I personally like this division between civil and military administration instead of having simply organize games and food distribution intrigues.
If it was entirely up to me I would, however, streamline a bit the effects associated with each of these intrigues. I feel like at this stage there are a few too many effects there, some of which, like for example the penalty to the state cultural conversion, are counterintuitive to what the player might expect.
It could, for example, be something of this kind;
Civil Aministration;
Bonus to PO
Bonus to Food
Bonus to the Civil Research
Bonus to the Construction Costs
Penalty to the Recruitment Costs
Penalty to the Unit Replenishment
Penalty to Banditry
Penalty to the Military Research
With Military Administration being more or less the reverse of these effects, making sure at the same time that for each intrigue the positive effects always outweigh the negative effects as the player still needs to pay a relatively substanstial sum of money for them in the first place.
Other than that, I can also reiterate what Nordling said above regarding the marriage intirgue. I very much like the way it is now with the bonus to PO for a number of turns - such occasions would always be a much-celebrated event not only for the bride and the groom and their families, but for the whole community - and the character in question being put of out action for one turn.
Regarding these marriage intrigues, I was wondering if it would be possible to have a special event associated with the marriage intrigue for the faction leader or any member of the ruling party that would give some extraordinary faction-wide bonuses for a couple of turns to reflect the significance of such marriage of a king, his son, or his daugheter?
With regard to the current state of loyalty, it seems pretty balanced at this moment, so well-done, Jake! I'm still at the very early stage of the campaign, around 30 turns in, and the loyalty for each party shifts within the region of +10/-10 most of the time. I suppose this will be more difficult to handle at the higher imperium levels, but that's also the point, after all.
The only thing I would suggest is that you may want to consider to make these effects of negative loyalty from the higher loyalty levels and positive loyalty from the lower loyalty levels, hidden effects. I understand the concept behind this and, like you said above, the mathematical approach totally makes sense here, but I just simply think that it will be more sensible to hide these effects so that the player does not see them as many will certainly wonder why on earth I get the negative loyalty from the positive loyalty levels and vice versa, and they will most likely keep on asking you that question over and over again.