary strength
+4 Tolerance of heretics
−2 Tolerance of the true faith
- Otherwise:
- Lose
1 stability
- If the country is Anglican, the
Clergy estate gains influence modifier "Triumph of Religious Zealots" (+15 influence) for 10 years, unless they already have it
Clergy estate gains up to 10% crownland[4]
|
- Can't accept their demands unless state religion is Christian or the dominant religion is Anglican
|
|
Hussite zealots
|
70%
|
30%
|
0%
|
110%
|
- Is a Hussite province.
- State religion is is not Hussite.
Base: 1
Modifiers:
Expand
| ×0.001 |
Has more than 5 tolerance to Hussite.
|
| ×0.5 |
Has more than 2 tolerance to Hussite.
|
| ×0.5 |
Overseas provinces.
|
| ×2.0 |
Has less than 1 tolerance to Hussite.
|
| ×2.0 |
Has less than −1 tolerance to Hussite.
|
| ×2.0 |
Has less than −2 tolerance to Hussite.
|
| ×5.0 |
Religious Turmoil disaster.
|
| ×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has a center of reformation, province's religion is Hussite, or the owner is Hussite, then province gains "Religious Violence" modifier for 2 years:
- −15% Local manpower modifier
−15% Local tax modifier
- If province does not have a center of reformation, religion is not Hussite, and the owner is not Hussite, then province converts to Hussite and gains "Forced Conversion" modifier for 2 years:
- −40% Local manpower modifier
−33% Local tax modifier
+2 Local unrest
Clergy estate gains up to 10% crownland.[4]
|
- If country is not Christian:
- Lose 50 prestige
- Gain
20% local autonomy in all provinces with Hussite rebels
- If the country is
the Papal State:
- Otherwise, if the country is
Hussite, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10% Technology cost
−2 Tolerance of heretics
−2 Tolerance of heathens
- Otherwise, if the dominant religion is Hussite:
- Country changes religion to
Hussite
- Otherwise, if the country is Christian, gain modifier "Heretic Tolerance" for 10 years, unless the country already has it:
- −1% Missionary strength
+4 Tolerance of heretics
−2 Tolerance of the true faith
- Otherwise:
- Lose
1 stability
- If the country is Hussite, the
Clergy estate gains influence modifier "Triumph of Religious Zealots" (+15 influence) for 10 years, unless they already have it
Clergy estate gains up to 10% crownland[4]
|
- Can't accept their demands unless state religion is Christian or the dominant religion is Hussite
|
|
Sunni zealots
|
70%
|
30%
|
0%
|
110%
|
- Is a Sunni province.
- State religion is is not Sunni.
Base: 1
Modifiers:
Expand
| ×0.001 |
Has more than 5 tolerance to Sunni.
|
| ×0.5 |
Has more than 2 tolerance to Sunni.
|
| ×0.5 |
Overseas provinces.
|
| ×2.0 |
Has less than 1 tolerance to Sunni.
|
| ×2.0 |
Has less than −1 tolerance to Sunni.
|
| ×2.0 |
Has less than −2 tolerance to Sunni.
|
| ×5.0 |
Religious Turmoil disaster.
|
| ×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has a center of reformation, province's religion is Sunni, or the owner is Sunni, then province gains "Religious Violence" modifier for 2 years:
- −15% Local manpower modifier
−15% Local tax modifier
- If province does not have a center of reformation, religion is not Sunni, and the owner is not Sunni, then province converts to Sunni and gains "Forced Conversion" modifier for 2 years:
- −40% Local manpower modifier
−33% Local tax modifier
+2 Local unrest
Clergy estate gains up to 10% crownland.[4]
|
- If country is not Muslim:
- Lose 50 prestige
- Gain
20% local autonomy in all provinces with Sunni rebels
- If the country is
the Papal State:
- Otherwise, if the country is Sunni, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10% Technology cost
−2 Tolerance of heretics
−2 Tolerance of heathens
- Otherwise, if the dominant religion is Sunni:
- Country changes religion to Sunni
- Otherwise, if the country is Muslim, gain modifier "Heretic Tolerance" for 10 years, unless the country already has it:
- −1% Missionary strength
+4 Tolerance of heretics
−2 Tolerance of the true faith
- Otherwise:
- Lose
1 stability
- If the country is Sunni, the
Clergy estate gains influence modifier "Triumph of Religious Zealots" (+15 influence) for 10 years, unless they already have it
Clergy estate gains up to 10% crownland[4]
|
- Can't accept their demands unless state religion is Muslim or the dominant religion is Sunni
|
|
Shia zealots
|
70%
|
30%
|
0%
|
110%
|
- Is a Shia province.
- State religion is is not Shia.
Base: 1
Modifiers:
Expand
| ×0.001 |
Has more than 5 tolerance to Shia.
|
| ×0.5 |
Has more than 2 tolerance to Shia.
|
| ×0.5 |
Overseas provinces.
|
| ×2.0 |
Has less than 1 tolerance to Shia.
|
| ×2.0 |
Has less than −1 tolerance to Shia.
|
| ×2.0 |
Has less than −2 tolerance to Shia.
|
| ×5.0 |
Religious Turmoil disaster.
|
| ×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has a center of reformation, province's religion is Shia, or the owner is Shia, then province gains "Religious Violence" modifier for 2 years:
- −15% Local manpower modifier
−15% Local tax modifier
- If province does not have a center of reformation, religion is not Shia, and the owner is not Shia, then province converts to Shia and gains "Forced Conversion" modifier for 2 years:
- −40% Local manpower modifier
−33% Local tax modifier
+2 Local unrest
Clergy estate gains up to 10% crownland.[4]
|
- If country is not Muslim:
- Lose 50 prestige
- Gain
20% local autonomy in all provinces with Shia rebels
- If the country is
the Papal State:
- Otherwise, if the country is Shia, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10% Technology cost
−2 Tolerance of heretics
−2 Tolerance of heathens
- Otherwise, if the dominant religion is Shia:
- Country changes religion to Shia
- Otherwise, if the country is Muslim, gain modifier "Heretic Tolerance" for 10 years, unless the country already has it:
- −1% Missionary strength
+4 Tolerance of heretics
−2 Tolerance of the true faith
- Otherwise:
- Lose
1 stability
- If the country is Shia, the
Clergy estate gains influence modifier "Triumph of Religious Zealots" (+15 influence) for 10 years, unless they already have it
Clergy estate gains up to 10% crownland[4]
|
- Can't accept their demands unless state religion is Muslim or the dominant religion is Shia
|
|
Ibadi zealots
|
70%
|
30%
|
0%
|
110%
|
- Is an Ibadi province.
- State religion is is not Ibadi.
Base: 1
Modifiers:
Expand
| ×0.001 |
Has more than 5 tolerance to Ibadi.
|
| ×0.5 |
Has more than 2 tolerance to Ibadi.
|
| ×0.5 |
Overseas provinces.
|
| ×2.0 |
Has less than 1 tolerance to Ibadi.
|
| ×2.0 |
Has less than −1 tolerance to Ibadi.
|
| ×2.0 |
Has less than −2 tolerance to Ibadi.
|
| ×5.0 |
Religious Turmoil disaster.
|
| ×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has a center of reformation, province's religion is Ibadi, or the owner is Ibadi, then province gains "Religious Violence" modifier for 2 years:
- −15% Local manpower modifier
−15% Local tax modifier
- If province does not have a center of reformation, religion is not Ibadi, and the owner is not Ibadi, then province converts to Ibadi and gains "Forced Conversion" modifier for 2 years:
- −40% Local manpower modifier
−33% Local tax modifier
+2 Local unrest
Clergy estate gains up to 10% crownland.[4]
|
- If country is not Muslim:
- Lose 50 prestige
- Gain
20% local autonomy in all provinces with Ibadi rebels
- If the country is
the Papal State:
- Otherwise, if the country is Ibadi, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10% Technology cost
−2 Tolerance of heretics
−2 Tolerance of heathens
- Otherwise, if the dominant religion is Ibadi:
- Country changes religion to Ibadi
- Otherwise, if the country is Muslim, gain modifier "Heretic Tolerance" for 10 years, unless the country already has it:
- −1% Missionary strength
+4 Tolerance of heretics
−2 Tolerance of the true faith
- Otherwise:
- Lose
1 stability
- If the country is Ibadi, the
Clergy estate gains influence modifier "Triumph of Religious Zealots" (+15 influence) for 10 years, unless they already have it
Clergy estate gains up to 10% crownland[4]
|
- Can't accept their demands unless state religion is Muslim or the dominant religion is Ibadi
|
|
Theravada zealots
|
70%
|
30%
|
0%
|
110%
|
- Is a Theravada province.
- State religion is is not Theravada.
