Yes, it's pretty hard (senate has some hefty hard-coded bonuses) but not impossible.
In XC is the senate is a superfaction? I just tried launching RTW with BI.exe, playing as the Senate, capturing a new province, decreasing public order to 0% and still the settlement will not revolt at all. It won't even rebel (the 'unrest stage one turn before it revolts, when the pitchfork icon appears).
You mean by a script? Haven't tried that, but regardless of whether I play as the senate or not, superfactions don't seem able to have revolts in the 'normal' way.
Does the faction not being called "romans_senate" affect anything? It makes the senate tab disappear, I think. Is that correct? Does it do anything else?
So, what were those "hefty bonuses" you mentioned a few posts above? Are you referring to their inability to suffer revolts or something else?
Sorry for drilling you with those questions, the topic interests me and I'm hoping someone will have solutions to a couple of problems I can't quite solve (one of them being the revolt thing).
Hefty bonuses I mean that it seems to be still harder for a senate settlement to revolt but by removing romans_senate or roman culture if order gets low enough the settlement revolts with a CTD.
I can link you to XC5 alpha if you want to test it for yourself.
Wait, are you saying multiple superfactions work?
And here: http://www.wmwiki.com/hosted/cv/xcfi...st26212013.exe
Playing as the Seleucids in XC, who are the superfaction of Bactria, Pontus and Armenia, I still can't get revolts even at 0% public order. Same thing when I play as someone else, gift them a settlement at the other side of the world and make the settlement's public order go to 0%.
Can you tell me what steps you followed and managed to have a revolt?
I have been able to set something up in vanilla in the past that worked. I made a Unified Rome Mod for the Mundus Magnus map, and took the other roman factions completely out of the campaign. I still got missions which was pretty cool.