I suppose I don't understand how your post differs from rebel spam.
Pretenders to the throne? Already in the game, as rebels.
Local lords decreeing Independence? Basically separatist rebels.
Destabilization by neighbors? Already in the game as espionage actions.
Disloyal states hurting your economy? Already in the game.
Now, maybe what you're saying is "These things are in the game, but they should be more severe." Is that it?
It's a question of quality of representation, not fact of representation.
As I said in my post, if we abstracted war to the point that you just pressed "improve military situation" to spend 100 MIL points to get +1 military situation, and whomever had the best military situation score won the war, we could reasonably say "war is in the game", but it would be a pretty boring war-game. Nonetheless, it
would be in.
So, to speak to "pretenders to the throne" there are a number of different ways that can be represented:
- It could be implemented as a random chance: when ruler dies or legitimacy is below X, an event can fire in which one or more pretenders pop up.
- It could be implemented as a product of powerful generals: if generals were given a variable (something like "personal fame") which increased with victories then when a ruler dies or legitimacy falls below X they could have a chance per month based on their fame to become a pretender to the throne.
- It could be implemented as a feature of the estate system: when the nobility estate's loyalty falls below a certain level there's a chance per month...
- It could be implemented as a feature of a
massive expanded estate system where the nobility is broken up into a number of "houses" and if any given house's loyalty falls below that level then
that house might raise a pretender
- It could be implemented as a feature of a deep centralisation simulation where every province or area of your empire is granted to a house and has its own wealth and levies, which if you don't do what they want might be deployed against you in a bid to take control (or just split off and achieve independence or join a different realm)...
None of the above are necessarily "rebel spam". Any of the above could be represented using dynamic tags like colonial nations—pretender rebellions spawn a P01 tag which takes some % of your development and declares war on you, for example.
Things can be represented in different ways; some ways are better, deeper, or more satisfying than others (and on the flipside demand more development time and player bandwidth). Each is represented with a certain level of abstraction. The things you've listed are referenced in the game in highly abstracted forms—abstracted to the point where (I argue) they have little or no strategic relevance and add little or nothing to the game. People in this thread have suggested that they'd like for them to be less abstract and more central in the EU series going forward. I'm inclined to agree: I would love an EU with much less interest in warfare and much more interest in the kinds of things you've listed above.