# FTG 1.3 Rebels

# Tags in this file (other than REB) do not need to be in countries_special.txt also. They are assumed to be "rebels" type.

# type = <type>			Type of rebels. Valid types are peasants, aristocrats, religious, cultural, colonial, nationalist, and pirates. The type determines their AI behavior.
#				- Peasants are the default and can spawn anywhere that their faction is valid.
#				- Aristocrats are similar. Their only differences are their army
#				- Religious rebels will only spawn in a province that does not share a religion with its owner, and will prefer to move to such provinces after winning a siege.
#				- Cultural rebels will only spawn in a province whose culture is not accepted by the owner, and will prefer to move to such provinces.
#				- Colonial rebels will spawn in overseas provinces, and will prefer to move to such provinces (they will not move into countries whose capitals are on the same continent).
#				- Nationalist rebels will attempt to form a new country or defect to an existing one which has cores on the province.
#				- Pirate raiders will only spawn on coastal provinces, and will rarely attempt to move inland.
# raid = yes/no			If yes, the revolt popup will use "raid" text rather than "revolt" text. Cosmetic only. Default is yes for pirates and no for all others.
# morale_base = <value>		Base value for rebel morale.
#				 Valid values are parent (i.e. the owner of the province the rebel army is in), default (i.e. use the standard calculation that any country would use), or a numerical value.
# morale_multiplier = <value>	Multiplier for morale. Default is 1.0.
# tech_base = <value>		Base value for rebel land tech. Valid values are any tech group (will be averaged) or a numerical value.
#				 Each rebel tag has its own tech, unlike morale which is individual to a rebel army.
# tech_bonus = <value>		Additive bonus/penalty for tech. Default is 0.
# min_tech = <value>		Minimum land tech for the rebel tag. Default is 0.
# retreat = yes/no		If yes, defeated rebel armies will be able to retreat. If no, defeated rebel armies will disband. Default is no.
# may_defect = yes/no		If yes, provinces held by this rebel faction will eventually defect to a neighboring country if possible. Default is yes.
# may_declare_independence = yes/no	If yes, this rebel faction will seek to create a new country if allowed to hold provinces long enough.
#					 Nearby provinces held by "may_declare_independence = no" can join the new country, but there must be at least one
#					 province held by a "may_declare_independence = yes" faction to form the country.
# may_overthrow_government = yes/no	If yes, a country's government may fall if its capital is held by this rebel faction.
# army = { }			Army composition percentages. Must be integers summing to 100.
#				 Artillery is subject to the normal artillery multiplier, i.e. 10 artillery is counted as 1000 infantry or cavalry.
#				 There will ALWAYS be enough infantry to besiege a fortress, regardless of these percentages.
# possible = { <trigger> }	If present, this trigger is evaluated like an event trigger on the parent country.
#				 If false, the rebel type is not valid and will not spawn. If not present, it is assumed to be true.
# religion = <value>		If present, this specifies that this rebel faction will only revolt in a province of this religion.
# culture = <value>		Same for culture.
# continent = <value>		Same for continent.
# region = <value>		Same for region.
# area = <value>		Same for area.
# weight = <value>		Influences how often this rebel type will appear. If multiple rebel factions are valid in a province, the game will pick randomly between them using these weights.
#				 E.g. if two factions are valid, one with weight 50 and the other with weight 5, the first has a 50/55 chance of appearing and the second has a 5/55 chance.
# on_province_capture = <id>	When a province is captured by this faction, the event with this id will be fired.
#				 Note that for an event to be fired more than once, it must be marked as persistent = yes.
#				 Note also that this event can be fired for any country in the world, based on its country or province designation.
#				 But if there is no country or province designated, it will be fired for the country who owns the province.
# on_capital_capture = <id>	When a capital province is captured by this faction, the event with this id will be fired.
#				 All the above notes for on_province_capture apply. Note also that the on_province_capture event will NOT be fired
#				 when a capital is captured. To fire the same event for every province including the capital, use both triggers pointing to the same id.


