Rebellion

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Stability and Expansion tab as of Patch 1.18

Flag of Rebels Rebellions are when groups of angered subject peoples aggressively rise up against the ruling authority to forcefully make demands to said authority, usually for more autonomy or complete freedom. Rebellions are primarily caused by unrest, although they can also be triggered by certain events. Rebellions may be combated by increasing province autonomy to reduce unrest, reducing unrest through other means, using harsh treatment, or just simply gathering the troops and using brute military force to slay the rebels once they rise up.

Unrest[edit | edit source]

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.

Factors[edit | edit source]

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 own.pngTolerance heretic.pngTolerance heathen.png Tolerance: +1.25 per point of negative tolerance and −1 per point of positive tolerance towards the local religion. The maximum bonus from tolerance of heretics or heathens is −3.
    • Orthodoxy 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).
    • Catholicism Catholic countries get an additional −2 unrest in catholic provinces while the Golden bull dei gratia rex.png Golden bull “Dei Gratia Rex” is active (only with Emperor Emperor).
  • Missionaries.png 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 icon.png Culture: provinces with cultures that are neither accepted nor part of the same group as the nation's primary culture get +2, or +1.5 in a republic.
  • 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
  • Years of separatism.png 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.
  • Infantry.pngCavalry.pngArtillery.png Friendly troops: −0.25 per friendly regiment at 100% maintenance, up to a maximum of −5 with 20+ troops. The effect scales with maintenance level (down to zero at minimum maintenance).
  • Local autonomy.png Local autonomy: manually changing local autonomy adds a province modifier lasting 30 years: "Increased Local Autonomy" decreases unrest by −10, while "Decreased Local Autonomy" increases unrest by +10.
  • Recent Uprising: −100 unrest for 10 years. For all provinces associated with the recently active rebels.

Many ideas and policies reduce unrest:

