Yeah, I've tested several cities with different populations and from different civs now, and it's a direct function of the city's population, Although
the code already said so, I always suspected something else I just hadn't found yet was at play here as well, which doesn't seem to be the case now though.
I just wonder why this hasn't come up earlier, and no one else seemed to have noticed that problem, at least the according to the recations to my
previous bug reports.
Regarding the upcoming changes, do you really think that 1.5 turns per pop is a good idea though? For a 100 pop city that'd already 150 turns of base revolt, which I think is to much under any circumstances (granted, I don't know the scaling for the Eternity game speed). And 100 population isn't even
that much in a C2C game (the AI always seems to have larger cities than me anyway).
I'd much rather like to see some sort of upper limit for the amount of turns a city revolt can take place. Personally I regard anything above 30-35 turns as ridiculously out of whack, but your mileage may vary.
And I would also like to pledge for the removal of the Castle Keep building (or just heavily modify its effect). Going from the above mentioned 150 turns to 450 turns doesn't seem like a good idea. And even going from 30 turns to 90 turns doesn't really add anything to the game except the wish to simply raze that damn city.
Maybe one could think about adding a +revolt value for each world wonder built in the city, but that's rather something for the long term, whereas disabling the Castle Keep will help already help on the short term.