also there should be a tech list that can be used for defining what techs count towards spawning units (then the highest of these is the one that the rebellion receives) which will stop explorers...
I already defined these values/arrays based on what you wrote earlier (and I have the code for setting the unit type accordingly ready-to-use):
Feel free to complete the data! (The eNums are only valid because they will be defined as variables in the Utils module.)
Looking at your design I would like to comment on the concept of counting total unit strength and spawning matching numbers of units. The idea is interesting and should be fun to implement, but I'm not sure about the whole idea of matching rebels to defenders, because then the whole thing just gets deterministic.
Like calibrating the occupation rebellions in a way that they never threaten the city - while domestic ones always do - is pretty boring in the long run. Because you don't need to worry about how many units you garrison your cities with - the likelihood of a rebel takeover is about the same. So you might as well flip the city right away and skip the spawning of units - or not.
With that said, I think you could use something like this for the upper/lower limit on the number of spawning units. So most of the time there could be two or more calculations on how many units will spawn, and the highest/lowers number will be implemented. (So the occupation rebellion needs a upper limit based on the city defenses, while the domestic rebellions needs a lower limit.) Just an idea...
Some comments/clarifications on your entries:
Conditions: Is there some random denominator at work here? Or should we do it the same way as in the present code? (One civ is checked per turn, but the "civilized" ones only have half a chance for the event to fire.)
Termination: None? What about the last paragraph (under Misc)?
Revival: Then there is no check towards whether or not the original owner is alive? (We'll return to the topic of reviving civs at some point, because there need to be some code (re-)setting diplomacy, granting Techs, and whatnot.)
Conditions: The event takes place every time a city is in disorder then? (And not under occupation. But the cultural rebellion is still another event, right?)
Numbers: Do explain!
Type: I agree that the rebel civs always get the Techs of the main civ once they appear. Because they are basically some disenfranchised group/minority within that civ. (I actually think that if the proper civ is wiped out, then any corresponding alive rebel player will turn into the former. Like if Roman Rebels defeat the Roman player - then all cities and units flip back to the proper Romans - presumably under new rule. The warring fractions unite and the civil war has ended.)
Conditions: So this would also be triggered by disorder then?
Rebel Civ: This will be interesting to code, because it might not always be clear what rival is causing the disorder in the first place. So if the code identifies the wrong one, then there will firstly be units spawning that belong to one civ, and later the city will flip to another civ!

And what about war/peace? This event causes the two civs going to war, right? Doesn't the other player get a say in whether or no the rebellion should be supported? (I'm thinking that the units could belong to some third civ, but then those need to be flipped anyway...)
Type: Original owner? You mean the city owner? (What about making these units somewhat weaker and capping the unit type at, say, spearman or something. Because these would mostly be desperate people with little access to proper military hardware. Or the unit type could always be 2-3 steps behind the regular rebel unit type.)
Conditions: I'm not sure what you mean - the sentence could be interpreted in many ways. Please specify!
Rebel Civ: It's always 6 units?

Couldn't this be a cap instead? (Like always at least 6 units - or never more than 6 units.) Shouldn't the city be selected somewhat randomly? (The number of citizens could still weigh in proportionally.) What about a spreading civil war that can spill over to near-by cities? (This risk is only removed once all rebel units are dead. What about ending the civil war once you take the first city captured by the rebels - their capital? This takes away the boring business of mopping up scattered enemy forces and gives the player a clear goal for the war effort.)
Misc: What now? Cities are flipping instead of units spawning? Or both?