National unrest.png Traditions Ideas Bonuses Policies
−2
  • Cossack traditions
  • Iroquoian traditions
  • Divine idea 6: Conviction of Sin
  • Humanist idea 1: Local Traditions
  • American idea 2: Bill of Rights
  • Brandenburg idea 6: Iron Tooth
  • Bukharan idea 6: The Tower of Death
  • Burmese idea 5: The Hluttaw
  • California Native idea 6: Rock Art
  • Chernihiv idea 5: Local Governance Councils
  • Client State idea 1: Self Rule
  • Cornish idea 1: Stannary Parliaments
  • Corsican idea 6: The Corsican Constitution
  • Federation idea 2: Great Chief
  • Great Qing idea 3: Pigtail or Death
  • Imperial German idea 1: The German Confederation
  • Irish idea 3: More Than Irish
  • Japanese idea 2: Unification under the Emperor
  • Jolof idea 5: Qadi Tribunals
  • Kamilaroi idea 7: Red Kangaroo
  • Kaurna idea 5: Communal Ownership
  • Knights Hospitaller idea 5: Ecumenical Defenders of Christendom.
  • LPC idea 6: Statutes of Lithuania
  • Lanfang idea 1: Free Elections
  • Lithuanian (upgraded) idea 6: Statutes of Lithuania
  • Lithuanian idea 6: Statutes of Lithuania
  • Moluccan idea 4: Four Kingdoms
  • Muskogean Federation idea 1: Totem Animals
  • Nagpuri idea 1: Unite the Gonds and Garjats
  • Native idea 5: The Little War
  • North Western Native idea 3: Potlatch
  • Nubian idea 1: Our Land
  • Ottoman idea 5: Autonomous Pashas
  • Piratical idea 5: Elected Quartermasters
  • Plains Native idea 5: Sun Dance
  • Pskovian idea 4: Pskov Charter
  • Roman idea 1: Pax Romana
  • Samoan idea 1: Samoan Musical Culture
  • Sardinian idea 3: The Sardinian Viceroyalty
  • Sienese idea 7: The People's Republic
  • Venetian (upgraded) idea 6: Defend the Law
  • Venetian idea 6: Defend the Law
  • Vereenigde Oostindische Compagnie idea 1: Governors of India
  • West Indies idea 3: The Sugar Revolution
  • Humanist-Horde: Calming the Tides
−1
  • Assamese traditions
  • Chimu traditions
  • English traditions
  • Holstein traditions
  • Imerina traditions
  • Kievan traditions
  • Kildarean traditions
  • Kitabatake traditions
  • Latgalian traditions
  • Mayan traditions
  • Mossi traditions
  • Ouchi traditions
  • Ryazan traditions
  • Southeastern traditions
  • Tibetan traditions
  • Yarkandi traditions
  • Horde government idea 5: Horde Loyalty
  • Plutocratic idea 2: Abolished Serfdom
  • Ajuuraan idea 2: Istunka Tournament
  • Anatolian idea 1: Traveling Ozan
  • Ansbach idea 5: The Wolf of Ansbach
  • Antemoro idea 1: Unite with the Tompon-Tany
  • Arabian idea 3: Land of the Prophet
  • Athenian idea 5: Latin Contracts
  • Austro-Hungarian idea 4: Guarantee the Minority Rights
  • Betsimisaraka idea 3: The Indivisible Many
  • Bohemian (upgraded) idea 4: Letter of Majesty
  • Bohemian idea 4: Letter of Majesty
  • Bornean idea 7: Subdue the Inlands
  • Brabant idea 1: Charter of Liberty
  • Breton idea 2: The Estates of Brittany
  • British idea 3: Parliament of Great Britain
  • Bulgarian idea 3: Unity Before Feuds
  • Butua idea 6: Monotheistic Worship
  • Catalan idea 3: Constitution of Catalonia
  • Cirebonese idea 7: Royal Lineage
  • Colonial idea 7: Liberty Heroes
  • Couronian idea 2: Privilegium Gotthardinum
  • Dali idea 4: Teachings of Buddha
  • Dalmatian idea 1: Kingdom of Dalmatia
  • Delhian idea 2: Suppress Rebellion
  • East Frisian idea 1: Chiefs of East Frisia
  • East India idea 1: Governors-General of India
  • Eastern Algonquian idea 5: Whale Hunters
  • Estonian idea 7: Ärkamisaeg
  • French idea 3: Estates General
  • Garhwali idea 4: Land of Serene Beauty
  • German idea 4: Polizeiordnung
  • Gond idea 2: Tribal Religion
  • Hadramhi idea 3: Hawtas
  • Hamburger idea 4: First Constitution of Hamburg
  • Herzegovinian idea 6: Herceg
  • Hojo idea 4: Tokusei
  • Horn of African idea 1: Aksumite Legacy
  • Hosokawa idea 2: Branches and Retainers
  • Hungarian idea 1: A Renaissance Prince
  • Huron idea 4: Harsh Justice
  • Icelandic idea 1: The Althingi
  • Imagawa idea 4: Revised Clan Laws
  • Indian Sultanate idea 2: Court Persian
  • Israeli idea 1: End of Diaspora
  • Isshiki idea 2: Minister of Samurai-Dokoro
  • Jurchen idea 2: The Queue
  • Kaffan idea 4: Autonomous Kings
  • Kanem Bornuan idea 2: Sayfawa Dynasty
  • Kikuchi idea 1: Distinguished Family
  • Kongolese idea 6: Subordinate Chiefs
  • Kuban idea 7: Courtly Competition
  • Lan Xang idea 4: The White Elephant
  • Laotian idea 1: Phra Lak Phra Lam
  • Larrakia idea 4: Dowed
  • Leonese idea 2: Leonese Cortes
  • Liège idea 7: Declaration of the Rights of Man and Citizen
  • Luban idea 1: Bamfumus
  • Luccan idea 6: The Black Party
  • Mainzian idea 7: The Fifth Season
  • Malabari idea 7: Land of Elephants
  • Malagasy idea 5: Sacred Law
  • Manipur idea 1: Sanamahism
  • Manx idea 5: The Act of Settlement
  • Mapuche idea 5: Ngillatun
  • Maravi idea 7: Control of the Slave Trade
  • Mesoamerican idea 4: The Feathered Serpent
  • Miao idea 2: Dragon Boat Festivals
  • Mughal idea 2: Control over the Clergy
  • Nanbu idea 4: Downfall of Rebellious Vassals
  • Naxian idea 5: Archipelago Feudalism
  • Ormond idea 4: Keeping the Locals in Line
  • Oyo idea 7: Feudal Unity
  • Pagarruyung idea 4: Rajo Tigo Selo
  • Permian idea 3: The Old Traditions
  • Perugian idea 2: Umbrian Hegemony
  • Provençal idea 3: Composite Monarchy
  • Purépecha idea 2: No Mercy
  • Qara Qoyunlu idea 6: Patron of Iranian Culture
  • Ragusan idea 6: Non Bene Pro Toto Libertas Venditur Auro
  • Ryukyuan idea 2: Reform the Ryukyuan Religion
  • Satake idea 3: Suppression of Ikki
  • Scottish idea 1: Break the Black Douglas
  • Serbian idea 1: Code of Laws
  • Shan idea 3: Sao Pha
  • Sicilian idea 2: Constitutions of Melfi
  • Slovak idea 6: Slovak Literary Language
  • Sukhothai idea 5: Father Governs Children
  • Sundanese idea 2: Union of Sunda and Galuh
  • Swabian City-State idea 7: The Habsburg League
  • Tapuian idea 2: Home of the Fisherfolk
  • Tiwi idea 5: Tiwi Marriage Traditions
  • Tokugawa idea 7: Famine Policies
  • Trent idea 2: Slaughter of the Republicans
  • Tumbuka idea 6: Break the power of the Makambala
  • Welsh idea 3: Cyfraith Hywel
  • Württemberger idea 3: Armer Konrad
  • Yamana idea 7: Reunification of the Yamana Branches
  • Zambezi idea 4: Strengthen the Chieftaincies
  • Zaporozhian idea 2: Hetmanate
  • Guarani ambition
  • Kangra ambition
  • Mazovian ambition
  • Muiscan ambition
  • Defensive-Religious: Edict of Resistance
  • Humanist-Espionage: Cultural Understanding
  • Humanist-Offensive: The Liberation Act
  • Religious-Aristocratic: The Witchcraft Act

