@Attackdrone: That sounds like a great idea! Unfortunately I don't have any experience adding events. Does anybody know how I could implement this? On a related note, will a conquered city flip if it has no/weak garrison during its resistance? I'm unsure of the exact rules here.
@Tarq: I have seen the Rev and Barbarians mod from Jdog, and I played them for a while. They're phenomenal mods, but Jdog needs an editor to fix his many typos

. I would love to implement them in FfH but I'm unsure of how to merge the two mods.
Thank you for finding the GlobalDefines, they're just what I was looking for. BASE_REVOLT_OCCUPATION_TURNS seems pretty straightforward, but the others are a little ambiguous. Any idea what those mean?
On a related note, when you raze a city (at least in some mods), they form Partisan units to resist you. Could we possibly link this event to when you conquer a city instead of just when you raze it, and increase the number of partisans that are spawned? I'm thinking about a low-attack, high-defense unit that is still weaker than the national garrison (archers when the regulars are longbows, longbows when the regulars are arqs). As an added bonus, it could last a limited number of turns (a high number), until the end of the war, or be redeemable for a population point or "upgradeable" into a worker for peacetime.
@Fenboy: So you refuse to learn from brilliant military thinkers just because you have an ideological beef with them?
@Roghar: While your input would be valuable if we were discussing universal changes that would affect everyone's game, this is my personal modmod and I have already decided that I want to make conquest difficult. I won't be dissuaded. I'm sure a lot of people would agree with you that this just makes the game boring and difficult, I want my game to be a little more "boring."