Base: 1
Modifiers:
Expand
| ×0.001 |
Has more than 5 tolerance to Theravada.
|
| ×0.5 |
Has more than 2 tolerance to Theravada.
|
| ×0.5 |
Overseas provinces.
|
| ×2.0 |
Has less than 1 tolerance to Theravada.
|
| ×2.0 |
Has less than −1 tolerance to Theravada.
|
| ×2.0 |
Has less than −2 tolerance to Theravada.
|
| ×5.0 |
Religious Turmoil disaster.
|
| ×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has a center of reformation, province's religion is Theravada, or the owner is Theravada, then province gains "Religious Violence" modifier for 2 years:
- −15% Local manpower modifier
−15% Local tax modifier
- If province does not have a center of reformation, religion is not Theravada, and the owner is not Theravada, then province converts to Theravada and gains "Forced Conversion" modifier for 2 years:
- −40% Local manpower modifier
−33% Local tax modifier
+2 Local unrest
Clergy estate gains up to 10% crownland.[4]
|
- If country is not in the Eastern religion group:
- Lose 50 prestige
- Gain
20% local autonomy in all provinces with Theravada rebels
- If the country is
the Papal State:
- Otherwise, if the country is Theravada, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10% Technology cost
−2 Tolerance of heretics
−2 Tolerance of heathens
- Otherwise, if the dominant religion is Theravada:
- Country changes religion to Theravada
- Otherwise, if the country is in the Eastern religion group, gain modifier "Heretic Tolerance" for 10 years, unless the country already has it:
- −1% Missionary strength
+4 Tolerance of heretics
−2 Tolerance of the true faith
- Otherwise:
- Lose
1 stability
- If the country is Theravada, the
Clergy estate gains influence modifier "Triumph of Religious Zealots" (+15 influence) for 10 years, unless they already have it
Clergy estate gains up to 10% crownland[4]
|
- Can't accept their demands unless state religion is in the Eastern religion group or the dominant religion is Theravada
|
|
Vajrayana zealots
|
70%
|
30%
|
0%
|
110%
|
- Is a Vajrayana province.
- State religion is is not Vajrayana.
Base: 1
Modifiers:
Expand
| ×0.001 |
Has more than 5 tolerance to Vajrayana.
|
| ×0.5 |
Has more than 2 tolerance to Vajrayana.
|
| ×0.5 |
Overseas provinces.
|
| ×2.0 |
Has less than 1 tolerance to Vajrayana.
|
| ×2.0 |
Has less than −1 tolerance to Vajrayana.
|
| ×2.0 |
Has less than −2 tolerance to Vajrayana.
|
| ×5.0 |
Religious Turmoil disaster.
|
| ×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has a center of reformation, province's religion is Vajrayana, or the owner is Vajrayana, then province gains "Religious Violence" modifier for 2 years:
- −15% Local manpower modifier
−15% Local tax modifier
- If province does not have a center of reformation, religion is not Vajrayana, and the owner is not Vajrayana, then province converts to Vajrayana and gains "Forced Conversion" modifier for 2 years:
- −40% Local manpower modifier
−33% Local tax modifier
+2 Local unrest
Clergy estate gains up to 10% crownland.[4]
|
- If country is not in the Eastern religion group:
- Lose 50 prestige
- Gain
20% local autonomy in all provinces with Vajrayana rebels
- If the country is
the Papal State:
- Otherwise, if the country is Vajrayana, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10% Technology cost
−2 Tolerance of heretics
−2 Tolerance of heathens
- Otherwise, if the dominant religion is Vajrayana:
- Country changes religion to Vajrayana
- Otherwise, if the country is in the Eastern religion group, gain modifier "Heretic Tolerance" for 10 years, unless the country already has it:
- −1% Missionary strength
+4 Tolerance of heretics
−2 Tolerance of the true faith
- Otherwise:
- Lose
1 stability
- If the country is Vajrayana, the
Clergy estate gains influence modifier "Triumph of Religious Zealots" (+15 influence) for 10 years, unless they already have it
Clergy estate gains up to 10% crownland[4]
|
- Can't accept their demands unless state religion is in the Eastern religion group or the dominant religion is Vajrayana
|
|
Mahayana zealots
|
70%
|
30%
|
0%
|
110%
|
- Is a Mahayana province.
- State religion is is not Mahayana.
Base: 1
Modifiers:
Expand
| ×0.001 |
Has more than 5 tolerance to Mahayana.
|
| ×0.5 |
Has more than 2 tolerance to Mahayana.
|
| ×0.5 |
Overseas provinces.
|
| ×2.0 |
Has less than 1 tolerance to Mahayana.
|
| ×2.0 |
Has less than −1 tolerance to Mahayana.
|
| ×2.0 |
Has less than −2 tolerance to Mahayana.
|
| ×5.0 |
Religious Turmoil disaster.
|
| ×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has a center of reformation, province's religion is Mahayana, or the owner is Mahayana, then province gains "Religious Violence" modifier for 2 years:
- −15% Local manpower modifier
−15% Local tax modifier
- If province does not have a center of reformation, religion is not Mahayana, and the owner is not Mahayana, then province converts to Mahayana and gains "Forced Conversion" modifier for 2 years:
- −40% Local manpower modifier
−33% Local tax modifier
+2 Local unrest
Clergy estate gains up to 10% crownland.[4]
|
- If country is not in the Eastern religion group:
- Lose 50 prestige
- Gain
20% local autonomy in all provinces with Mahayana rebels
- If the country is
the Papal State:
- Otherwise, if the country is Mahayana, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10% Technology cost
−2 Tolerance of heretics
−2 Tolerance of heathens
- Otherwise, if the dominant religion is Mahayana:
- Country changes religion to Mahayana
- Otherwise, if the country is in the Eastern religion group, gain modifier "Heretic Tolerance" for 10 years, unless the country already has it:
- −1% Missionary strength
+4 Tolerance of heretics
−2 Tolerance of the true faith
- Otherwise:
- Lose
1 stability
- If the country is Mahayana, the
Clergy estate gains influence modifier "Triumph of Religious Zealots" (+15 influence) for 10 years, unless they already have it
Clergy estate gains up to 10% crownland[4]
|
- Can't accept their demands unless state religion is in the Eastern religion group or the dominant religion is Mahayana
|
|
Confucian zealots
|
70%
|
30%
|
0%
|
110%
|
- Is a Confucian province.
- State religion is is not Confucian.
Base: 1
Modifiers:
Expand
| ×0.001 |
Has more than 5 tolerance to Confucian.
|
| ×0.5 |
Has more than 2 tolerance to Confucian.
|
| ×0.5 |
Overseas provinces.
|
| ×2.0 |
Has less than 1 tolerance to Confucian.
|
| ×2.0 |
Has less than −1 tolerance to Confucian.
|
| ×2.0 |
Has less than −2 tolerance to Confucian.
|
| ×5.0 |
Religious Turmoil disaster.
|
| ×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has a center of reformation, province's religion is Confucian, or the owner is Confucian, then province gains "Religious Violence" modifier for 2 years:
- −15% Local manpower modifier
−15% Local tax modifier
- If province does not have a center of reformation, religion is not Confucian, and the owner is not Confucian, then province converts to Confucian and gains "Forced Conversion" modifier for 2 years:
- −40% Local manpower modifier
−33% Local tax modifier
+2 Local unrest
Clergy estate gains up to 10% crownland.[4]
|
- If country is not in the Eastern religion group:
- Lose 50 prestige
- Gain
20% local autonomy in all provinces with Confucian rebels
- If the country is
the Papal State:
- Otherwise, if the country is Confucian, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10% Technology cost
−2 Tolerance of heretics
−2 Tolerance of heathens
- Otherwise, if the dominant religion is Confucian:
- Country changes religion to Confucian
- Otherwise, if the country is in the Eastern religion group, gain modifier "Heretic Tolerance" for 10 years, unless the country already has it:
- −1% Missionary strength
+4 Tolerance of heretics
−2 Tolerance of the true faith
- Otherwise:
- Lose
1 stability
- If the country is Confucian, the
Clergy estate gains influence modifier "Triumph of Religious Zealots" (+15 influence) for 10 years, unless they already have it
Clergy estate gains up to 10% crownland[4]
|
- Can't accept their demands unless state religion is in the Eastern religion group or the dominant religion is Confucian
|
|
Shinto zealots
|
70%
|
30%
|
0%
|
110%
|
- Is a Shinto province.
- State religion is is not Shinto.
Base: 1
Modifiers:
Expand
| ×0.001 |
Has more than 5 tolerance to Shinto.
|
| ×0.5 |
Has more than 2 tolerance to Shinto.
|
| ×0.5 |
Overseas provinces.
|
| ×2.0 |
Has less than 1 tolerance to Shinto.
|
| ×2.0 |
Has less than −1 tolerance to Shinto.
|
| ×2.0 |
Has less than −2 tolerance to Shinto.
|
| ×5.0 |
Religious Turmoil disaster.
|
| ×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has a center of reformation, province's religion is Shinto, or the owner is Shinto, then province gains "Religious Violence" modifier for 2 years:
- −15% Local manpower modifier
−15% Local tax modifier
- If province does not have a center of reformation, religion is not Shinto, and the owner is not Shinto, then province converts to Shinto and gains "Forced Conversion" modifier for 2 years:
- −40% Local manpower modifier
−33% Local tax modifier
+2 Local unrest
Clergy estate gains up to 10% crownland.[4]
|
- If country is not in the Eastern religion group:
- Lose 50 prestige
- Gain
20% local autonomy in all provinces with Shinto rebels
- If the country is
the Papal State:
- Otherwise, if the country is Shinto, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10% Technology cost
−2 Tolerance of heretics
−2 Tolerance of heathens
- Otherwise, if the dominant religion is Shinto:
- Country changes religion to Shinto
- Otherwise, if the country is in the Eastern religion group, gain modifier "Heretic Tolerance" for 10 years, unless the country already has it:
- −1% Missionary strength
+4 Tolerance of heretics
−2 Tolerance of the true faith
- Otherwise:
- Lose
1 stability
- If the country is Shinto, the
Clergy estate gains influence modifier "Triumph of Religious Zealots" (+15 influence) for 10 years, unless they already have it
Clergy estate gains up to 10% crownland[4]
|
- Can't accept their demands unless state religion is in the Eastern religion group or the dominant religion is Shinto
|
| File:Hindu rebels.png |
Hindu zealots
|
70%
|
30%
|
0%
|
110%
|
- Is a Hindu province.
