##############################################
# The five rebel types used by the game engine
##############################################
# Valid arguments:
#
# area = [nation/culture/nation_culture/all]
# government = [monarchy/republic/anti/any]
# defection = [culture/culture_group/any/none]
# independence = [culture/culture_group/any/none]
#
##############################################


##########################################################
# Spanish guerilla
##########################################################
spanish_rebels = {	
	area = culture 			# Stays within cultural borders
	government = any		# No special preference
	unit_transfer = yes
	
	resilient = yes	
	reinforcing = 0.5		# reinforces at half speed			
	general = yes				
	smart = no
	
	friend = SPA
	
	brigades = { SpanishRebelInfantry }		# The primary brigade types spawned by these rebels. There will always be atleast as many primary brigades as secondary brigades spawned
	secondary = { SpanishRebelCavalry }		# The secondary brigade types spawned by these rebels. 

	leaders = { 50002 }						# Leaders that can be picked when spawning units
	
	# The rebel type with the highest modifier for this province gets picked
	spawn_chance = {
		factor = 10
		modifier = {
			factor = 0.0
			OR = {
				NOT = { owned_by = SPA }
				controlled_by = SPA
			}
		}
		modifier = {
			factor = 0.0
			NOT = { region = spain_region }
		}
	}
 
 	#This is checked for EACH province in the Area of Operations
	movement_evaluation = {
		factor = 1
		modifier = {
			factor = 15.0
			NOT = { controlled_by = SPA }
		}
		modifier = {
			factor = 0.0
			NOT = { region = spain_region }
		}		
		modifier = {
			factor = 50
			city = yes
		}
		modifier = {
			factor = 0.1
			units_in_province = 1
		}
		modifier = {
			factor = 0.001
			controlled_by = REB
		}
		modifier = {
			factor = 1.5
			revolt_risk = 2
		}
		modifier = {
			factor = 1.5
			revolt_risk = 4
		}
		modifier = {
			factor = 1.5
			revolt_risk = 6
		}
	}
 
 	# Province Scope
 	siege_won_trigger = {
 		culture = REB
 	}
	siege_won_effect = {
		nationalism = 10 # Add ten extra years of nationalism
	}
}

##########################################################
# Caucasian guerilla
##########################################################
caucasian_rebels = {	
	area = culture 			# Stays within cultural borders
	government = any		# No special preference
	unit_transfer = yes
	
	resilient = yes	
	reinforcing = 0.5		# reinforces at half speed			
	general = yes				
	smart = no
	
	brigades = { CaucasianRebelInfantry }		# The primary brigade types spawned by these rebels. There will always be atleast as many primary brigades as secondary brigades spawned
	secondary = { CaucasianRebelCavalry }		# The secondary brigade types spawned by these rebels. 

	leaders = { 50003 }						# Leaders that can be picked when spawning units
	
	# The rebel type with the highest modifier for this province gets picked
	spawn_chance = {
		factor = 10
		modifier = {
			factor = 0.0
			NOT = { is_core = RUS }
		}
		modifier = {
			factor = 0.0
			NOT = { region = caucaus_region }
		}
		
	}
 
 	#This is checked for EACH province in the Area of Operations
	movement_evaluation = {
		factor = 1
		modifier = {
			factor = 0.05
			controller = { primary_culture = REB }
		}
		modifier = {
			factor = 0.0
			NOT = { region = caucaus_region }
		}		
		modifier = {
			factor = 50
			city = yes
		}
		modifier = {
			factor = 0.1
			units_in_province = 1
		}
		modifier = {
			factor = 0.001
			controlled_by = REB
		}
		modifier = {
			factor = 1.5
			revolt_risk = 2
		}
		modifier = {
			factor = 1.5
			revolt_risk = 4
		}
		modifier = {
			factor = 1.5
			revolt_risk = 6
		}
	}
 
 	# Province Scope
 	siege_won_trigger = {
 		culture = REB
 	}
	siege_won_effect = {
		owner = { prestige = -5 }
	}
}

##########################################################
# Tyrolean rebels
##########################################################
tyrolean_rebels = {	
	area = culture 			# Stays within cultural borders
	government = any		# No special preference
	unit_transfer = yes
	
	friend = AUS
	
	resilient = yes	
	reinforcing = 0.5		# reinforces at half speed			
	general = yes				
	smart = no
	
	brigades = { TyroleanRebelInfantry }		# The primary brigade types spawned by these rebels. There will always be atleast as many primary brigades as secondary brigades spawned
	
	leaders = { 50004 }						# Leaders that can be picked when spawning units
	
	# The rebel type with the highest modifier for this province gets picked
	spawn_chance = {
		factor = 10
		modifier = {
			factor = 0.0
			OR = {
				NOT = { owned_by = FRA }
				controlled_by = FRA
			}
		}
		modifier = {
			factor = 0.0
			NOT = { region = tyrol_region }
		}		
		
	}
 
 	#This is checked for EACH province in the Area of Operations
	movement_evaluation = {
		factor = 1
		modifier = {
			factor = 15.0
			NOT = { controlled_by = AUS }
		}
		modifier = {
			factor = 0.0
			NOT = { region = tyrol_region }
		}			
		modifier = {
			factor = 50
			city = yes
		}
		modifier = {
			factor = 0.1
			units_in_province = 1
		}
		modifier = {
			factor = 0.001
			controlled_by = REB
		}
		modifier = {
			factor = 1.5
			revolt_risk = 2
		}
		modifier = {
			factor = 1.5
			revolt_risk = 4
		}
		modifier = {
			factor = 1.5
			revolt_risk = 6
		}
	}
 