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

Also worth considering are ideas that increase tolerance towards the religion of troublesome provinces or Religious unity.png religious unity. Before conquering a province that you don't have a core on, consider ideas that reduce Years of separatism.pngyears of separatism. Also consider promoting its culture, which may require bonuses to Max promoted cultures.png maximum promoted cultures. Reduced Stability cost modifier.png stability cost and War exhaustion cost.png cost of reducing war exhaustion can make it easier to recover from bad situations. Finally, for an aggressively expansionist country, reduced Core creation.png core creation cost can help deal with overextension.

Some events that have not been updated to use the current modifiers system give so-called base unrest. This decays at the rate of −1 per year.

Reducing unrest[edit | edit source]

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.

Additional effects[edit | edit source]

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

Local recruitment time.png +10% Local regiment recruit speed
Local shipbuilding time.png +10% Local ship build speed
Local tax modifier.png −2% Local Tax modifier

Separatism[edit | edit source]

A newly acquired non-core province will gain 30 Years of separatism.png Years of separatism, except in the cases already mentioned above. Each year of separatism corresponds to a Local unrest.png +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:

Years of separatism.png Traditions Ideas Bonuses Policies
−10
  • Arabian traditions
  • 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 Years of separatism.png 10 years (and thus raise the "Separatism" local unrest modifier by National unrest.png +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 National unrest.png in the province.

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

The Government steppe horde.png Steppe Nomads, Government steppe horde.png Great Mongol State, and Government tribal.png Tribal Federation government reforms have a Years of separatism.png −5 Years of separatism effect.

The Government tribal.png Modernized Turkoman Federation government reform has a Years of separatism.png −10 Years of separatism effect.

There is a Bohemian mission and Croatian mission both giving -5 Years of separatism.png years of separatism and also Manchurian mission giving -2 Years of separatism.png 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 Years of separatism.png 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 Flag of Manchu Manchu and Flag of Jerusalem Jerusalem. Diplomatically annexing a vassal or personal union, whether the usual way or through a decision (such as forming the Flag of Commonwealth Commonwealth or Flag of Spain Spain diplomatically) will also remove all separatism in the former subject's provinces.

Rebel factions[edit | edit source]

Each province will be associated with exactly one rebel faction, however one rebel faction can spawn rebels in multiple provinces if an uprising occurs. All active rebel factions can be seen on the Stability and Expansion government tab, along with their numbers and their current progress towards an armed uprising. This information can also be enabled in the outline. A rebel faction is associated with a set of demands, which can be seen by clicking the "Handle them!" button. When unrest reaches a critical point and an uprising is triggered, the first stack of rebels will spawn in the highest development province that is associated with the rebel faction in question, followed by additional stacks in other associated provinces, until all rebels have spawned.

Common rebel factions[edit | edit source]

The most common types of rebel factions are Anti tax rebels.png peasant rebels, Separatist rebels.png separatists, Protestant rebels.png religious zealots, Particularist rebels.png particularists, Noble rebels.png noble rebels, and Pretender rebels.png pretender rebels.

  • Anti tax rebels.png Peasant rebels want lowered taxes in the form of higher provincial autonomy.
  • Separatist rebels.png 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.
  • Protestant rebels.png 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.
  • Particularist rebels.png 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.png 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.png 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.png 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.

List of faction types[edit | edit source]

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 Heretics and Lollards Lollards, as those factions function differently.