- State religion is is not Hindu.
Base: 1
Modifiers:
Expand
| ×0.001 |
Has more than 5 tolerance to Hindu.
|
| ×0.5 |
Has more than 2 tolerance to Hindu.
|
| ×0.5 |
Overseas provinces.
|
| ×2.0 |
Has less than 1 tolerance to Hindu.
|
| ×2.0 |
Has less than −1 tolerance to Hindu.
|
| ×2.0 |
Has less than −2 tolerance to Hindu.
|
| ×5.0 |
Religious Turmoil disaster.
|
| ×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has a center of reformation, province's religion is Hindu, or the owner is Hindu, then province gains "Religious Violence" modifier for 2 years:
- −15% Local manpower modifier
−15% Local tax modifier
- If province does not have a center of reformation, religion is not Hindu, and the owner is not Hindu, then province converts to Hindu and gains "Forced Conversion" modifier for 2 years:
- −40% Local manpower modifier
−33% Local tax modifier
+2 Local unrest
Brahmins estate, if it exists, or else Clergy estate, gains up to 10% crownland.[4]
|
- If country is not in the Dharmic religion group:
- Lose 50 prestige
- Gain
20% local autonomy in all provinces with Hindu rebels
- If the country is
the Papal State:
- Otherwise, if the country is Hindu, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10% Technology cost
−2 Tolerance of heretics
−2 Tolerance of heathens
- Otherwise, if the dominant religion is Hindu:
- Country changes religion to Hindu
- Otherwise, if the country is in the Dharmic religion group, gain modifier "Heretic Tolerance" for 10 years, unless the country already has it:
- −1% Missionary strength
+4 Tolerance of heretics
−2 Tolerance of the true faith
- Otherwise:
- Lose
1 stability
- If the country is Hindu, the
Clergy estate gains influence modifier "Triumph of Religious Zealots" (+15 influence) for 10 years, unless they already have it
Brahmins estate, if it exists, or else the Clergy estate, gains up to 10% crownland[4]
|
- Can't accept their demands unless state religion is in the Dharmic religion group or the dominant religion is Hindu
|
|
Sikh zealots
|
70%
|
30%
|
0%
|
110%
|
- Is a Sikh province.
- State religion is is not Sikh.
Base: 1
Modifiers:
Expand
| ×0.001 |
Has more than 5 tolerance to Sikh.
|
| ×0.5 |
Has more than 2 tolerance to Sikh.
|
| ×0.5 |
Overseas provinces.
|
| ×2.0 |
Has less than 1 tolerance to Sikh.
|
| ×2.0 |
Has less than −1 tolerance to Sikh.
|
| ×2.0 |
Has less than −2 tolerance to Sikh.
|
| ×5.0 |
Religious Turmoil disaster.
|
| ×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has a center of reformation, province's religion is Sikh, or the owner is Sikh, then province gains "Religious Violence" modifier for 2 years:
- −15% Local manpower modifier
−15% Local tax modifier
- If province does not have a center of reformation, religion is not Sikh, and the owner is not Sikh, then province converts to Sikh and gains "Forced Conversion" modifier for 2 years:
- −40% Local manpower modifier
−33% Local tax modifier
+2 Local unrest
Clergy estate gains up to 10% crownland.[4]
|
- If country is not in the Dharmic religion group:
- Lose 50 prestige
- Gain
20% local autonomy in all provinces with Sikh rebels
- If the country is
the Papal State:
- Otherwise, if the country is Sikh, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10% Technology cost
−2 Tolerance of heretics
−2 Tolerance of heathens
- Otherwise, if the dominant religion is Sikh:
- Country changes religion to Sikh
- Otherwise, if the country is in the Dharmic religion group, gain modifier "Heretic Tolerance" for 10 years, unless the country already has it:
- −1% Missionary strength
+4 Tolerance of heretics
−2 Tolerance of the true faith
- Otherwise:
- Lose
1 stability
- If the country is Sikh, the
Clergy estate gains influence modifier "Triumph of Religious Zealots" (+15 influence) for 10 years, unless they already have it
Clergy estate gains up to 10% crownland[4]
|
- Can't accept their demands unless state religion is in the Dharmic religion group or the dominant religion is Sikh
|
|
Animist zealots
|
70%
|
30%
|
0%
|
110%
|
- Is a Animist province.
- State religion is is not Animist.
Base: 1
Modifiers:
Expand
| ×0.001 |
Has more than 5 tolerance to Animist.
|
| ×0.5 |
Has more than 2 tolerance to Animist.
|
| ×0.5 |
Overseas provinces.
|
| ×2.0 |
Has less than 1 tolerance to Animist.
|
| ×2.0 |
Has less than −1 tolerance to Animist.
|
| ×2.0 |
Has less than −2 tolerance to Animist.
|
| ×5.0 |
Religious Turmoil disaster.
|
| ×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has a center of reformation, province's religion is Animist, or the owner is Animist, then province gains "Religious Violence" modifier for 2 years:
- −15% Local manpower modifier
−15% Local tax modifier
- If province does not have a center of reformation, religion is not Animist, and the owner is not Animist, then province converts to Animist and gains "Forced Conversion" modifier for 2 years:
- −40% Local manpower modifier
−33% Local tax modifier
+2 Local unrest
Clergy estate gains up to 10% crownland.[4]
|
- If country is not in the Pagan religion group:
- Lose 50 prestige
- Gain
20% local autonomy in all provinces with Animist rebels
- If the country is
the Papal State:
- Otherwise, if the country is
Animist, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10% Technology cost
−2 Tolerance of heretics
−2 Tolerance of heathens
- Otherwise, if the country is in the Pagan religious group or the dominant religion is Animist:
- Country changes religion to
Animist
- Otherwise:
- Lose
1 stability
- If the country is Animist, the
Clergy estate gains influence modifier "Triumph of Religious Zealots" (+15 influence) for 10 years, unless they already have it
Clergy estate gains up to 10% crownland[4]
|
- Can't accept their demands unless state religion is in the Pagan religion group
|
|
Fetishist zealots
|
70%
|
30%
|
0%
|
110%
|
- Is a Fetishist province.
- State religion is is not Fetishist.
Base: 1
Modifiers:
Expand
| ×0.001 |
Has more than 5 tolerance to Fetishist.
|
| ×0.5 |
Has more than 2 tolerance to Fetishist.
|
| ×0.5 |
Overseas provinces.
|
| ×2.0 |
Has less than 1 tolerance to Fetishist.
|
| ×2.0 |
Has less than −1 tolerance to Fetishist.
|
| ×2.0 |
Has less than −2 tolerance to Fetishist.
|
| ×5.0 |
Religious Turmoil disaster.
|
| ×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has a center of reformation, province's religion is Fetishist, or the owner is Fetishist, then province gains "Religious Violence" modifier for 2 years:
- −15% Local manpower modifier
−15% Local tax modifier
- If province does not have a center of reformation, religion is not Fetishist, and the owner is not Fetishist, then province converts to Fetishist and gains "Forced Conversion" modifier for 2 years:
- −40% Local manpower modifier
−33% Local tax modifier
+2 Local unrest
Clergy estate gains up to 10% crownland.[4]
|
- If country is not in the Pagan religion group:
- Lose 50 prestige
- Gain
20% local autonomy in all provinces with Fetishist rebels
- If the country is
the Papal State:
- Otherwise, if the country is Fetishist, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10% Technology cost
−2 Tolerance of heretics
−2 Tolerance of heathens
- Otherwise, if the dominant religion is Fetishist:
- Country changes religion to Fetishist
- Otherwise:
- Lose
1 stability
- If the country is Fetishist, the
Clergy estate gains influence modifier "Triumph of Religious Zealots" (+15 influence) for 10 years, unless they already have it
Clergy estate gains up to 10% crownland[4]
|
- Can't accept their demands unless state religion is in the Pagan religion group
|
|
Totemist zealots
|
70%
|
30%
|
0%
|
110%
|
- Is a Totemist province.
- State religion is is not Totemist.
