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Anyhow, avoiding rebellions in Imperator is easy, they are meant to cause problems for big AI blobs like Rome, Seleukids or Maurya, or help human Kush fight Egypt, for instance, but so much for a human player. Unlike, say, CK or Victoria.
Can you explain the scenario properly? You seem to suggest that you have already existing armies at zero morale (which is rare) and the rebels get to spawn their full morale armies right next to yours? Is that right? I've never encountered a situation like that in the game, so I'd need to hear about the context for your scenario before I could provide any useful insights.
The rebellion spawns outside the city, deleting the 200 gold farm that took 730 days to build to make room for the rebel fort.
Must have missed the big red "stop rebellion before it happens" button everyone else seems to have. I just have a Senate full of rebellious idiots demanding contradictory agendas.
In regards to your issue with only having two territories, yeah, that makes it harder, but you chose to play a harder nation. You're not going to have the resources of a vast state to contain an armed rebellion. On the flipside your nation state is much more contained than a larger power, so solving the situation politically should be much easier. Just find the (likely) one person whose powerbase is giving the rebellion its key backing and brown-nose that character until you can find another solution for handling them.
Also, if losing the farm is such a concern, then why are you so resistant to trying to stop the rebellion before it begins? That's the only way to keep the farm.
1. I'd recommend not starting with a tiny minor, by the sound of it some hellenistic or italian tiny nation, with just two regions and one of them being a city?
2. Don't waste 200 gold on building a farm, the return on that, especially in the early game is miniscule, use the money to hire mercs and expand, preferably getting a surplus tradegood you can trade away, the profit from that will be higher by a 2digits factor, not to mention that you get more pops wich you can assimilate (or even better maybe you can snatch some already your culture).
Rural buildings are only worth it in early game to lower the amount of slaves needed to produce a 2nd trade-good in the region (and only if you actually have that number of slave-pops you can move there) and even then you are often even better off investing that money in expansion.
3. more precise are we speaking of a rebellion as in "disconntend pops rising up" or are we speaking of a civil war as in "too many important characters in your nation hated your guts" ?
Peir.
I have 200 hours. This is not my first ride.
The rebellion starts counting down at game start.
There is not, in fact, any single idiot in my government I can coerce/bribe/kill, it is usually the entire family at least, and more often than not more than one family.
I have exhausted every single bribe, persuade, granting holdings, giving free hands, making friends, murder, stability boosting, granting cultural rights, passing popular laws, and every other option the game gives, the rebellion is going to happen, and the free fort and manpower puts the rebellion on superior footing out of the gate.
My levies have no morale because they get raised when war happens not before.
It seemed more cheese to just have my levies permanently occupy the rebellious province.
If I wanted to completely avoid this I would play as a city-state so there cannot be rebellions.
I did that, getting from city-state to regional power is the issue, I always collapse from internal strife, not external threats.
As for rebellions, a mercenary company assaulting their fort and the war is over within a month. As mentioned before, you know exactly when the rebellion will fire, you know exactly your morale gain per month, so it's a no brainer to plan ahead in order to have a mercenary band at full morale to crush the rebellion.