Non-religious rebels[edit | edit source]

Icon Name Composition Factors Occupation effects Demands Notes

Religious rebels[edit | edit source]

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 Missionaries.png 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. Flag of The Papal State The Papal State's capital and centers of reformation are immune. It also gives land to the Clergy.png 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 Flag of The Papal State 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 Flag of The Papal State 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:

  • Catholicism Catholic, Protestantism Protestant and Reformed.png 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.png Brahmins instead if they exist, and land share when enforcing demands. Oddly, they don't give the Brahmins influence when enforcing demands.
  • Nahuatl.png Nahuatl, Mayan.png Mayan, and Inti.png Inti zealots don't convert the country when enforcing demands.
  • Provinces occupied by Zoroastrianism.png Zoroastrian, Jewish.png Jewish, Nahuatl.png Nahuatl, Mayan.png Mayan, Inti.png Inti or Norse.png 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 Notes

Rebel faction progress[edit | edit source]

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.png 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 Overextension.png 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.

Harsh treatment[edit | edit source]

Rebel progress can be reduced by a fixed amount of −30% through harsh treatment, at the cost of Military power.png 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 Military power.png 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.png 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.png 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:

Harsh treatment cost.png 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 power.png 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.

Provoke revolt[edit | edit source]

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.

Active revolts[edit | edit source]

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:

Local unrest.png −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.png 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 Legitimacy.png 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.png separatist rebels.[18]

Rebel spawn strength[edit | edit source]

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]

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 forcelimit.png 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.png siege ability.

Relocation[edit | edit source]

Rebels don't have Transport.png 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].

Enforced demands[edit | edit source]

To enforce their demands non-separatist rebels must occupy the capital for Time Icon.png 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.

Break to rebels[edit | edit source]

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.png war exhaustion is set to 0
  • Icon stability.png stability is set to 0
  • Most active disasters end[24]

Support for rebels[edit | edit source]

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 tech.png administrative technology at least 3 (in 1444 this includes countries in all technology groups except for West African, Central African, and primitives). The effectiveness of supporting rebels can be increased by a number of ideas and policies.

Ideas and policies which increase rebel support efficiency:

Rebel support efficiency.png Traditions Ideas Bonuses CollapsePolicies
+100%
  • Full Espionage
  • Humanist-Espionage: Cultural Understanding
+50%
  • Ligori idea 6: Rebellious Spirits
  • Espionage-Economic: The Foreign Support Act
+25%
  • Samtskhe traditions
  • 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.png 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 Local unrest.pngunrest, 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 Local unrest.png 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.

Achievements[edit | edit source]

My True Friend icon
Go to war in support of a rebel faction and win, enforcing their demands.
Viva la Revolución! icon
Have rebels you support in another country enforce their demands.

Strategy[edit | edit source]

Strategy 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 own.png 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.

Switching religion[edit | edit source]

Religious rebels enable switching religion, except to Inti.png Inti, Mayan.png Mayan or Nahuatl.png 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.

Footnotes[edit | edit source]

  1. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Unrest).
  2. 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.
  3. From the Russian event The Great Uprising!
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. Unless the government is Papacy, Steppe Horde, Celestial Empire, Iqta, Independent Daimyo, Daimyo, Appanage, Shogunate, Colonial Government, Native.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Local autonomy).
  17. See in /Europa Universalis IV/common/defines.lua.
  18. See in the patch notes of 1.14.
  19. 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
  20. 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.
  21. From /Europa Universalis IV/common/defines.lua: REBEL_RELOCATION_DISTANCE_MAX = 200, -- The maximum distance rebels will relocate to.
  22. 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
  23. From /Europa Universalis IV/common/defines.lua:
    YEARS_UNTIL_BROKEN = 2  -- _CDEF_YEARS_UNTIL_BROKEN_; Years until rebel held capital results in broken country.
  24. 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
Mechanics
Concepts CorruptionGoverning capacityOverextensionPower projectionRebellionRegionsStabilityStates and territories
Court AdvisorsConsortMonarch powerNational focusRulerRuler personalities
Estates and Factions FactionsEstates (Base estates (BurghersClergyNobility) • Cossacks estates (CossacksDhimmiTribes) • Dharma estates (BrahminsJainsMarathasRajputsVaishyas) • Domination estates (JanissariesEunuchs))
Events and Missions DecisionsDisastersEventsList of decisionsMissions
Goverment AbsolutismCultureGovernmentGovernment rankModifiersPolicies
Province mechanics AutonomyBuildingsCanalCapitalCoreProvince
Religions Christian denominationsEastern denominationsMuslim denominationsOther denominationsPagan denominationsReligion
Specific governments Native councilParliamentSteppe hordes