Base: 1
Modifiers:
Expand
| ×0.001 |
Has more than 5 tolerance to Totemist.
|
| ×0.5 |
Has more than 2 tolerance to Totemist.
|
| ×0.5 |
Overseas provinces.
|
| ×2.0 |
Has less than 1 tolerance to Totemist.
|
| ×2.0 |
Has less than −1 tolerance to Totemist.
|
| ×2.0 |
Has less than −2 tolerance to Totemist.
|
| ×5.0 |
Religious Turmoil disaster.
|
| ×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has a center of reformation, province's religion is Totemist, or the owner is Totemist, then province gains "Religious Violence" modifier for 2 years:
- −15% Local manpower modifier
−15% Local tax modifier
- If province does not have a center of reformation, religion is not Totemist, and the owner is not Totemist, then province converts to Totemist and gains "Forced Conversion" modifier for 2 years:
- −40% Local manpower modifier
−33% Local tax modifier
+2 Local unrest
Clergy estate gains up to 10% crownland.[4]
|
- If country is not in the Pagan religion group:
- Lose 50 prestige
- Gain
20% local autonomy in all provinces with Totemist rebels
- If the country is
the Papal State:
- Otherwise, if the country is
Totemist, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10% Technology cost
−2 Tolerance of heretics
−2 Tolerance of heathens
- Otherwise, if the dominant religion is Totemist:
- Country changes religion to
Totemist
- Otherwise:
- Lose
1 stability
- If the country is Totemist, the
Clergy estate gains influence modifier "Triumph of Religious Zealots" (+15 influence) for 10 years, unless they already have it
Clergy estate gains up to 10% crownland[4]
|
- Can't accept their demands unless state religion is in the Pagan religion group
|
|
Nahuatl zealots
|
70%
|
30%
|
0%
|
110%
|
- Is a Nahuatl province.
- State religion is is not Nahuatl.
Base: 1
Modifiers:
Expand
| ×0.001 |
Has more than 5 tolerance to Nahuatl.
|
| ×0.5 |
Has more than 2 tolerance to Nahuatl.
|
| ×0.5 |
Overseas provinces.
|
| ×2.0 |
Has less than 1 tolerance to Nahuatl.
|
| ×2.0 |
Has less than −1 tolerance to Nahuatl.
|
| ×2.0 |
Has less than −2 tolerance to Nahuatl.
|
| ×5.0 |
Religious Turmoil disaster.
|
| ×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has a center of reformation, province's religion is Nahuatl, or the owner is Nahuatl, then province gains "Religious Violence" modifier for 2 years:
- −15% Local manpower modifier
−15% Local tax modifier
- If province does not have a center of reformation, religion is not Nahuatl, and the owner is not Nahuatl, then province converts to Nahuatl and gains "Forced Conversion" modifier for 2 years:
- −40% Local manpower modifier
−33% Local tax modifier
+2 Local unrest
Clergy estate gains up to 10% crownland.[4]
|
- If country is not in the Pagan religion group:
- Lose 50 prestige
- Gain
20% local autonomy in all provinces with Nahuatl rebels
- If the country is
the Papal State:
- Otherwise, if the country is
Nahuatl, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10% Technology cost
−2 Tolerance of heretics
−2 Tolerance of heathens
- Otherwise:
- Lose
1 stability
- If the country is Nahuatl, the
Clergy estate gains influence modifier "Triumph of Religious Zealots" (+15 influence) for 10 years, unless they already have it
Clergy estate gains up to 10% crownland[4]
|
- Can't accept their demands unless state religion is in the Pagan religion group
|
|
Mayan zealots
|
70%
|
30%
|
0%
|
110%
|
- Is a Mayan province.
- State religion is is not Mayan.
Base: 1
Modifiers:
Expand
| ×0.001 |
Has more than 5 tolerance to Mayan.
|
| ×0.5 |
Has more than 2 tolerance to Mayan.
|
| ×0.5 |
Overseas provinces.
|
| ×2.0 |
Has less than 1 tolerance to Mayan.
|
| ×2.0 |
Has less than −1 tolerance to Mayan.
|
| ×2.0 |
Has less than −2 tolerance to Mayan.
|
| ×5.0 |
Religious Turmoil disaster.
|
| ×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has a center of reformation, province's religion is Mayan, or the owner is Mayan, then province gains "Religious Violence" modifier for 2 years:
- −15% Local manpower modifier
−15% Local tax modifier
- If province does not have a center of reformation, religion is not Mayan, and the owner is not Mayan, then province converts to Mayan and gains "Forced Conversion" modifier for 2 years:
- −40% Local manpower modifier
−33% Local tax modifier
+2 Local unrest
Clergy estate gains up to 10% crownland.[4]
|
- If country is not in the Pagan religion group:
- Lose 50 prestige
- Gain
20% local autonomy in all provinces with Mayan rebels
- If the country is
the Papal State:
- Otherwise, if the country is
Mayan, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10% Technology cost
−2 Tolerance of heretics
−2 Tolerance of heathens
- Otherwise:
- Lose
1 stability
- If the country is Mayan, the
Clergy estate gains influence modifier "Triumph of Religious Zealots" (+15 influence) for 10 years, unless they already have it
Clergy estate gains up to 10% crownland[4]
|
- Can't accept their demands unless state religion is in the Pagan religion group
|
|
Inti zealots
|
70%
|
30%
|
0%
|
110%
|
- Is a Inti province.
- State religion is is not Inti.
Base: 1
Modifiers:
Expand
| ×0.001 |
Has more than 5 tolerance to Inti.
|
| ×0.5 |
Has more than 2 tolerance to Inti.
|
| ×0.5 |
Overseas provinces.
|
| ×2.0 |
Has less than 1 tolerance to Inti.
|
| ×2.0 |
Has less than −1 tolerance to Inti.
|
| ×2.0 |
Has less than −2 tolerance to Inti.
|
| ×5.0 |
Religious Turmoil disaster.
|
| ×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has a center of reformation, province's religion is Inti, or the owner is Inti, then province gains "Religious Violence" modifier for 2 years:
- −15% Local manpower modifier
−15% Local tax modifier
- If province does not have a center of reformation, religion is not Inti, and the owner is not Inti, then province converts to Inti and gains "Forced Conversion" modifier for 2 years:
- −40% Local manpower modifier
−33% Local tax modifier
+2 Local unrest
Clergy estate gains up to 10% crownland.[4]
|
- If country is not in the Pagan religion group:
- Lose 50 prestige
- Gain
20% local autonomy in all provinces with Inti rebels
- If the country is
the Papal State:
- Otherwise, if the country is
Inti, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10% Technology cost
−2 Tolerance of heretics
−2 Tolerance of heathens
- Otherwise:
- Lose
1 stability
- If the country is Inti, the
Clergy estate gains influence modifier "Triumph of Religious Zealots" (+15 influence) for 10 years, unless they already have it
Clergy estate gains up to 10% crownland[4]
|
- Can't accept their demands unless state religion is in the Pagan religion group
|
|
Tengri zealots
|
70%
|
30%
|
0%
|
110%
|
- Is a Tengri province.
- State religion is is not Tengri.
Base: 1
Modifiers:
Expand
| ×0.001 |
Has more than 5 tolerance to Tengri.
|
| ×0.5 |
Has more than 2 tolerance to Tengri.
|
| ×0.5 |
Overseas provinces.
|
| ×2.0 |
Has less than 1 tolerance to Tengri.
|
| ×2.0 |
Has less than −1 tolerance to Tengri.
|
| ×2.0 |
Has less than −2 tolerance to Tengri.
|
| ×5.0 |
Religious Turmoil disaster.
|
| ×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has a center of reformation, province's religion is Tengri, or the owner is Tengri, then province gains "Religious Violence" modifier for 2 years:
- −15% Local manpower modifier
−15% Local tax modifier
- If province does not have a center of reformation, religion is not Tengri, and the owner is not Tengri, then province converts to Tengri and gains "Forced Conversion" modifier for 2 years:
- −40% Local manpower modifier
−33% Local tax modifier
+2 Local unrest
Clergy estate gains up to 10% crownland.[4]
|
- If country is not in the Pagan religion group:
- Lose 50 prestige
- Gain
20% local autonomy in all provinces with Tengri rebels
- If the country is
the Papal State:
- Otherwise, if the country is Tengri, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10% Technology cost
−2 Tolerance of heretics
−2 Tolerance of heathens
- Otherwise, if the dominant religion is Tengri:
- Country changes religion to Tengri
- Otherwise:
- Lose
1 stability
- If the country is Tengri, the
Clergy estate gains influence modifier "Triumph of Religious Zealots" (+15 influence) for 10 years, unless they already have it
Clergy estate gains up to 10% crownland[4]
|
- Can't accept their demands unless state religion is in the Pagan religion group
|
|
Norse zealots
|
70%
|
30%
|
0%
|
110%
|
- Is a Norse province.
- State religion is is not Norse.
