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As Yxklyx said dont increase autonomy before making a state. When you are small i suggest not to increase it at all cause each income in every province is important.
Take humanism ideas to reduce number of years of separatism etc. Dont accept desicions on unrest in empire like +1 missionary strength and +1 unrest if you are not sure you can handle possible revolts.
Generally some uprisings are inevitable especially early in the game when you don't have many resources or ideas. Unless you military situation is absolutely dire (after a big war for example) it's not a big deal to allow some uprisings to happen. Crush them and the province will be pacified for the next ten year (by which time the separatism will drop significantly) just rty not to allow rebels to occupy provinces as it increases separatism.
Also, if you are new to this game you probably shouldn't start as Cleves. Play a campaign as somebody big and powerful (France, Poland, Ottomans, Muscovy, Austria come to mind) to learn the game. Then you can start to play somebody more challenging.
When the revolt risk hits 90%, immediately recruit 5-6 mercenary infantry and combine with your leader stack. You will lose gold until the revolt. After it hits and you win, just dismiss your mercenaries. That should end the revolt for good if you have the correct religion in the province.
Don't bother with spending the 50 military points to suppress. It does not stop it but only delays the inevitable.
I might also add that the increase autonomy option should be a last resort thing. Never, never use it on 1 province revolts. If you have low manpower plus loans and have a big revolt coming in 5+ provinces at once after a major war, that is about the only time to consider using it.
In the vast majority of the cases when you do not have humanism, then you want the revolt to progress as fast as posible to get it over with.
Finally, the revolt will not end after the first victory IF the rebels capture a province since this adds 10 years to the cycle. You want to avoid this as much as possible, even if you have to take a couple loans to prevent.
Oh, darn! You're probably right--I always ignore the HRE when they tell me to return a province. I figure if I core it fast enough, they'll leave me alone or something.
I'll definitely try vassalizing in the future. Is there a specific war goal for that? Because I feel like I've always seen that costing extra diplomacy monarch points or something.
Noted. I'll look at those when I actually accrue enough monarch points to earn some ideas. ;)
Yeah, I know. I was playing a game as Brandenburg before and was doing pretty well, so I got cocky, since I really kind of prefer strategy games where I get to start at the lowest level and work my way up. Feels like I earned more that way.
But I've survived three wars so far with Cleves, so I ain't doing too badly! We'll see.
Oh, good ideas. I'll give those a try.
Does revolt risk ever decrease on its own if you get your unrest level down?
Capturing costs admin points up front.
Both cost the same AE.
The problem with vassaling a one province nation when you are a two province nation is that they will be disloyal for a long, long, long time. You can be sure that your rivals will be supporting independence and you may have to fight other nations instead of fighting (easier) rebels.
As for the unlawful province thing, the only real way to avoid it is being allied to the Emperor. But you can live with it since that malus will run out well before the -100 revolt risk from defeating rebels times out.
Hover over the revolt risk and the tool tip will tell you where it comes from. The main problem is usually separatism in newly conquered provinces. That decreases at only 0.5 per year (on January 1), so that is why it seems to take forever for revolt risk to go away.
The other big issue is wrong religion. That will not reduce until you change the province religion or get some humanism ideas going.
When a province revolts, it gives -100 revolt risk for a long time. It cannot revolt again until that timer runs out.
My other question, not really related to this is, is there any way I can take proactive steps to prevent my neighbors from making claims on my territory? Like, some way to catch their spies before they can build their networks?
just make claims of your own and have some friends.
being allied to the emperor while your in the HRE is will help you alot more than you would expect. Unless you wanna be emperor yourself ............
When they spawn u are in a defensive battle.
If you choose to do so dont increase autonomy
In general, I'm finding Europa Universalis IV to be a really punishing game. I mean, I get that small nations historically got consumed, but even with that said, the amount of wars is insane. There are always, like, two or three separate wars going on around me. Sometimes I'll think I'm being smart by taking advantage of a nation already at war in order to press one of my claims, but half the time, that backfires, because when I go to war, somebody else has the same idea I had and declares war on me! Meanwhile, my allies all have their own problems--they're usually fighting at least two wars at the same time.
It's all a bit silly.
In my current attempt, I just allied Denmark and Austria (barely made it with Austria--I only got the alliance by some temporary miracle that briefly raised my reputation with them to +5). So far so good. Austria didn't even bother me when I took a piece of one of my neighbors, so the rebellion progress isn't too much of an issue.
If I get drawn into a larger war, I'll just take my lumps and hope that nobody is interested in taking a permanent claim on my provinces.
The other thing I'm discovering about this game is that a lot of it comes down to luck. Because in my previous game, it had really put me in an impossible position, where the alliances of my hostile neighbors were so broad that there was almost nobody close with whom I could ally without putting me in a situation where I'd just be perpetually at war.
But in my current game, those same countries that posed impossible problems for me last time all made crap alliances that are easy to destabilize. Which gives me a lot more breathing room for things like letting war exhaustion recede and manpower top out.
This is definitely immersion-breaking, especially when it's separatists for a country that couldn't even field a force that size with a country of their own. I get that they do it for game balance purposes and to make the WC ever harder to achieve, but it's still immersion-breaking sometimes to be dealing with 54k Afghan rebels when a separate Afghanistan with 100% of its cores couldn't muster anything close to that.
Actually, that's not so out of character. Unless the odds are lopsidedly in your favor from the outset, fighting any war is draining on both sides, even the winning one. The possibility of getting blindsided is always there. That's why it's sometimes useful to use mercenaries even when you have enough manpower to fight with just your own people, for example. I don't know the exact formula, but the AI clearly looks at your own manpower before deciding whether to declare war, even with a coalition; high manpower reserves function as something of a deterrent. (In my experience, surprisingly, technology, idea, and policy bonuses don't count for so much, since I've had countries that should know better declare war on me as the Ottomans, even though I was westernized and 2 military techs ahead of them, had full Quality Ideas, and the Innovation-Quality policy in effect, just because I was low manpower.)
If you're playing a smaller nation, a lot will indeed come down to luck--one or two very good or very bad rulers, or an available advisor that makes just enough difference to get a critical alliance, just like you had with Austria. But that's also not immersion-breaking, and in fact, that's an essential part of the game. (Forget playing on "Hard" or "Easy," you really define the difficulty of the game by what country you choose to play as.)
I'll freely admit that I don't have the patience for constant restarts and so on as a OPM. The most difficult nation I've ever played was Ayutthaya, which was tough but still a country with the ability to write its own destiny, at least until encountering Ming (and again, there's luck involved in whether Ming implodes or not). And my queue of next few games is all the great powers, since I've never actually played England, France, or Austria yet.