#
# DEFAULT REBEL TYPES (do not delete!)
#

REB = { # Peasant Rebels
	type = peasants
	morale_base = parent
	morale_multiplier = 0.8
	tech_base = latin
	tech_bonus = -3
	min_tech = 0
	may_defect = no
	army = {
		infantry = 90
		cavalry = 5
		artillery = 5
	}
	possible = {
		domestic = { type = serfdom value = 2 } # no peasant revolts if max or almost max free subjects
	}
}

R01 = { # Aristocrat Rebels
	type = aristocrats
	morale_base = parent
	tech_base = latin
	tech_bonus = -1
	min_tech = 0
	army = {
		infantry = 60
		cavalry = 40
		artillery = 0
	}
	possible = {
		domestic = { type = aristocracy value = 5 }
	}
}

R02 = { # Religious Rebels
	type = religious
	morale_base = parent
	tech_base = latin
	tech_bonus = -1
	min_tech = 0
	army = {
		infantry = 70
		cavalry = 20
		artillery = 10
	}
	possible = {
		NOT = {
			domestic = { type = innovative value = 9 } # no religious revolts if max or almost max innovative
		}
	}
	weight = 5
}

R03 = { # Cultural Rebels
	type = cultural
	morale_base = parent
	tech_base = latin
	tech_bonus = -1
	min_tech = 0
	army = {
		infantry = 70
		cavalry = 20
		artillery = 10
	}
	weight = 3
}

R04 = { # Colonial Rebels
	type = colonial
	morale_base = parent
	tech_base = latin
	tech_bonus = -1
	min_tech = 0
	army = {
		infantry = 80
		cavalry = 10
		artillery = 10
	}
	possible = {
		year = 1600
	}
	weight = 10
}

R05 = { # Nationalist Rebels
	type = nationalist
	morale_base = default
	tech_base = latin
	tech_bonus = 0
	min_tech = 0
	army = {
		infantry = 65
		cavalry = 25
		artillery = 10
	}
	possible = {
		domestic = { type = centralization value = 3 } # no nationalist revolts if low centralization
		year = 1700
	}
	weight = 10
}

R06 = { # Pirate Raiders
	type = pirates
	morale_base = default
	tech_base = latin
	tech_bonus = -2
	min_tech = 0
	may_defect = no
	may_declare_independence = no
	may_overthrow_government = no
	army = {
		infantry = 95
		cavalry = 0
		artillery = 5
	}
	possible = {
		domestic = { type = land value = 3 } # no pirate raids if high naval
	}
	weight = 1

	on_capital_capture = 25009
}

#
# REGIONAL REBEL TYPES
#

GRR = { # Greek Rebels
	type = nationalist
	morale_base = parent
	morale_multiplier = 1.5
	tech_base = latin
	retreat = yes
	army = {
		infantry = 80
		cavalry = 10
		artillery = 10
	}
	possible = {
		NOT = {
			tag = GRE
			culture = greek
		}
		year = 1800
	}
	area = Mediterranean
	weight = 500
}

HTR = { # Haitian Rebels
	type = colonial
	morale_base = parent
	morale_multiplier = 1.2
	tech_base = latin
	retreat = yes
	army = {
		infantry = 75
		cavalry = 15
		artillery = 10
	}
	possible = {
		NOT = {
			tag = HAI
		}
		culture = french
		year = 1750
	}
	area = Haiti
	weight = 500
}

IDR = { # Indian Raiders (of the native American variety)
	type = aristocrats
	raid = yes
	morale_base = default
	tech_base = pagan
	min_tech = 0
	may_defect = no
	may_declare_independence = no
	may_overthrow_government = no
	army = {
		infantry = 50
		cavalry = 50
		artillery = 0
	}
	possible = {
		year = 1700
		OR = {
			# either European colonizers or any North American colonial country
			continent = Europe
			tag = USA
			tag = LOU
			tag = QUE
			tag = TEX
			tag = MEX
		}
	}
	region = "North America"
	weight = 10
}