Base: 1
Modifiers:
Expand
| ×0.001 |
Has more than 5 tolerance to Norse.
|
| ×0.5 |
Has more than 2 tolerance to Norse.
|
| ×0.5 |
Overseas provinces.
|
| ×2.0 |
Has less than 1 tolerance to Norse.
|
| ×2.0 |
Has less than −1 tolerance to Norse.
|
| ×2.0 |
Has less than −2 tolerance to Norse.
|
| ×5.0 |
Religious Turmoil disaster.
|
| ×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has a center of reformation, province's religion is Norse, or the owner is Norse, then province gains "Religious Violence" modifier for 2 years:
- −15% Local manpower modifier
−15% Local tax modifier
- If province does not have a center of reformation, religion is not Norse, and the owner is not Norse, then province converts to Norse and gains "Forced Conversion" modifier for 2 years:
- −40% Local manpower modifier
−33% Local tax modifier
+2 Local unrest
Clergy estate gains up to 10% crownland.[4]
|
- If country is not in the Pagan religion group:
- Lose 50 prestige
- Gain
20% local autonomy in all provinces with Norse rebels
- If the country is
the Papal State:
- Otherwise, if the country is
Norse, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10% Technology cost
−2 Tolerance of heretics
−2 Tolerance of heathens
- Otherwise, if the dominant religion is Norse:
- Country changes religion to
Norse
- Otherwise:
- Lose
1 stability
- If the country is Norse, the
Clergy estate gains influence modifier "Triumph of Religious Zealots" (+15 influence) for 10 years, unless they already have it
Clergy estate gains up to 10% crownland[4]
|
- Can't accept their demands unless state religion is in the Pagan religion group
|
|
Alcheringa zealots
|
70%
|
30%
|
0%
|
110%
|
- Is a Alcheringa province.
- State religion is is not Alcheringa.
Base: 1
Modifiers:
Expand
| ×0.001 |
Has more than 5 tolerance to Alcheringa.
|
| ×0.5 |
Has more than 2 tolerance to Alcheringa.
|
| ×0.5 |
Overseas provinces.
|
| ×2.0 |
Has less than 1 tolerance to Alcheringa.
|
| ×2.0 |
Has less than −1 tolerance to Alcheringa.
|
| ×2.0 |
Has less than −2 tolerance to Alcheringa.
|
| ×5.0 |
Religious Turmoil disaster.
|
| ×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has a center of reformation, province's religion is Alcheringa, or the owner is Alcheringa, then province gains "Religious Violence" modifier for 2 years:
- −15% Local manpower modifier
−15% Local tax modifier
- If province does not have a center of reformation, religion is not Alcheringa, and the owner is not Alcheringa, then province converts to Alcheringa and gains "Forced Conversion" modifier for 2 years:
- −40% Local manpower modifier
−33% Local tax modifier
+2 Local unrest
Clergy estate gains up to 10% crownland.[4]
|
- If country is not in the Pagan religion group:
- Lose 50 prestige
- Gain
20% local autonomy in all provinces with Alcheringa rebels
- If the country is
the Papal State:
- Otherwise, if the country is Alcheringa, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10% Technology cost
−2 Tolerance of heretics
−2 Tolerance of heathens
- Otherwise, if the dominant religion is Alcheringa:
- Country changes religion to Alcheringa
- Otherwise:
- Lose
1 stability
- If the country is Alcheringa, the
Clergy estate gains influence modifier "Triumph of Religious Zealots" (+15 influence) for 10 years, unless they already have it
Clergy estate gains up to 10% crownland[4]
|
- Can't accept their demands unless state religion is in the Pagan religion group
|
|
Jewish zealots
|
70%
|
30%
|
0%
|
110%
|
- Is a Jewish province.
- State religion is is not Jewish.
Base: 1
Modifiers:
Expand
| ×0.001 |
Has more than 5 tolerance to Jewish.
|
| ×0.5 |
Has more than 2 tolerance to Jewish.
|
| ×0.5 |
Overseas provinces.
|
| ×2.0 |
Has less than 1 tolerance to Jewish.
|
| ×2.0 |
Has less than −1 tolerance to Jewish.
|
| ×2.0 |
Has less than −2 tolerance to Jewish.
|
| ×5.0 |
Religious Turmoil disaster.
|
| ×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has a center of reformation, province's religion is Jewish, or the owner is Jewish, then province gains "Religious Violence" modifier for 2 years:
- −15% Local manpower modifier
−15% Local tax modifier
- If province does not have a center of reformation, religion is not Jewish, and the owner is not Jewish, then province converts to Jewish and gains "Forced Conversion" modifier for 2 years:
- −40% Local manpower modifier
−33% Local tax modifier
+2 Local unrest
Clergy estate gains up to 10% crownland.[4]
|
- If country is not in the Jewish religion group:
- Lose 50 prestige
- Gain
20% local autonomy in all provinces with Jewish rebels
- If the country is
the Papal State:
- Otherwise, if the country is
Jewish, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10% Technology cost
−2 Tolerance of heretics
−2 Tolerance of heathens
- Otherwise, if the dominant religion is Jewish:
- Country changes religion to
Jewish
- Otherwise:
- Lose
1 stability
- If the country is Jewish, the
Clergy estate gains influence modifier "Triumph of Religious Zealots" (+15 influence) for 10 years, unless they already have it
Clergy estate gains up to 10% crownland[4]
|
- Can't accept their demands unless state religion is in the Jewish religion group or the dominant religion is Jewish
|
|
Zoroastrian zealots
|
70%
|
30%
|
0%
|
110%
|
- Is a Zoroastrian province.
- State religion is is not Zoroastrian.
Base: 1
Modifiers:
Expand
| ×0.001 |
Has more than 5 tolerance to Zoroastrian.
|
| ×0.5 |
Has more than 2 tolerance to Zoroastrian.
|
| ×0.5 |
Overseas provinces.
|
| ×2.0 |
Has less than 1 tolerance to Zoroastrian.
|
| ×2.0 |
Has less than −1 tolerance to Zoroastrian.
|
| ×2.0 |
Has less than −2 tolerance to Zoroastrian.
|
| ×5.0 |
Religious Turmoil disaster.
|
| ×2000.0 |
Has an active missionary.
|
|
Unless the province is the Papal State's capital:
- If province has a center of reformation, province's religion is Zoroastrian, or the owner is Zoroastrian, then province gains "Religious Violence" modifier for 2 years:
- −15% Local manpower modifier
−15% Local tax modifier
- If province does not have a center of reformation, religion is not Zoroastrian, and the owner is not Zoroastrian, then province converts to Zoroastrian and gains "Forced Conversion" modifier for 2 years:
- −40% Local manpower modifier
−33% Local tax modifier
+2 Local unrest
Clergy estate gains up to 10% crownland.[4]
|
- If country is not in the Zoroastrian religion group:
- Lose 50 prestige
- Gain
20% local autonomy in all provinces with Zoroastrian rebels
- If the country is
the Papal State:
- Otherwise, if the country is
Zoroastrian, gain modifier "Religious Intolerance Enforced" for 10 years:
- +10% Technology cost
−2 Tolerance of heretics
−2 Tolerance of heathens
- Otherwise, if the dominant religion is Zoroastrian:
- Country changes religion to
Zoroastrian
- Otherwise:
- Lose
1 stability
- If the country is Zoroastrian, the
Clergy estate gains influence modifier "Triumph of Religious Zealots" (+15 influence) for 10 years, unless they already have it
Clergy estate gains up to 10% crownland[4]
|
- Can't accept their demands unless state religion is in the Zoroastrian religion group or the dominant religion is Zoroastrian
|
Each month a rebel faction has a chance to make progress towards a full-scale rebellion. The monthly chance that a rebel faction's progress will increase by 10% depends on the sum of positive unrest in all provinces associated with that faction, the country's level of
overextension, and whether the faction has any foreign supporters, maxing out at 75% progress chance. Rebel monthly progress chance, positive unrest in all provinces associated with that faction, countries that are supporting rebels, and expected time until rebellion can be found in the tooltips for that faction's progress in the Stability and Expansion tab, and the Outliner. If the faction's progress reaches 100%, it will go into open rebellion and spawn troops in some of the provinces that had positive unrest.
The formula for the monthly percent chance of faction progress given X total unrest is:
- X − X2/100 (if X < 75)
- X/4 (if 75 < X < 300)
- Maximum of 75%, display is rounded down to the first decimal.
- Yes, the chance of progress for unrest between 50 and 100 is LESS THAN the chance at 50 and 100 unrest, with a low point of 18.75% at 75 unrest.
- If a country has more than
100.0% overextension, then this base chance is multiplied by (1 + overextension/50), still capped at 75%.
| Total unrest
|
0
|
10
|
20
|
30
|
40
|
50
|
60
|
70
|
80
|
90
|
100
|
100-300
|
300+
|
| Progress chance
|
0%
|
9%
|
16%
|
21%
|
24%
|
25%
|
24%
|
21%
|
20%
|
22.5%
|
25%
|
Unrest/4 %
|
75%
|
Mean months until 10% progress
|
N/A
|
11.1
|
6.3
|
4.8
|
4.2
|
4
|
4.2
|
4.8
|
5
|
4.4
|
4
|
1/Progress chance
|
1.3
|
Progress chance at 101% overextension
|
0%
|
27.2%
|
48.3%
|
63.4%
|
72.5%
|
75%
|
72.5%
|
63.4%
|
60.4%
|
68.0%
|
75%
|
75%
|
75%
|
A rebel faction with a country's support will have a monthly progress chance of +10% times the supporting country's rebel support efficiency on top of any progress chance from unrest, but still capped to 75%.
