MTW Rebels
The Rebel "faction" represents uprisings/rebellions, the remnants of dead factions (no more royal family members), and small nationalities not large enough to justify their own faction. At the start of a campaign, provinces owned by the rebels are usually the first ones to be attacked, as this does not cause any diplomatic issues with other factions and represent an easy way to expand the empire. Rebel army stacks are independent entities with different names and colors, but can move between rebel provinces at will. Many times, an outnumbered and outclassed rebel army will retreat to another rebel province if possible when attacked (the Sweden-to-Norway Viking megastack in the Early period is an example of this).
Rebel Faction Quirks
- The rebel faction has no royal family. Thus they get no heirs, no princesses, and cannot be eliminated through regicide.
- Population happiness has no effect on the rebel-owned provinces. Faction reemergences can engulf rebel provinces however. Reemergences can't start in a rebel province as a reemergence needs a new rebellion to trigger it, but rebel lands with under 120% happiness can be sucked in.
- All rebels will have the same diplomatic stance to a faction, war with one and you war with all. Factions cannot form an alliance with the rebels, diplomatic stances are either neutral or at war. As with other factions, peace can be made with the rebels by breaking off contact, on both land and sea, with all rebel provinces.
- rebel finances
- Titles, General loyalty, and bribery
- Agents and Ships.
- The rebel faction does not have a culture or religion. Religious population percentages will have no effect on their provinces.
- Trade
Rebel Scum
The Rebels start with whatever units are created in provinces not owned by one of the other factions. Once the game is underway, the range of troops available to rebels becomes quite large. Rebels may recruit units if the rebel treasury permits. Usually though, uprisings and faction eliminations/splits generate the most. Faction specific units may become rebels in civil wars and faction eliminations.
The Unit Prod file has a column (Rebelling Troops) which gives parameters to determine the odds of each unit type to appear in a rebellion, depending on the type of uprising it is. If the unit has a region restriction, that is also taken into account and they will only appear in new uprisings in permitted provinces.
Armour/Weapon/Morale/Valour upgrades for uprisings?
Playing the Rebels
The cheat code .conan. will allow the player to assume the role of the Rebels. This can be an entertaining and weird way to play the campaign. Due to the generally sad state of the provinces belonging to the rebels at the start of a campaign, combined with the upkeep costs for the large number of troops scattered across the map, the rebel treasury will be depleted quickly. The rebels do not need to worry about rebellions, so provincial happiness does not need to be kept up (and should strategically be kept down!). New units will appear out of thin air as factions get killed off, go into civil war, or don't manage province happiness properly.
As a basic rule, the best way to "recruit" troops is to repel regular faction attacks and take their territory, causing loss of influence and the coinciding unrest, civil war, and general mayhem. It will take a while (if ever) to get the finances of the rebel faction sorted out enough to properly build up provinces and armies.
Modding
The rebel faction is always the first faction declared in the campaign startpos file. This places them in the faction 0 slot, unavailable to play.
- SetRegionRebels:: will give each the rebel stacks unique names based on the province. The number used here will index into the rebel faction names list in names.txt.
- SetActiveFaction:: is not valid for the Rebel faction, as faction 0 they are never available as a choice to start.
- SetTreasury::
- SetCulture:: is not used. Culture-specific troops assigned to the rebels with MakeUnit:: need a culture identifier however.
- SetBehavior:: is not used, the rebels do not have an consistent behavior for the campaign.
- SetRegionOwner:: is not needed. Any province not specified as belonging to another faction will automatically be assigned to the rebels.
- No royal family means that the rebels do not use the SetStartLeader::, PlaceLeader::, and AddHeir:: lines.