Rebels Expanded & Playable Rebels

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Author: ChaffyExpert

Last revision: 5 Dec, 2024 at 04:28 UTC

File size: 2.41 MB

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Description:

This is an anti-blobbing mod like no other!

No longer can a nation with a small population and culture dominate the world!

Unlike other anti-blobbing mods, this mod doesn’t focus on spamming you with rebels and global unrest modifiers- instead it’s based primarily on Culture, Religion, Autonomy, Development etc.

More development and autonomy off-set unrest from not accepting a culture, however it will give you very little financial benefits, meaning that there is diminihsing returns on conquest untill it becomes detrimental overall.

This also means breakaway states can form without the entire nation collapsing. And nations will generally follow cultural and religious boundaries or need to think out their expansion.

And when rebels occupy a province for long enough it will cause an event that lets you play as the newly formed separatist nation. So you could play as many different empires in one play through.

Here is a list of what gives unrest or reduces it-
Culture: This is the biggest one really
Religion and tolerance: Like vanilla EU4
Autonomy: Autonomy reduces unrest due to people having little oversight from the crown, the less autonomy, the more likely they are to blame you for their problems and want to rebel.
Development and expanding infrastructure: This is to symbolize money being put into local economies and such. If you neglect an area, it is more likely to revolt. But higher development means more rebels.
Devastation: the more devastation ad province has, the higher the unrest.
Blockades Sieges etc: Now blockading and not having naval supremacy could be dangerous, as it harms your economy and also may help cause revolts. It also reduces defensiveness making it even easier to siege.

Global:
Manpower: Having less manpower means people dying in pointless wars or conflicts, which makes people angrier. It also means the military is weaker and having to scrape the barrel for recruits, the weakening of the army means rebels think they may have a shot at independence.
Legitimacy
Stability (pretty standard EU4 stuff here)
Number of Accepted cultures: Now this may seem counter to the goal, but basically, you can’t please everyone. If you make a culture accepted, the others will also want to have the same rights and privledges, while your primary culture feels they are being neglected in favor of "foreigners."
Hence while generally still a bonus, the more cultures you try to incorporate, the less cohesive the empire actually gets due to the competing "accepted" cultures.
Governing Capacity: If you go over, you will get a debuff that’s nastier than regular EU4. This essentially means that limitless conquest should be impossible.