Maybe rather than blathering tl;dr, you should actually read. It's a useful skill in life and it would allow your response, should you bother to make one, a bit more chance to be on topic and actually address what was said.
You're correct, 'tl;dr' wasn't the appropriate opener there. My apologies, it was a lazy comment to say I didn't read it.
I did read the topic and stand by my point that a quadratic function for mil points for harsh treatment makes sense; both from a gameplay perspective & a historical perspective. Historically, the dangerous revolts were not many and small, they were unified and large. In game terms, this creates meaningful choices: do I risk a massive revolt by maintaining or lowering autonomy, or do I give up some income/manpower/etc. by raising autonomy to grant this group some measure of self-control? Further: if I decide against giving in to their demands, do I dump increasing amounts of resources (mil points) into subjugating this group, or do I risk their uprising and face them on the battlefield?
Historical basis and meaningful game choice.
An example: as a slightly-expanded Ottomans, you have to deal with various cultural/religious groups that resist your control. Facing a small Albania revolt, a small Catholic revolt in Cyprus, and a small small Syrian revolt in Aleppo -> these should be easy to deal with. However, the Ottoman empire should face significant hurdles (worse than the combined problems of the other revolts of similar aggregate size) when dealing with a unified, large-scale Greek revolt. It creates a realistic simulation of how empires struggled to control large groups of foreign populations or religions within their borders: they would often have to grant them some quasi-independence to relieve the pressure (autonomy). Many people often complain that empires in the game are too stable: creating a flat rate or linear scaling by revolt size give an even playing field for large & small nations (kind of, large nations will still be able to marshal larger armies to crush the revolts). However, the quadratic scaling makes large scale revolts a significant threat because they can force you to give autonomy to large groups.
In addition, it makes gameplay and historical sense that large revolts ALSO have the effect of boiling over more quickly (as the OP said, double jeopardy). OP is correct in saying that a flat rate (to pay for harsh treatment) still means that larger revolts are more dangerous (troop concentration, density of revolts, impact on larger area, etc.). You would be paying the same flat rate as other revolts, but more often. Having more locations/people with unrest naturally means the rate of incidents of conflicts is elevated compared to small uprisings. You can imagine that unrest on a large scale is akin to a positive feedback loop: where events that occur provide the motivation for further events. A small increase in the rate of occurrence of conflict in a positive feedback loop can escalate the conflict in a way that is better modeled by a quadratic function.
The French monarchy could have killed every single citizen in its borders without a sweat if it happened one at a time or in small groups. But yet, the Bastille was stormed & overturned one of the most powerful states in its time. Revolts have good reason to be non-linear in their impact. Historical basis and gameplay balance.
[Edit: I should add that there are even further options at your disposal. If you are set against investing the points long-term to harsh treat, don't want to fight the revolts constantly & don't want to grant more autonomy: consider converting the culture and/or religion (a small term pain for long term gain). Maybe now the dip point investment to convert cultures has more value when compared to the cost of harsh treatment (mil points), revolts (manpower/cash), or autonomy (again, manpower/cash). Even if you only convert a province or 2 to decrease the unrest faction size.]
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