I'm missing the local stuff.
To be honest, Iam not the friend of all the local stuff. Not everyone is a friend of micromanaging 20 specialists for each of your 20 cities only to stay above 50% happiness.
I think bringing down happiness to a city level only adds more unnecessary levels of complexity. We have run the happiness system for years only on a global level and it worked.
But if you really want:
We could arrange, that every source of Stability Point generation is local. A city could compare then its local stability point generation (infrastructure, luxuries, policy effects,...) with the national average value and in comparison with it, it gets advantages or disadvantages.
Where would rebels spawn?
Rebel spawn would happen at cities with the lowest SP-generation. Cause puppets didn't generate any SP, it would nearly automatically hit those first, which makes sense. They are occupied cities with much less rights than the normal cities. They also don't have the option to purchase units and are normally more vulnerable than founded cities. As rebel, I would chose such a city first to establish a base.
Personally, I would let them spawn as ring around the city and grant them a promotion which gives on the one side March but also didn't allow them to pillage.
What limits the maximum Stability Points? Is it the total population or something else?
The first source is your palace (let's say 100), each additional city increases it too (let's say +10). Then comes the infrastructure, I would say the first SP-building could be the council, which not only gives you +0,2 SP per turn, but also increase your max by, let's say 3. (which buildings or numbers are taken is open, only my first idea)
So infrastructure is still important, similar to the current situation, but you are now able to see a very clear result of your decisions.
(maximum based on pop would make growth again too powerful, cause this is something the mechanic should keep in chess)
Or if you do nothing else but growing populace, it will cost extra sp.
I think too many extra rules would ruin the effectiveness of the system. I would like to implement only all necessary/wished options but keep the rules for them simple.
Then there's the little problem of how to transform what we have now into what we want to see, in a balanced manner.
The balancing will be difficult, sure. But in the end its adding and removing flat points from a bank, every one is able to watch that. Each option and each task has clear numbers. Cause of that, I would try to let the community do the main job and relieve the developers as much as possible
The new mod could come with a short manual, where everyone can find the entries for buildings/luxuries/policies/... And is able to adjust the values for its own. Give the community a month and all the enthusiastic VP players will feed te developers with THEIR best numbers.
