So, where's the file that allows you to nerf rebels?

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Freudia

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Can you post a screenshot of your provincial modifiers that affect rebel spawning? You're doing something wrong if you're getting them to spawn so often, and probably the best way to nerf rebels is to learn how to combat them before they spawn. Are you just mass lowering autonomy?

While I await a response, I'll go ahead and start browsing through the files to find what to adjust in the game's coding.
 

aussie

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Thanks for your quick reply. I'm not saying there's something out of the normal. Simply that rebels are unfun, and that I want to tone them down severely so that they do not interfere too much with gameplay.

I have also given all of them morale -2.0, but it doesn't seem to help... - oh wait! it does. Not the best because they still come out of the woodwork but they're more manageable now.

Still interested in tips, though.

Thanks!
 
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Freudia

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Have you tried setting all the spawn factors to zero? I haven't booted up the game to check yet, but I'd imagine this just outright eliminates the possibility for rebels to spawn outside of events. I'd also imagine that'd take a fair bit of substitution, which would take a bit of time. Sounds annoying, honestly, but I guess you can omit changing any of the religious rebel ones except for those that would affect the area you're playing in (ie the Christian subset of rebels for Europeans).
 

Freudia

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Thanks again. I did think of that, but it takes a while to replace all the factors. I was after something a little quicker...

Hm. Before doing that, I'd probably ask over in this wonderful thread, located within the modding subforum. Modders would probably know the answer to your question, or at least know if there's a faster way.

Edit: You can probably set all instances of 'general = yes' to 'general = no', and change other factors that affect rebel strength (like unit composition; getting rid of all the cav/cannons and just replacing them with 1.0 infantry composition, for example, or maybe even 1.0 cavalry so they take tactics penalties too). Probably turn instances of 'reinforcing = yes' to 'reinforcing = no' as well.

Edit2: Honestly, that last one sounds like a good idea, considering rebels that reinforce pull manpower from an unlimited manpower pool, meaning that them sieging down provinces has no impact on them, as they get to straight ignore attrition.
 
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I believe that the rebel file (somewhere in common folder) allows to set strenght of each rebel type, army composition,.... Never tried myself though.
 

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Have you tried increasing autonomy? ;)

But as others have said, the modding sub forum would be your best best. Maybe adding a reduced revolt risk idea modifier to your country could also help?
 

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Not an expert modder but wouldn't you be looking for REVOLT_SIZE_BASE in common\defines.lua?
I assume that's still used despite the changes in how rebels work.