If none of the provinces supporting a rebel faction has positive unrest and no country supports it, its accumulated progress will begin to decay by 10% per month thereafter. If it reaches 0%, the rebel faction will cease activity. If unrest is then increased for any reason or it gains foreign support, the faction will resume gaining progress towards rebellion.
It is possible to reduce a rebel faction's progress to 0 at any time by accepting their demands. This will also remove any rebel troops that faction has spawned. The demands are generally quite unpleasant, however, and impart various other penalties as well, so this is usually a very undesirable option unless the rebels have already rebelled, are on the verge of doing so or they have overwhelming numbers.
It is also possible to check the country's subject's rebellion progress by ticking the box next to the current national unrest on the rebellion's page.
Rebel progress can be reduced by a fixed amount of −30% through harsh treatment, at the cost of
military power. Harsh treatment simply means using arrests, torture, executions and other forms of violent means to deal with the rebels and discourage anyone from joining and/or supporting them. This action will cost a base of between
50 and 200, scaling with the total development in provinces with negative unrest supporting a particular faction. The faction's progress must be at least 30% for harsh treatment to be available.
Making use of the harsh treatment action will produce
absolutism (once the mechanic is unlocked). This is a powerful method to quickly gain absolutism during that age while reducing headaches from rebels. The cost of using harsh treatment can be significantly reduced through the Age of Absolutism ability Harsher Treatment −50% (requires
Mandate of Heaven), and a few mission trees have −25% harsh treatment cost that can be "saved" for use during the Age of Absolutism. Combining these two elements can gain +1 absolutism from as little as 8 military points if the rebel faction it is used on is small.
The cost of harsh treatment can be reduced by the following:
|
Traditions
|
Ideas
|
Bonuses
|
CollapsePolicies
|
| −50%
|
- Revolutionary French traditions
|
—
|
—
|
—
|
| −25%
|
—
|
—
|
—
|
- Defensive-Administrative: The Spy Discovery Act
- Mercenary-Humanist: Peace-Keeping Force Act
|
| −20%
|
- Chagatai traditions
- Iwi traditions
|
- Ayutthayan idea 7: Personal Executions
|
—
|
—
|
| −15%
|
—
|
- Clanricarde idea 2: By Fire and Sword
|
—
|
—
|
It is generally best to use harsh treatment as a temporary measure to forestall a rebellion to allow one to buy time to deal with the underlying unrest issue that is causing the rebel problem rather than using harsh treatment as a means of preventing all rebellions, as the
military point cost can add up quickly, making it very costly over time. If the source of unrest is ticking down over time (such as the unrest caused by separatism), or will be removed at a known point in the near future (such as a missionary finishing converting a province), harsh treatment can prevent a future revolt by delaying the progress long enough for the underlying unrest problem to disappear. If the unrest will not or cannot be removed in a reasonable amount of time, it may be preferable to just let the rebels rise up and simply have your troops slay them if there are no other pressing threats to the nation. However, if you have enough modifiers that reduce the cost of harsh treatment, (and reductions in other maluses like separatism), then it becomes possible to combine harsh treatment with stationing troops and on the problem provinces to completely prevent a rebellion.
Rebel factions that have advanced to 50% progress may be provoked into rising up immediately. However, provoking rebels causes them to appear 50% stronger than they would have usually. Rebels may only be provoked while at peace.
When a faction's progress reaches 100%, it will go into open rebellion and an uprising will be triggered which will spawn a stack of rebel troops in some of the provinces supporting it in order to attempt to enforce its demands. Most of the time they spawn in the highest dev province of that rebel faction which has positive unrest. But there is a random element to it and they can spawn in provinces which have more than 2/3 or the development of the highest dev province. If the province in which they spawn doesn't have enough supply limit for all the rebels, they will be split up into multiple stacks. All provinces associated with that faction which have positive unrest, even those that did not spawn troops, will get the modifier “Recent Uprising”[16] for 10 years[17], giving:
|
−100 |
Local unrest
|
Rebels can also spawn via events. If this happens, they will immediately get troops on the map, regardless of what their prior faction progress was (if any) and the uprising will not have any effect on the existing progress. They function just like any other rebels.
One special case that can be encountered are
pretender rebels. These can spawn not only via event(s) but also have a chance to when an heir with a weak claim succeeds to the throne in a monarchy, or if the monarchy's
drops low enough. Otherwise, they only ever rarely exist as a faction gathering progress from unrest. If these rebels control the capital city for 36 months, they will install a new ruler, whose stats can be seen in the "Stability and Expansion" tab.
When a country annexes another in war, any and all remaining armies of the annexed country will become
separatist rebels.[18]
The number of rebel regiments that will be spawned from an uprising depends on the total development of their associated faction's provinces and the military technology of the nation they spawned in. (Exception: If the rebels are separatists and the nation they want to join still exists, that nation's technology level is used for all calculations.) It is possible to see the current size of a rebellion by hovering over the rebellion progress, including how much each province is contributing to the rebellion. The exact calculation is[19]
![{\displaystyle {{\text{number of regiments}}=round\left[\left(5+0.1\cdot {\text{total development}}\right)\cdot (1+0.03\cdot {\text{technology level}})\cdot {\text{rebellion size}}\right]}}](data:image/svg+xml;base64,<svg xmlns:xlink="http://www.w3.org/1999/xlink" width="104.14ex" height="2.843ex" style="vertical-align: -0.838ex;" viewBox="0 -863.1 44837.9 1223.9" role="img" focusable="false" xmlns="http://www.w3.org/2000/svg" aria-labelledby="MathJax-SVG-1-Title">
<title id="MathJax-SVG-1-Title">{\displaystyle {{\text{number of regiments}}=round\left[\left(5+0.1\cdot {\text{total development}}\right)\cdot (1+0.03\cdot {\text{technology level}})\cdot {\text{rebellion size}}\right]}}</title>
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Rebel stacks have spawn size 1 unless they are spawned by an event that sets a larger size. The number of rebel artillery spawned is increased by 10% of the base at technology 11 and another 5% of the base at technology 16[20]. The numbers of infantry and cavalry is reduced accordingly.
Unfortunately for small countries, it is quite possible that a single uprising can spawn a rebel army with more regiments than their entire
land force limit would permit them to have if they have annexed a significant number of provinces.
The morale of the rebels is

This is unaffected by national morale modifiers. Strangely, your national discipline modifiers are applied to rebels - so be careful when fighting your own rebels with attached troops from your subjects.
Rebel troop behavior and effects[edit | edit source]
Rebel stacks are hostile towards everything except for other rebel stacks of the same type. This means that they will attack anything that comes into contact with them, including even other rebels if they are of a different faction. An exception is when another country is supporting the rebels, in which case they will be friendly to that country. They can also spawn friendly to a particular country in some circumstances.
Rebel stacks will siege the provinces they spawn in until they surrender, idle several months in the province, then move on to another province and repeat the process. Non-separatist rebels may eventually siege arbitrary provinces that are not actually associated with their faction, especially once all their faction's provinces have already been occupied. The province will then change its rebel type to the sieging faction. This may be beneficial in some cases because it can prevent separatist uprisings, but if all provinces of a rebel faction are occupied by different rebel factions, the rebels' progress percentage is instantly added to that of one of the occupying factions, which will cause an immediate uprising (even in the middle of the month) if the sum is 100% or more. This means that one uprising can subsequently trigger additional uprisings, escalating the situation.
If a province occupied by rebels is in a friendly zone of control, they will always move to a fort that protects that province next; otherwise the province selection appears to be fairly random. This is an exception to the rule that separatists may not siege non-associated provinces.
If a province occupied by rebels is not in a friendly zone of control, or the rebels have successfully sieged a fort in a province, there are immediate effects depending on the rebel type:
- Peasant, particularist, Lollard, noble, or pretender rebels: Province gains +10 autonomy, unless autonomy is already 50% or more.
- Separatist rebels: +10 years of separatism (effective +5 unrest), unless the rebels had already occupied that province. They will also give their nation a core on the province, if it doesn't have one already.
- Religious rebels of a heretic or heathen religion, and the province did not follow the rebels' religion: Instant conversion to the rebels' religion, as well as −40% manpower, −33% tax income and +2 unrest for 2 years ("Forced Conversion" modifier). Active missionaries are also ejected and their progress is removed; usually, missionary progress is merely frozen until a province is unsieged. This makes religious rebels quite dangerous, but they can also be used as a tool for converting your country to another religion.
- Religious rebels of the state religion: −15% manpower and −15% tax income for 2 years ("Religious Violence" modifier). Notably, they do not convert provinces that do not follow the state religion.
- Heretic (not religious!) rebels: −40% manpower, −33% tax income, +2 unrest and +0.05% monthly autonomy change for 2 years ("Heresy" modifier). Catholicism will gain +0.1% reform desire.
