Then tweak captain rebellion modifier by making 0.2 to 0.0. So captains don't revolt at all.
In the descr_campaign_db.xml file
change this to
Code:
<revolt>
<end_turn_modifier float="1.0"/>
<excommunicated_modifier float="25"/>
<new_leader_modifier float="10"/>
<max_effective_loyalty float="7.0"/>
<rebel_region_modifier float="2.0"/>
<shadow_region_modifier float="2.0"/>
<rebel_border_modifier float="1.1"/>
<shadow_border_modifier float="1.1"/>
<num_units_modifier float="1.05"/>
<captain_modifier float="0.2"/>
<min_revolt_chance float="0.0"/>
<max_revolt_chance float="80.0"/>
<ai_revolt_modifier float="0.05"/>
<revolt_additional_armies bool="false"/>
<revolt_crusading_armies bool="false"/>
</revolt>
this.
Code:
<revolt>
<end_turn_modifier float="1.0"/>
<excommunicated_modifier float="25"/>
<new_leader_modifier float="10"/>
<max_effective_loyalty float="7.0"/>
<rebel_region_modifier float="2.0"/>
<shadow_region_modifier float="2.0"/>
<rebel_border_modifier float="1.1"/>
<shadow_border_modifier float="1.1"/>
<num_units_modifier float="1.05"/>
<captain_modifier float="0.0"/>
<min_revolt_chance float="0.0"/>
<max_revolt_chance float="80.0"/>
<ai_revolt_modifier float="0.05"/>
<revolt_additional_armies bool="false"/>
<revolt_crusading_armies bool="false"/>
</revolt>