Expense payments, in terms of ducats per capita per season, also influence fief efficiency. The tax rate does also, as taxes and loyalty increase or decrease in lock step. For example, if taxes in a fief were 8% and loyalty 7.5, and you increased taxes to 9% (a 12.5% increase over 8%), then loyalty would fall 12.5%, (from 7.5 to 6.6.)
Item Influenced Per Capita Spending on Effect Loyalty Officials Lowers Taxes collected Lowers Loyalty Troops +/- Fields Infrastructure +/-
There are two ways that your fief can go into rebellion . First is to let loyalty drop below 5. Second is to tax over 20%.
Here is how the second method works:
If the tax rate is greater than 20% and the fief surplus is greater than fief income * .1 then the chance of rebellion is n in 100 where n is the number of percentage points greater than 20%. So, if you had the tax at 22% and the fief's surplus was greater than 10% of it's income, there would be a 2% chance of rebellion in the fief each season. Sooner or later the odds will catch up.
The first method works like this:
If loyalty is > 3 and <=4 then there is a 10% chance for unrest and 2% chance for rebellion
If loyalty is > 2 and <=3 then there is a 30% chance for unrest and 14% chance for rebellion
If loyalty is > 1 and <=2 then there is a 50% chance for unrest and 26% chance for rebellion
If loyalty is > 0 and <=1 then there is a 70% chance for unrest and 38% chance for rebellion
If loyalty is 0 then there is a 90% chance for unrest and 50% chance for rebellion