Systems implemented like this, although many start off with noble intentions, can become inflexible. Often what happens is the country is punished for expanding, even though they might have an growing (Not necessarily large) economy, loyal armies, and efficient administration; all the things which allow large, multiethnic empires to function well. A good "civil strife" system would use these variables (And maybe some others) to calculate how loyal the populace is. Of course, the question is, can these all be implemented with the TW Engine?
Many a great man has been let down by treacherous underlings, or events outside his control.
Basing the entire stability of the nation on the traits of one man is A. Unrealistic and B. Gives an inherent advantage to the player over the computer.
Although this is borderline irrelevant,
Rhye's and Fall has implemented a
superb stability system which very accurately models a system of stability for large empires. Of course, if you're not a Civ 4 player, then most of that will mean nothing to you, and it's impossible to implement perfectly into MII:TW, but it should give you a few ideas as to what should be included in a "Civil Strife" model.
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