Actually I wasn't supporting the idea of revolutions, just questioning its presence with the idea of a game with no AIs.
You explained a lot about MP games over there. I'm not used to them, the only MPs I play are with these 2 friends over LAN. The idea of other ppl joining was just a thought, and you showed me how hard to handle it would be.
I can agree with your idea, it's not my intention to ask any game option to be on or off, my only unavoidable demand is that we play LoR, nothing more. I've been playing LoR for years, so I have no idea how the vanilla game is anymore. The few things I remember just bring me painful memories (trirremes evolving to frigates and then evolving to destroyers, no Trafalgar Square, no range bombard, no inquisitions, no IDW - where every won battle gives culture to the tiles around it). So if you want to play another mod or the vanilla game I wouldn't be interested in playing.
About your frustration with revolutions I would like to say something: I have already felt the same, it's really frustrating when you are consumed by Revolutions. But as time went on I discovered lots of things to manage revolutions, so here go some tips:
- Your Government Civic is the strongest factor in managing revolutions. If you are despotism in the beggining of the game, I would say to stick to your cheesy ring and don't exceed 4 cities. The cheesy ring is the ring where distance maintenance cost is less then 1 (in vanilla civ this was 0, that's why it's cheesy ring. LoR introduces fractions, so it's not 0 anymore). Here is the cheesy ring:
http://www.civfanatics.com/civ4/strategy/city_upkeep.php. If you make cities close to the capital they rebel less. Another tip for this era of despotism is: 2 units are awesome compared to 1. At least that's my impression, cities with 2 troops resist a lot better then with a single troop.
- After you manage to become Hereditary Rule, things like commerce/gold, culture and garrison matter more then distance. If you become the supreme Hereditary Ruler, you will boost happiness with troops, making your cities bigger (which is worse for stability) but with a big garrison (which is better for stability), while your city will become productive and then can make culture and commerce/gold (enhancing even more the stability). If you manage to become the strongest army you may keep getting bigger because conquering cities is the fastest stability booster after a good bribe. If you manage to be rich, you may bribe the rebels, that's always a good idea (if it's in the first stages of Warning it's even better because it's cheaper and it's effects last longer). Planning a big conquest period that ends after getting constitution is the best plan.
- After this you have to consider your plans: If the idea is to get Huge (Domination), Universal Suffrage is your best friend for stability. If your idea isn't get huge, you may choose whichever government civic is better for you, because small nations have no issues of rebellion if they manage themselves nicely (not being attacked constantly or trying to handle a 3-shrines city running theocracy).
After you incorporate these lessons you'll never have revolution problems again. On this game I showed I have never had a single revolution inside my Empire, neither did my friend.
But you may still see revolutions as a boring mechanic which only makes your game harder and worse. But who said you can't make someone else rebel to you? With uber generals (how stronger a troops is, more culture it gives to a tile in which it wins a battle) or espionage missions or just a lot of culture in your borders you can make foreign cities rebel to you.
When a single city is rebelling to you you get a temporary discount in unit maintenance cost (which decreases constantly as the turns pass), some rebel troops outside the city (you may get your Unique Units, but not the ones of the guy who is rebelling, but you may get troops he can make and you can't, like his rifles while you don't have rifling) and if you're lucky a spy inside the city already at a 50% stationary discount (all units without XP, but rarely you may get a special unit with a "use enemy roads" or woodsman III - without woods I and II - ups, the AI loves to get these).
That's already awesome, but if you make 2 or more cities rebel to you, depending on your size/power (i'm not sure what actually) you will get GGens to use how you desire and even settlers (that's something that only happened when the guy rebelling was bigger then me) plus everything else said above, and of course even more troops.
So revolutions can be quite interesting in the game. I'm playing my second Egyptian LoR MP with a friend, and I did the same thing on both games: Started small, built one of my first cities right beside my capital, let the closest minor take the city and wait for it to rebel. After rebelling I could forget about making troops and focus on wonders, while the revolution provided me a decreased unit maintenance cost and tons of units arriving periodically right outside my conquered city. The biggest problem is: Be careful of someone else passing nearby and razing the cities rebelling to you (and this happens a lot!)