So, I have been playing the 1.5.6 beta and I've noticed a few things. First, at most 10% of rebellions succeed to create new clans. Second the Khuzaits do not experience rebellions because of "Grazing Rights", which is a government policy they have. They have steadily grown to become the world's dominant power, they aren't unstoppable, but they haven't been experiencing any major setbacks, because they don't experience rebellions. Given enough time they will conquer the entire world, but it will take several decades. The other rising power in my Game, Battania has experienced 3/4ths of all rebellions.Third, because most rebellions fail, there end up being a bunch of clans that don't do anything but laze around in castles and towns far away from their original town. 2/3rds of all clans formed from rebellions in my game have no army and do absolutely nothing. Finally, the naming system is tedious. In my game there are 5 clans called Sargot's rebels, none of which have any armies even close to Sargot.
I suggest a few changes. It's okay that most rebellions fail, that's fine and to be expected, but the Khuzaits do not experience rebellion because of the government policy they get and thus have an unfair advantage. The policy is too strong and it has no downside, because the militia will always be loyal. All policies should have downsides. Maybe having a large militia should decrease the loyalty of town, like -0.5 loyalty per every 100 militia or something. Next, when a rebellion loses its town, the rebel clan should resort to banditry, and the AI should have an increased chance to execute them. That way all these useless clans will do something and if they keep failing they will eventually be killed off. Lastly the naming system (I know it's WIP) needs to be changed; If a rebel clan succeeds in becoming a real noble clan, then it should get a real family name, selected at random from a list of family names for each culture, but it should also check to make sure that no living clan has the same name. If a clan fails to become a real clan and it loses its original town (there is no coming back from that) its named should be changed to a gang name selected from a random list for each culture, and when this clan is destroyed it should be expunged from the encylopedia.