NDR = { # Dutch Rebels
	type = nationalist
	morale_base = parent
	morale_multiplier = 1.2
	tech_base = latin
	tech_bonus = 1
	retreat = yes
	army = {
		infantry = 70
		cavalry = 15
		artillery = 15
	}
	possible = {
		NOT = {
			tag = HOL
			culture = dutch
		}
		year = 1550
		OR = {
			NOT = { exists = HOL }
			NOT = { year = 1650 }
		}
	}
	area = "Low Countries"
	weight = 500
}

USR = { # American Rebels
	type = colonial
	morale_base = parent
	tech_base = latin
	retreat = yes
	army = {
		infantry = 75
		cavalry = 10
		artillery = 15
	}
	possible = {
		NOT = {
			tag = USA
		}
		OR = {
			culture = english
			culture = celtic
		}
		year = 1750
	}
	area = { America Georgia Maine Ohio }
	culture = { english celtic }
	weight = 500
}

#
# REGIONAL PIRATE TYPES
#

BRR = { # Barbary Pirates
	type = pirates
	morale_base = default
	tech_base = muslim
	tech_bonus = -1
	min_tech = 0
	may_defect = no
	may_declare_independence = no
	may_overthrow_government = no
	army = {
		infantry = 85
		cavalry = 10
		artillery = 5
	}
	possible = {
		OR = {
			region = "British Isles"
			region = "Western Europe"
			region = "Southern Europe"
		}
		NOT = {
			religion = sunni
			religion = shia
			religion = eastern_sunni
			religion = eastern_shia
		}
	}
	continent = Europe
	weight = 2

	on_capital_capture = 25009
}

INR = { # Indonesian Pirates
	type = pirates
	morale_base = default
	tech_base = asian
	tech_bonus = -1
	min_tech = 0
	may_defect = no
	may_declare_independence = no
	may_overthrow_government = no
	army = {
		infantry = 95
		cavalry = 0
		artillery = 5
	}
	region = Indonesia
	weight = 2

	on_capital_capture = 25009
}

PRR = { # Buccaneers
	type = pirates
	morale_base = default
	tech_base = latin
	tech_bonus = -1
	min_tech = 0
	may_defect = no
	may_declare_independence = no
	may_overthrow_government = no
	army = {
		infantry = 85
		cavalry = 0
		artillery = 15
	}
	possible = {
		year = 1550
	}
	region = Caribbean
	weight = 3

	on_capital_capture = 25009
}

SMR = { # Somali Pirates
	type = pirates
	morale_base = default
	tech_base = african
	tech_bonus = -2
	min_tech = 0
	may_defect = no
	may_declare_independence = no
	may_overthrow_government = no
	army = {
		infantry = 85
		cavalry = 15
		artillery = 0
	}
	region = "East Africa"
	weight = 2

	on_capital_capture = 25009
}

VBR = { # Victual Brothers
	type = pirates
	morale_base = default
	tech_base = latin
	tech_bonus = -1
	min_tech = 0
	may_defect = no
	may_declare_independence = no
	may_overthrow_government = no
	army = {
		infantry = 85
		cavalry = 10
		artillery = 5
	}
	possible = {
		OR = {
			region = Scandinavia
			region = "British Isles"
			area = "Low Countries"
			area = Baltic
			area = Hansa
		}
		NOT = {
			year = 1450
		}
	}
	continent = Europe
	weight = 3

	on_capital_capture = 25009
}

WKR = { # Wokou
	type = pirates
	morale_base = default
	tech_base = asian
	tech_bonus = -1
	min_tech = 0
	may_defect = no
	may_declare_independence = no
	may_overthrow_government = no
	army = {
		infantry = 95
		cavalry = 0
		artillery = 5
	}
	possible = {
		OR = {
			region = China
			region = Japan
			region = Korea
		}
		NOT = {
			year = 1650
		}
	}
	continent = Asia
	weight = 3

	on_capital_capture = 25009
}
