Europa Universalis IV

Europa Universalis IV

Rebels Expanded & Playable Rebels
23 Comments
ChaffyExpert  [author] 11 Jun @ 2:57pm 
Yeah it's part of the event that it automatically spawns like 6k soldiers plus 1k for each province or something like that so that rebels don't die instantly
LemRahhh 11 Jun @ 2:25pm 
Nice mod!! Is there any way for me to tweak the time it takes for a rebel tag to spawn after a province is captured and the amount of troops spawned with the event? I played with Responsible Warfare and even the smallest country spawns with 15k troops which is higher than most country's force limit with the mod... And I felt like the provinces are defecting too fast after rebelling especially if they spawn on an island. Thanks!
ChaffyExpert  [author] 16 Feb @ 1:05pm 
Yeah i think i did code it to not fire for primary culture, i could probably revisit and make sure it's working as intended. Accepted might be too much- as in it's too easy overall.
jaraPL 16 Feb @ 1:02pm 
idea: rebel won't start as "country" if player/AI has accepted culture or it's primary that would fix some of it
jaraPL 16 Feb @ 12:58pm 
still it's fun to see something new
ChaffyExpert  [author] 16 Feb @ 12:05pm 
Oh yeah i bet everlasting core would be terrible. I try to remove border gore as much as possible, and in a realistic way like people of a culture revolt.... but i can't fix the AI
jaraPL 16 Feb @ 8:48am 
Everlasting core + this mod = Bordergore xD
ChaffyExpert  [author] 12 Dec, 2024 @ 1:53pm 
I dunno if it modifiers static modifiers, then no, otherwise it should work just fine.
TheSemiAquaticPyro 12 Dec, 2024 @ 7:59am 
does this work with europa expanded mod?
ChaffyExpert  [author] 7 Dec, 2024 @ 4:10pm 
I have a mod for Extended Timeline, it uses a different system for the unrest but the rebel stuff is the same
Kv-2 Heavy Assault Tank 7 Dec, 2024 @ 3:45pm 
Is it possible that you could provide more compatibility with Extended Timeline? honestly the blobbing in extended timeline sometimes makes it completely unworth playing and this mod fixes that.
ChaffyExpert  [author] 7 Dec, 2024 @ 3:43pm 
Yeah that is true.
Kv-2 Heavy Assault Tank 7 Dec, 2024 @ 3:42pm 
This mod conflicts with extended timeline by spawning nations for cultures that don't exist yet or spawning nations with religions that dont exist yet. Also the 14 thousand men that the revolts spawn with can be really excessive compared to the nation they're revolting from.
Lars of Rivia 6 Dec, 2024 @ 12:59pm 
@ChaffyExpert Got it, thanks!
ChaffyExpert  [author] 6 Dec, 2024 @ 7:59am 
I don't know, haven't tried it out, but i think it would work fine.
Lars of Rivia 6 Dec, 2024 @ 1:09am 
Is this compatible with Extended Timeline?
ChaffyExpert  [author] 3 Dec, 2024 @ 1:27pm 
Without the handicap the AI is unable to really deal with rebels, they do stuff a human player either wouldn't, or would plan around much better.
Ckasaron 3 Dec, 2024 @ 11:07am 
I think the AI should not have a handicap in regards to this mod. After all, we want player and AI to be subject to the same restrictions.
ChaffyExpert  [author] 2 Dec, 2024 @ 12:25pm 
Yeah problem is AI struggles in general so toning down anything means the AI either blobs alot anyways or it's not a threat for the player.

I am still balancing though and can increase the AI's handicap.
NicolasCinoB 2 Dec, 2024 @ 10:51am 
I like you mod, it really prevents big blobbs and creates interesting scenarios. The AI suffers a bit too much however, any chance of toning it down a little? Thanks for the great mod!
ChaffyExpert  [author] 29 Nov, 2024 @ 7:29pm 
No sorry, this is supposed to be a replacement/ different method. While fall of the Empire is for having empires break up into successor states, this is more about seperatism nationalism and culture.
[BRE] Robin / HeinzAnimation 29 Nov, 2024 @ 11:27am 
Is this compatible with your other mod?
(Fall of the Empire)