Quote Originally Posted by Makanyane
@Monkwarrior well that sounds like the normal loyalist revolt problem described in the thread I linked to, as the faction about to acquire city wouldn't be able to build unit.
I must say that I didn't understand very well the problems and solutions posted there.
You mean that if a city is rebelling, but the faction is not able to recruit any unit, then the game CTD. Am I right?
I thought that the rebellion took units from descr_rebel_factions, irrespective whether they are recruitable or not under those conditions. But as you say...
Quote Originally Posted by Makanyane
When you tested was the one that revolted without problems revolting to rebel or to previous faction owner? If it was only revolting to rebels there isn't a problem, and it might be that only one of the cities was due to revolt to faction owner.
In the tests without problems the revolt was to previous faction owner (I don't know in the other one, as the game CTD before showing the revolt). Thus I feel that you are right about the loyalist rebellion, and I begin to understand the usefulness of the peasants recruitable in underdeveloped settlements.
Quote Originally Posted by Makanyane
If you're experiencing variability in this look for is mercenary available in region? That is necessary for this particular CTD to trigger. Also if there was still a building that could make unit for the faction that town would revolt to, was it damaged in one test and not in the other (the riot process prior to revolt can damage normal buildings to the extent that they can't produce unit and so create this problem)
I don't understand the role of mercs in this type of CTD. Why their presence causes CTD? I don't know if they were available to hire, but probably they were, as I try to keep a good number of mercenaries in all the regions to include more variability in the armies.
I must check the degree of damage in the buildings (or even if they were not destroyed) in the subsequent tests.

Thanks for your help and patient.