Just some feedback after having two games.... "disrupted" by the current Revolution mechanics.
These are on the Huge World Map. I play on Emperor so I tend to play defensively -- I rarely start wars as the ai usually will pick fights often and seemingly randomly so I usually find it safer to respond than to send my armies crusading.
Previous game, I struggled to get enough land in the early game and had fewer cities than usual. By mid-game, several of my neighbors were dying off and I picked up some good land, but various leaders were declaring war on me nonstop (I swear the ai is much more aggressive now that the scoreboard is generating dislike). I was able to keep most of them at bay while I consolidated, but even with my suing for peace with each old war a new one was popping up just as fast. My Separatism (there, I said it right
) War Weariness modifier kept ticking up to crazy values like +140% and up, and it was getting harder and harder to keep every place under that magic 10% cap. I could get no relief, either, as my primary opponent at that point would not even let me negotiate a truce. Eventually, a city somewhere failed its check (I'm fairly sure without rioting first) and flipped --- taking several of my (not rioting) core cities with them. I tried taking them back, but with half of my civ gone, as well as most of my military traditions and Great Wonders, it just wasn't feasible and I abandoned the game.
My last/current game saw the opposite problem. By mid game I was managing the war weariness better, and fighting a few standoffs with ai's hellbent on sending suicide stacks halfway around the map at me. Then out of the blue after centuries of polite trade India, ahead of my score and with a 0.7 power ratio, decided to throw his stack of doom at me, about 40 units deep and mostly cutting edge stuff superior to what I could muster. I did my best to attrit the stack down and get some defenders in place, when it turned and took my #3 city, losing about half of his units in the process. I took to the hills and considered my options. Often I'd abandon a game after such a setback, or save-scum an autosave far enough back (I doubt there was one), but I decided to tough it out and started planning a counterattack. Suddenly, only two or three turns later (five tops, pretty sure it was while the city was still in revolt), the city flipped back to my control, peace was automatically declared, and I was even awarded about half a dozen cutting edge techs I didn't even realize I was behind on. It was literally quite a coup, but it didn't feel earned and just left me unsatisfied.
I really like that Revolutions have come so far along, and I understand the programming limitations that have pretty much restricted them to near-instantaneous cause/effect calculations rather than conditions that evolve over time. However, these sudden seismic, game-altering shifts that often come with little or no warning, and little recourse, are a bit tough to swallow. This is made worse by the intense increase in micro-management, as all cities <9% Separatism is Everything's Fine, and one city at 11% means game over some time in the next ten turns. Oh, wait, you moved one garrison unit out to stop a peasant revolt and didn't recheck your Separatism? You lose.
Post-script: If situations where Separatism is allowed to climb into the 50% 100% 150%+ range are considered "acceptable", maybe there should be additional, more severe curbs that should be offered at those higher levels before a city flips. E.g. riots first break out above 10% and you can give Tax Breaks for -x (I forget the #), and riots intensify at >50% and you can do something harsher for a bigger decrease. Maybe even separate (no pun intended) it into two or more checks, first to see if riots worsen, and if so then to see if the city Separates.