This is entirely possible.
There is a config document in User Settings called "Revolution.ini"
If you open it you will find a huge list of options (like pretty much all the code behind revolutions it is immense, complex, and terrifying). If you search Revolution, you should find a list in which you can, for example, decrease the bonus you get from stationing units in a city, and increase the penalty from non-state religions (I am not sure if this is added to by each additional non-state religion).
The ones you are looking for are "IndexModifier" and "HumanIndexModifier". Reduce the number next to IndexModifier to reduce instability everywhere. Increase HumanIndexModifier to make your cities more unstable.
For example:
IndexModifier = 0.5
HumanIndexModifier = 2.0
would halve the rate at which rebelliousness changes for AI, while keeping it consistent for the player.
Alternatively, there is a modifier called Offset, which I think gives a passive + or - stability to everyone or the player. You could modify that in the same way.
There are other modifiers in the list which you might be able to use to achieve Noriad's aims.
There does seem to be something very odd going on with revolutions at the moment. I don't seem to be able to get terribly far into the prehistoric era without my people wanting to kill me, presumably because of all the disease and starvation that I can't do anything about yet.
Yes I had that too.
Thought it was because of my edits
It is possible we have both done the same foolish thing, but I don't think I've edited anything. Everything is just how the SVN wants it, so far as I can tell. But if this was happening to everyone, I'd expect the forum to be filled with howls of despair, which is not the case, so I suppose it must be something amiss with my install somehow.
It looks like revolution stuff is being multiplied for the human player.
Spose we'll have to look at this before release at least. There are some things I specifically know require debugging in rev that I've been long meaning to address and I experienced SOME problems with early revolts in our MP game but once I got some anti-crime buildings that reduce revolt in place I was good to go from there. But these reports make it sound like the problem is now much worse. Not sure why but at some point I'll look into it.
The problem is probably that long term players have adapted to the changes as they were introduced while for new players it is a steep learning curve. I have not had a revolution in over a year now at any stage of the game.
What is "Rebelious Spirit" in the "Bad" factors in the screenshot?
Your education is way to low but I have no idea how it got that low.