1. Requires a city with other civs culture in. (city x from now on)
Racial hatred and Dissent is brewing in (City x) as many (Race of other culture in city) citizens yearn to break away from our Empire and join the motherland.
Construct a temple to their God in city x and persuade our citizens to embrace (
race) culture. (Gain a Pagan temple in city x, (
Race's) culture in city x increases by 25%, +1

, cost 100G, Relations boost +1 with leader of race)
Send in the militia to crush the Dissidents. (units in city can't move for 3 turns, (
Race) culture decreases by 10%, +1

for 40 turns,)
Force the citizens of (
Race) out of our city. (-2 population, Relations penalty -2 with leader of race, race culture removed, nearby Race city gains 2 population)
Sell the citizens of (
race) into slavery. (requires slavery civic) +1

, city gains a production bonus of 20%, Relations penalty -1 with leader of race, race culture decreased by 10%)
Allow the dissent to continue. (+1

, chance for this event to occur again in the next 10 turns, race culture increases by 10%)
2. Must have culture in the city of an oponent.
Many of our citizens in (city y) yearn to join the motherland causing dissent and rioting in the city.
Fund the citizens cause. (costs 100G, +2

in city y, increase your culture in the city by 30%, 25% chance city will rebel, if the city rebels the

is removed)
Establish housing for them in neighbouring (your civ) towns. Gain 1 population in two nearby cities, +1 relations bonus with other civs leader, city y loses 2 pop cost 150G.
Ask the ratcatchers guild to smuggle weapons into the city to help your citizens. requires ratcatchers guild, costs 100 Gold. City y joins your nation.
Do nothing. +1

in city y, +1

for 10 turns in your cities)