 	# Province Scope
 	siege_won_trigger = {
 		culture = REB
 	}
	siege_won_effect = {
		owner = { prestige = -5 }
	}
}

##########################################################
# Serbian Rebels
##########################################################
serbian_rebels = {	
	area = culture 			# Stays within cultural borders
	government = any		# No special preference
	unit_transfer = yes
	
	
	resilient = yes	
	reinforcing = 0.5		# reinforces at half speed			
	general = yes				
	smart = no
	
	brigades = { SerbianRebelInfantry } # The primary brigade types spawned by these rebels. There will always be atleast as many primary brigades as secondary brigades spawned
	secondary = { SerbianRebelCavalry }	
	
	leaders = { 50005 } #Leaders that can be picked when spawning units (Karadorde)
	
	# The rebel type with the highest modifier for this province gets picked
	spawn_chance = {
		factor = 10
		modifier = {
			factor = 0.0
			OR = {
				NOT = { owned_by = TUR }
				NOT = { controlled_by = TUR }
			}
		}
		modifier = {
			factor = 0.0
			NOT = { region = serb_region }
		}
		modifier = {
			factor = 50
			region = serb_region
		}
		modifier = {
			factor = 50
			culture = serbian
		}
	}
 
 	#This is checked for EACH province in the Area of Operations
	movement_evaluation = {
		factor = 1
		modifier = {
			factor = 0.0
			NOT = { region = serb_region }
		}
		modifier = {
			factor = 1
			region = serb_region
		}
		modifier = {
			factor = 1
			culture = serbian
		}		
		modifier = {
			factor = 50
			city = yes
		}
		modifier = {
			factor = 0.1
			units_in_province = 1
		}
		modifier = {
			factor = 0.001
			controlled_by = REB
		}
		modifier = {
			factor = 1.5
			revolt_risk = 2
		}
		modifier = {
			factor = 1.5
			revolt_risk = 4
		}
		modifier = {
			factor = 1.5
			revolt_risk = 6
		}
	}
 
 	# Province Scope
 	siege_won_trigger = {
 		culture = SRB #Serbia
 	}
	siege_won_effect = {
		owner = { prestige = -5 }
	}
}


##########################################################
# Algerian Religious Rebels
##########################################################
algerian_religious_rebels = {	
	area = culture # Stays within cultural borders
	government = any # No special preference
	unit_transfer = yes
	
	resilient = yes	
	reinforcing = 0.5 # reinforces at half speed			
	general = yes				
	smart = no
	
	
	brigades = { AlgerianRebelInfantry } # The primary brigade types spawned by these rebels. There will always be atleast as many primary brigades as secondary brigades spawned
	secondary = { AlgerianRebelCavalry } # The secondary brigade types spawned by these rebels. 

	leaders = { 50006 50007 50009 50010 } # Leaders that can be picked when spawning units
	
	# The rebel type with the highest modifier for this province gets picked
	spawn_chance = {
		factor = 10
		modifier = {
			factor = 0.0
			OR = {
				NOT = { owned_by = ALG }
				controlled_by = MAR
			}
		}
		
		modifier = {
			factor = 0.0
			NOT = { region = alg_region }
		}		
	}
 
 	#This is checked for EACH province in the Area of Operations
	movement_evaluation = {
		factor = 1
		modifier = {
			factor = 15.0
			controlled_by = ALG
		}
		modifier = {
			factor = 0.0
			NOT = { region = alg_region }
		}		
		modifier = {
			factor = 50
			city = yes
		}
		modifier = {
			factor = 0.1
			units_in_province = 1
		}
		modifier = {
			factor = 0.001
			controlled_by = REB
		}
		modifier = {
			factor = 1.5
			revolt_risk = 2
		}
		modifier = {
			factor = 1.5
			revolt_risk = 4
		}
		modifier = {
			factor = 1.5
			revolt_risk = 6
		}
	}
 
 	# Province Scope
 	siege_won_trigger = {
 		culture = REB
 	}
	siege_won_effect = {
		owner = { prestige = -5 }
	}
}



##########################################################
# British Luddites
##########################################################
british_luddites = {	
	area = nation 			# Stays within cultural borders
	area = culture 			# Stays within cultural borders
	government = any		# No special preference
	unit_transfer = yes
	
	resilient = yes	
	reinforcing = 0.5		# reinforces at half speed			
	general = yes				
	smart = no

	brigades = { LudditeRebelInfantry }		# The primary brigade types spawned by these rebels. There will always be atleast as many primary brigades as secondary brigades spawned
	secondary = { LudditeRebelCavalry }		# The secondary brigade types spawned by these rebels. 

	leaders = { 50011 }						# Leaders that can be picked when spawning units
	
	# The rebel type with the highest modifier for this province gets picked
	spawn_chance = {
		factor = 10
		modifier = {
			factor = 1.5
			revolt_risk = 2
		}
		modifier = {
			factor = 1.5
			owned_by = GBR
		}
		modifier = {
			factor = 0.0
			NOT = { owned_by = GBR }
		}
	}
 
 	#This is checked for EACH province in the Area of Operations
	movement_evaluation = {
		factor = 1
		modifier = {
			factor = 50
			city = yes
		}
		modifier = {
			factor = 0.1
			units_in_province = 1
		}
		modifier = {
			factor = 0.001
			controlled_by = REB
		}
		modifier = {
			factor = 1.5
			revolt_risk = 2
		}
		modifier = {
			factor = 1.5
			revolt_risk = 4
		}
		modifier = {
			factor = 1.5
			revolt_risk = 6
		}
	}
 
 	# Province Scope
 	siege_won_trigger = {
 		culture = REB
 	}
	siege_won_effect = {
		nationalism = 10 # Add ten extra years of nationalism
	}
}