If an army starts to unsiege a province occupied by rebels, rebel stacks of the occupying faction may move to attack it. Otherwise, all stacks will stay mostly static after all applicable provinces have been sieged until the rebels break the country and their demands are enforced.
Siege specifics:
- Rebels don't get more than a +1 siege bonus from besieging artillery.
- They don't have
siege ability.
Rebels don't have
transports, which would be a problem in countries with islands (e.g. Malaya). To allow them to be more of a threat in such places, they can relocate, meaning they will teleport to a new province if needed to move to their next target. This is indicated in the UI, which says where they are going and when they will arrive. They cannot relocate if the province they are in is blockaded. They do not get a crossing penalty if their arrival triggers a battle in the target province. The location of the rebels must be within 200[21] colonial distance of the province to which they relocate(the game uses the same distance calculation which is also used for colonial range, but in reverse). The time it takes to relocate is 2-3 days per unit of distance[22].
To enforce their demands non-separatist rebels must occupy the capital for
2 years[23]. An army which is in the process of unsieging the capital does not delay nor prevent this.
Separatist rebels enforce their demands differently: If separatist rebels occupy a province, they will start a 5-year timer. If the province is not retaken in that time, that province will defect, or if the target country no longer exists, all the provinces associated with the separatist faction will declare independence and form a new nation, even if they are occupied by another rebel faction. An army which is in the process of unsieging a province does prevent this province from defecting individually, but if a country declares independence, because another province has reached its timer, it will take this province as well despite the siege.
There is an automatic warning when rebels are close to enforcing demands, but it will not trigger if foreign separatists (separatist rebels spawned in another country) have sieged a province in your country. There is also a progress meter below each rebel type, but it is not very accurate.
Since retaking a province from rebels resets its occupation timer, it is not actually necessary to immediately defeat the rebels if it is currently inconvenient (or not possible) to do so, or if you are hoping for allies or enemies to deal with them for you. It is, however, recommended to take care of separatists quickly, both to prevent provinces from defecting and to prevent them from adding more long-lasting unrest.
Rebels break the country if all of the following conditions are fulfilled on a month tick:
- Rebels occupy more than half of the provinces (these can be multiple rebel factions)
- Rebels occupy at least one fort or the capital
- The country is at peace
The progress towards this is shown with the "rebels break country" meter in the "stability and expansion" tab.
When the country breaks to rebels, the following happens:
- All active rebel factions enforce their demands
war exhaustion is set to 0
stability is set to 0
- Most active disasters end[24]
A diplomat can support existing rebel factions in other nations, increasing the chance they rebel. This is a covert action that can be performed by any country with
administrative technology at least 3 (in 1444 this includes countries in all technology groups except for West African, Central African, and primitives). The effectiveness of supporting rebels can be increased by a number of ideas and policies.
Ideas and policies which increase rebel support efficiency:
|
Traditions
|
Ideas
|
Bonuses
|
CollapsePolicies
|
| +100%
|
—
|
—
|
|
- Humanist-Espionage: Cultural Understanding
|
| +50%
|
—
|
- Ligori idea 6: Rebellious Spirits
|
—
|
- Espionage-Economic: The Foreign Support Act
|
| +25%
|
|
- Palembang idea 2: Pirate Ancestry
- Piratical idea 7: Life of Liberty
|
—
|
—
|
| +20%
|
—
|
- Leinster idea 3: The Subject of My Enemy is My Friend
- Palatinate idea 3: Center of Reformation in Southern Germany
|
—
|
—
|
There is a Dithmarscher mission giving +30% Rebel support efficiency and Albanian mission giving +25% Rebel support efficiency
If there is more than one rebel group in the targeted country, then the funding country must choose which group to support. A country can only support one rebel faction in each target country.
Supporting rebels requires a spy network size of at least 30. It also requires a one-time monetary cost proportional to the size of the rebellious faction. Upon confirming the action, the supported rebel faction will get a base +10% per month increase to their chance of making progress towards an uprising for the next 5 years. Rebel support efficiency ideas modify this base chance; for example a country with +50% rebel support efficiency would increase the supported faction's chance of making progress by +15% per month. This does not actually change unrest in the affected country but rather directly affects the monthly progress chance, making it difficult to counter except by using harsh treatment. The percentage listed next to the name of the rebels is actually the sum of unrest for that faction, divided by 100. (So e.g. "0.10%" actually means 10 total unrest. At low values, you can multiply this value by ~100x to get their current approximate progress chance.)
On its own, a 10% monthly chance of 10% progress towards an uprising would take, on average, 8.3 years, longer than the action lasts. However, while supported, the revolt progress cannot fall even if no province of the faction has unrest. Each +100%
Rebel Support Efficiency halves the expected time. How unrest affects this is noted here. Do note that while a supported Rebel faction can progress towards an uprising any time, if no province of that faction has more than 0
unrest, the Rebel faction is still considered inactive and can't revolt. Instead, they will sit at 100% uprising chance either until a province rises above 0
unrest and then spawn at that province, or until the support Rebel Interaction expires and then their uprising chance will drop by 10 each month like any other inactive Rebel faction.
Once an uprising occurs, supported rebels will behave like allied units of their sponsoring country, even if the sponsorship only began after the rebels spawned - but they are still hostile to the sponsor's allies and subjects. Any rebels that manage to declare independence while under foreign support will receive a relationship bonus towards the supporting country. If allied rebels cannot complete their objectives because the province they are trying to occupy is controlled by an ally, they will wander the countryside instead and siege random provinces while attacking anything they come into contact with.
Declaring war in support of rebels[edit | edit source]
Once the rebels have spawned, the supporting country receives the "Support Rebels" casus belli, allowing them to declare war to enforce the supported rebels' demands. The war will be called an Intervention War, and the war goal is to take the target country's capital. The war can continue on even if all the spawned rebels are slain, and provinces can be taken from them. The declaring country must accumulate 50% warscore to enforce the rebels' demands, and the player may get a call for peace if the opponent is already willing to agree with it.
Supported separatist rebels that break free (through an intervention war or otherwise) get an alliance and +200 opinion modifier with the country that supported them, if any are present.
Go to war in support of a rebel faction and win, enforcing their demands.
Have rebels you support in another country enforce their demands.
The below is one of many player suggested strategies for Rebellion. Bear in mind, due to the dynamic nature of the game, it may unfold differently for other players.
The most effective way to deal with rebels is to combat the root of the problem: keep unrest low by keeping stability high, do not let war exhaustion get out of hand, station troops (up to 20 regiments) in the province, and use appropriate decisions, advisors, etc.
To reduce unrest the most obvious is to make sure one's stability is high, preferably +2 or +3. This additional stability above 1 is costly in admin points unless one is lucky enough to gain a decision or event to do so cheaply or for free. An often overlooked, but very powerful and cheap modifier at provincial level, is to ensure a high
tolerance of the true faith. For example, if this tolerance is +8 it would completely offset 8 unrest, compare this to only gaining 1 to 3 from positive stability. It therefore makes sense to quickly convert newly acquired provinces and ensure they benefit from this tolerance modifier.
Overextension and war exhaustion also add up quickly to cause unrest in a province. Try to never exceed 99% overextension as additional penalties apply beyond that point. Any modifier to reduce war exhaustion is one of the most powerful in game, for example (i) being the defender of the faith (tier 2, 4 or 5), (ii) the 6th idea from Innovative ideas, (iii) the 'Professional Diplomatic Corps' policy from Diplomatic & Quality, or (iv) the 'Preparation Act' policy from Humanist & Defensive.
For dealing with newly conquered provinces, there are two main choices with local autonomy, raising it or lowering it. Each comes with its own positives and negatives:
- Lowering local autonomy immediately increases the amount of money and manpower a province provides, but this will add +10 unrest to the province for the next 30 years. Typically, this will trigger two rebellions over the 30-year time period taking into account the 10-year periods of −100 unrest from the Recent Uprising modifier after a rebellion happens. Sometimes it may not be possible to lower autonomy in a province if it is already at its minimum autonomy floor.
- Raising local autonomy immediately reduces the amount of money and manpower a province provides, but the −10 unrest it gives for 30 years will usually keep unrest low enough to prevent rebellions, barring additional sources of unrest (such as an active missionary, Dutch nationalism, etc.). Local autonomy normally ticks down over time (especially while at peace), so the value lost by raising local autonomy will be regained slowly over time. Separatism from a newly conquered province ticks down over a similar 30-year period, so its effects will mostly be gone by the time the effects of raising autonomy wear off.
It is not always possible to go entirely without unrest, but there is often a choice as to where the unrest is. A classic divide and conquer strategy can be very beneficial: spreading the unrest between several different rebel factions will keep them all weaker individually and thus make each individual one easier to deal with. When lowering autonomy, choose provinces with weak factions and be careful not to lower the autonomy in all provinces of a faction at the same time in order to keep the unrest at a non-threatening level. One united rebel faction with 25 unrest is a serious problem; five different factions with 5 unrest each are manageable.
