Rebels
From EU3 Wiki
Rebels are hostile military units that randomly raise in provinces, in a way they are an event, how likely for them to rise up is determined by the "Revolt Risk" in each province.
There are some other factors like "Country Flags" that rise the "Revolt Risk".
In Nomine
Rebels got a revamp in "In Nomine" -- they have different causes, and there's also the option of "Rebel Negotiation". However, negotiating always causes a devastating loss of prestige.
Rebel types
The different rebel types are scripted in the file common\rebel_types.txt. If the revolt risk in a province causes a rebellion, the game decides which type to spawn based on "spawn_chance" from this file.
- Anti-tax rebels are among the most common -- peasants angered by taxes and serfdom. They want more decentralization and freedom. These are the only rebels who spawn without a leader, and the only without the "resilient" tag, which means they will disband if they're forced to retreat. (They also have the "unit_transfer" tag - any idea what this does?)
- Nationalist rebels want a country of their own culture. They spawn in provinces with high nationalism, oddly enough, and demand independence for their territory.
- Patriots are slightly different, in that don't demand independence, but want a return to their mother country. Accepting their demands, or losing to them, will cause their provinces to be seceded to that country.
- Colonial separatists can pop up after 1750, demanding independence for their overseas colonies, especially after some of the colonial independence events.
- Colonial patriots are are a special case that may occur if free colonial nations already exist, consisting of rebels who want to join another colonial country.
- Revolutionaries demand a new republican government, and are much more likely to occur in the 18th century. They will never negotiate, and if victorious will impose their own government on your nation.
- Noble rebels may pop up if you have high free subjects, plutocracy, and centralization sliders, while your form of government is still a monarchy. They are somewhat more dangerous than other rebels, because they can muster a lot of cavalry in their stacks. Their demands include slider changes for greater decentralization, aristocracy, and serfdom.
- Religious rebels don't share your state religion, and are eager to impose their own. These guys are particularly annoying because if they take provinces, they'll forcibly convert them to their own religion, which causes an ugly forced_conversion modifier. They demand that your country convert to their religion, whether their demands are accepted by you or enforced by the rebels.
- Heretics have some crazy version of the state religion, and are especially likely to pop up in narrowminded countries or provinces that already have the "heresy" modifier. On winning a siege, they'll impose their heresy on the province for two years, which doesn't change the religion but does make the province less useful. If they manage to win, your whole country gets the "heretic_country" flag, which makes things uncomfortable with your neighbors.
- Pretenders seek to impose a new monarch on your throne (even in a republic) and will never negotiate terms. A tribal succession crisis, regency council, or being the lesser partner in a personal union makes a pretender more likely. Pretenders are led by the pretender himself - if he dies in battle, the movement dies with him.
Rebel traits
| Rebel tag | area | government | defection | defect_delay | independence | reinforcing | smart | art/inf/cav |
|---|---|---|---|---|---|---|---|---|
| anti_tax_rebels | nation | republic | any | 120 | none | no | no | 0.0/0.9/0.1 |
| nationalist_rebels | culture | any | culture | 36 | culture | no | no | 0.1/0.5/0.4 |
| patriot_rebels | culture | any | culture | 36 | none | no | no | 0.1/0.7/0.2 |
| colonial_rebels | all | anti | colonial | 72 | colonial | no | yes | 0.1/0.6/0.3 |
| colonial_patriot_rebels | all | any | colonial | 72 | none | no | no | 0.1/0.7/0.2 |
| revolutionary_rebels | nation | republic | none | — | none | yes | yes | 0.1/0.6/0.3 |
| noble_rebels | nation | monarchy | none | — | none | yes | yes | 0.1/0.4/0.6 |
| religious_rebels | all | theocracy | religion | 36 | none | no | no | 0.0/0.7/0.3 |
| heretic_rebels | religion | theocracy | any | 120 | none | no | yes | 0.1/0.6/0.3 |
| pretender_rebels | nation | monarchy | none | — | none | yes | yes | 0.1/0.4/0.5 |
Area indicates where the rebels will operate - within only your nation, in only provinces of their culture, in only provinces of their religion (for heretics), or all provinces.
Government indicates the rebels' preferred government type - "anti" means that colonial separatists want a form a form of government other than your current one.
Defection is what countries the rebels will defect to - those of their own culture or cultural group, to a country with the "colonial" tag (like UPCA or Canada), to a country of their religion, any country, or no defection. Defect_delay is the time in months before rebels will defect or declare independence.
Independence indicates that rebels want their own country. This only applies for nationalists, who want a country of their own culture (or culture group if necessary) and colonial rebels, who want a colonial-tagged country.
Reinforcing rebels will reinforce losses to their stacks. General means the rebel stack gets a leader.
Art/Inf/Cav dictates what proportion of artillery, infantry, and cavalry a rebel stack will contain.

