Based on a comment by Scott.
Each new settlement begins with a loyalty of 0. This score will increase or decrease over time, stochastically.
Positive effects include: being the capital and being surrounded with other cities of the same hegemony.
Negative effects include: being of a different race than the capital city, being in an enclave, and starvation.
A low loyalty will not immediately incite rebellion. A negative loyalty will, however, make it possible, and lower the bar to rebel. Because the score moves semi-randomly (nudged by the factors above), it's possible for a town to pull back from the brink, as it were.
Cities which are conquered have their loyalties reset to 0. Previously, towns would trade hands and rebel constantly, and a kingdom would put down a rebellion only to have it erupt again the next year. With the loyalty score, that behavior is still possible, but tempered. Depending on the random outcome, peace and order may be restored, or not.
This can also have effects during war. A disloyal city, faced with the threat of attack, will simply surrender.
Speaking of war, I fixed a "small bug" where nations would claim to be at war and then not do any actual fighting. This is odd because the normal way of doing things today is to do a lot of fighting and then claim to not be at war at all.
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