If a large rebel faction makes progress such that they are close to a revolt, using harsh treatment on them can be useful unless it is certain they can be handled militarily. Remember that the cost of harsh treatment is based on the unrest in the associated provinces, so let the faction progress tick up to 75% or more, then apply all possible short term measures to reduce unrest such as moving troops to those provinces or reducing war exhaustion, before finally applying harsh treatment up to 3 times while it's cheap.
If an uprising occurs and it cannot be crushed or contained, it is usually possible to accept their demands; this will likely be painful in the short term, but can be a better choice than allowing them to continue wreaking havoc and possible trashing most of your country in the process, as it does allow you to begin rebuilding sooner.
Lowering autonomy as a strategy[edit | edit source]
If the situation can afford manpower and economic cost of fielding units and reinforcing them, it is worth considering to lower autonomy of newly conquered provinces or even provinces that received autonomy as a result of events. Lowering autonomy increases the income and manpower gained from the provinces as well as increasing the rate of reform points that may be gained. Thus it is highly desirable to have low autonomy even at the cost of unrest which may spawn heretics, separatists and estate rebels if the armies can be afforded to take them out.
The times where this strategy may be undesirable is if the unrest is difficult to handle – for instance if the province is a lone island; or if the cluster of provinces are far away from the coming war where armies should not be distracted and prolong the war.
Accepting rebel demands for desirable benefits[edit | edit source]
There are instances where accepting rebels' demands may be desirable despite the cost. Depending on the type of rebels, the cost may vary but ultimately worth considering.
Religious rebels enable switching religion, except to
Inti,
Mayan or
Nahuatl. They can be "force spawned" by sending a missionary to the desired religion present in a province. Missionaries raise unrest; over time, if the province is not converted, the rebels may spawn. Missionaries will never convert the province if missionary maintenance is set to zero. Let the rebels siege down provinces, converting provinces in the process before accepting their demands (unless they are pagan, in which case they have to occupy the capital or break the country). To change the religion of a country via rebels the desired religion has to be the religion with the most development in the country, unless it's to the same religion group in which case you can just accept their demands, but allowing them to convert provinces is desirable anyway as it will improve religious unity faster than using missionaries. Switching religion is desirable if doing so will result in significant increase in religious unity. It is also a strategy to switch to a religion which confers great benefits, such as Orthodox.
Switching the monarch via pretender rebellion[edit | edit source]
Pretender rebels want to change the ruler, which may be desirable if the skills of the pretender are better than the current ruler and the cost of enforcing demands is tolerable (i.e. heir and consort die for example). Note that the pretender rebel ruler's stats in the tooltip are not accurate in many cases in many game versions.
Raising absolutism via autonomy-hungry rebels[edit | edit source]
Accepting rebels that raise autonomy in stated provinces, such as particularists, is also a valid strategy at the beginning of the Age of Absolutism, enabling the action of reducing autonomy and gaining 1 absolutism per 20 development.
- ↑ See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Unrest).
- ↑ The Great Peasants' War starts with the event The Great Peasants' War and ends either with the conclusion of the imperial incident “The Fate of the Peasantry” or after 20 years with the fallback event End of the Great Peasants' War. During this time the flag great_peasants_war_flag is set which has an impact on some rebels, the The Peasants' War disaster and some casus belli.
- ↑ From the Russian event The Great Uprising!
- ↑ Jump up to: 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 4.12 4.13 4.14 4.15 4.16 4.17 4.18 4.19 4.20 4.21 4.22 4.23 4.24 4.25 4.26 4.27 4.28 4.29 4.30 4.31 4.32 4.33 4.34 4.35 4.36 4.37 4.38 4.39 4.40 4.41 4.42 4.43 4.44 4.45 4.46 4.47 4.48 4.49 4.50 4.51 4.52 4.53 4.54 4.55 4.56 4.57 4.58 4.59 4.60 4.61 The amount of crownland gained is scaled by the relative share of the development of the province compared to the total development of the country.
- ↑ Unless the government has any of the following reforms: Papacy, Steppe Horde, Celestial Empire, Iqta, Daimyo, Appanage, Shogunate, Colonial Government, Native Tribe, Revolutionary Republic or Revolutionary State. Additionally a Tribal Federation, Feudal Theocracy, or Mamluk Government will not adopt Parliamentarism.
- ↑ Jump up to: 6.0 6.1 The first of the mentioned estate which exists in the country is used. If none of them exist, all existing estates gain crownland.
- ↑ Unless it has one of the following reforms: Steppe Horde, Celestial Empire, Iqta, Independent Daimyo, Russian Principality, Daimyo, Appanage, Shogunate, Elective Monarchy, English Monarchy, Sultanate of Rûm, Eyalet Government, Barbary Eyalet Government, Feudal Theocracy, Mamluk Government.
- ↑ Unless government is Theocracy, Native or Tribal, or has one of the following reforms: Celestial Empire, Iqta, Independent Daimyo, Russian Principality, Daimyo, Appanage, Shogunate, Elective Monarchy, English Monarchy, (Modernized/Reorganized) Ottoman Government, Sultanate of Rûm, Eyalet Government, Barbary Eyalet Government, Kalmar Union, Unified Kalmar Monarchy, Feudal Theocracy, Mamluk Government.
- ↑ Unless the government is Papacy, Steppe Horde, Celestial Empire, Iqta, Independent Daimyo, Daimyo, Appanage, Shogunate, Colonial Government, Native.
- ↑ And does not have the native government type or one of the following reforms: Papacy, Steppe Horde, Celestial Empire, Iqta, Independent Daimyo, Russian principality, Daimyo, Appenage, Shogunate, Colonial government, Siberian Native Council, Elective Monarchy, English Monarchy, (Modernized/Reorganized) Ottoman Government, Sultanate of Rûm, Eyalet Government, Barbary Eyalet Government, Kalmar Union, Unified Kalmar Monarchy, Tribal Federation, Feudal Theocracy, Mamluk Government.
- ↑ Jump up to: 11.0 11.1 11.2 11.3 11.4 11.5 The mention of Janissaries is probably a bug. These rebels belong to an estate unique to the Emperor of China.
- ↑ The consequence of these liberty desire-based factors is that these rebels are most likely to appear at moderate liberty desire (40-60), and the second least likely at exactly 100%. This is probably not intended.
- ↑ Unless one of the following reforms is enacted: Papacy, Steppe Horde, Celestial Empire, Iqta, Daimyo, Appanage, Shogunate, Colonial Government, Native Tribe, Revolutionary Republic, Revolutionary State, Tribal Federation, Feudal Theocracy, Mamluk Government.
- ↑ Jump up to: 14.0 14.1 Since these rebels are part of the English Civil War which is mutually exclusive with all other disasters, this should be impossible.
- ↑ Unless government is theocracy, native, or tribal, or one of the following reforms is enacted: Steppe Horde, Celestial Empire, Iqta, Independent Daimyo, Russian Principality, Daimyo, Appanage, Shogunate, Colonial Government, Siberian Tribe, Elective Monarchy, English Monarchy, (Modernized/Reorganized) Ottoman Government, Sultanate of Rûm, Eyalet, Barbary Eyalet Government, Kalmar Union, Danish Archkingdom, Tribal Federation, Feudal Theocracy, Mamluk Government.
- ↑ See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Local autonomy).
- ↑ See in /Europa Universalis IV/common/defines.lua.
- ↑ See in the patch notes of 1.14.
- ↑ the values in the calculation are from /Europa Universalis IV/common/defines.lua:
REVOLT_SIZE_DEVELOPMENT_MULTIPLIER = 0.1, -- Multiplied with the province's development
REVOLT_SIZE_BASE = 5,
REVOLT_TECH_IMPACT = 0.03, -- % each tech increases size of rebels by this percent.
REVOLT_TECH_MORALE = 0.01, -- 1% per tech level
- ↑ The technologies are defined in REBEL_ARTILLERY_INCREASE_LEVEL_1_TECH and REBEL_ARTILLERY_INCREASE_LEVEL_2_TECH and the size increases are in REBEL_ARTILLERY_INCREASE_LEVEL_1_SIZE and REBEL_ARTILLERY_INCREASE_LEVEL_2_SIZE. The second number replaces the first and doesn't add to it.
- ↑ From /Europa Universalis IV/common/defines.lua: REBEL_RELOCATION_DISTANCE_MAX = 200, -- The maximum distance rebels will relocate to.
- ↑ The exact formula is unknown. Values between 2.64 and 2.93 have been observed, but /Europa Universalis IV/common/defines.lua specifies: REBEL_RELOCATION_TIME = 2.0, -- How long time it takes for rebels to relocate from island
- ↑ From /Europa Universalis IV/common/defines.lua:
YEARS_UNTIL_BROKEN = 2 -- _CDEF_YEARS_UNTIL_BROKEN_; Years until rebel held capital results in broken country.
- ↑ The following disasters are the exception and don't end when breaking to rebels, so some of them end when specific rebel types enforce their demands: Castilian Civil War, The Fall of Majapahit, Revolution, French Revolution, Infantes of Aragon, English Civil War, Internal Power Struggle, Janissary Coup, Eyalet Rebellion, Pasha Decadence, Plot of the Harem, Decline of Mali, War of the Roses