That's not random. That's easy to control by fighting off the enemy invaision with your military.
so its OK if the mechanic is Controllable, even if part of it is outside of your control.
Yes, unhealth and unhappiness are purely negative effects. They're there as critical game-balancing effects, and their penalties are relatively minor and accrue slowly over time. They can't cause you to instantly lose a city.
Unlike combat... so you ARE OK with mechanics that can cause instant city loss as long as it is
Controllable.
(Note: I'm not proposing anything different than combat as a mechanism for city loss)
They protect your cities, meaning that your units are more likely to win fights.
That's a positive effect.
Your units are only more likely to win fights that would otherwise cause instant city loss.
That is what City Garrison/City Walls do, they reduces the amount of "Combat instant city Loss" by damaging enemy units that would otherwise cause that to you.
Rubbish. City defense makes your military stronger. THere is an obvious positive effect.
How is a stronger military positive?.. because you can Do more with it... Well city defense itself does Not let you Do more.
The only way city defense Lets you Do more is by making something you HAVE to do less expensive (like courthouses... they don't give you anything you can do, they reduce something you have to do.. so a Courthouse is a science building.... because it reduces the amount of gold you need)
I wonder if you don't understand what positive and negative mean. Units are a positive; you invest resources, you get a Thing that makes you Stronger.
How does it make you stronger? because you have more 'Things'?
Is maintenance a positive mechanic because you invest resources in a courthouse and now you are stronger? you'd probably say no, so let me continue
Military Units are only positive for 1 reason
1. They can get you a city (oh forgot pillage gold)
on that basis nuclear weapons+siege weapons are NOT positives
Military units (including nuclear weapons+siege) ARE useful for 2 basic reasons
1. Imposing a negative mechanic on your enemy (taking a city/unit loss/pillage)
2. Preventing an enemy from imposing a negative mechanic on you
any "Thing" in the game should do one of those 3
1. Get you closer to the victory line (new cities do that for domination, or indirectly for space race)
2. Make your competitor get away from the goal
3. Prevent/mitigate those things that would take you farther from the goal (some are competitor caused some are 'balancing' mechanics)
I'm proposing that revolution/rebels be
1. Nonrandom
2. Something you can affect the amount of in your cities
3. Something you can affect the amount of in enemy cities (both ones founded by the enemy and ones recently taken by them)
4. Something with multiple ways to handle (nearly pure military up through nearly pure culture/happiness)
In what way is this different than combat (other than the level of complexity in combat)
The Revolution mechanic should not directly cause city loss, it should cause Combat.
That Combat may then lead to city loss.
I think I see the distinction Afforess may be making
Maintenance=Negative mechanic
Courthouse=Positive mechanic (reducing negative effect)
Enemy AI/Barbarians=Negative mechanic
City walls=Positive mechanic (reduces negative effect)
Unhappiness= Negative mechanic
Happiness Booster=Positive mechanic
Cultural borders=negative mechanic (they stop you from working)
Culture generating buildings=positive mechanic
BFC=negative mechanic (it is purely negative that I cannot work a tile anywhere in the world)
Ability to found cities=positive mechanic
The issue for a mechanic that is negative is if there are associated positive mechanics that can be fun and provide strategy (civ 3 pollution failed, Civ 4 unhealth did better)
since you are worried about net effects let me assure him that is not a problem. I'm proposing this 'net negative mechanic as a Replacement for other net negative mechanics (ie unhappiness, enemy culture stealing tiles, possibly even city maintenance, etc.)
We have Health to balance a city size cap... unhappiness is redundant for that.. make unhappiness a way to control the size of your Empire... bigger empire, the cities are more unhappy, they generate more Rebels... (unless you do things to make those cities more happy..ie build temples, put Your culture on the tiles it works, get the right civics)