The whole perma-revolt thing makes the game unplayable by about 1860-1880.
I believe the root cause is two-fold. First, the ridiculous life demands of craftsmen. Yes, I know that this is deliberate for some kind of balance issue. Well, it stinks. First of all, militancy of craftsmen is constantly rising. Second, its unintuitive and unrealistic. Coal miners and dirt farmers are making money hand over fist but the craftsmen, even mid game with a lot of techs and some profitable factories are at like 30% of life needs.
Militancy rises rapidly which IMHO is one of the causes of the perma-revolts. I've had profitable factories - notable a level 2 steel factory making 300 a day, but not even close to life needs for crafties. I would attribute this to my incompetence but the AI is having the same issues.
I haven't ran the numbers, but intuitively I'm thinking that craftsmen demands for goods like grain would exceed total world supply - a 30,000 craftsman pop needs like 100 grain (going from memory)? Multiply that by all craftsmen and then the rest of the pops. World production of grain is something like 8500-9000 in my games. I strongly suspect that it is in fact mathematically impossible to meet crafty life needs for any significant percentage of craftsmen. That means constantly rising militancy, demotion problems, etc.
Second, the average militancy calculation needs to be tweaked. As France, with revolts in basically every province average militancy was <1.0. This prevented Liberals from supporting social reforms which could have at least lowered militancy temporarily. A different calculation here would be helpful - I have blood running in the streets, every province in revolt but militancy isn't high enough for reform?
The GPs all in basically constant revolt crashes the world market and probably has a lot to do with the late game economic collapse.:wacko: