Popup bug: Fixed
I was thinking maybe allowing the kingdom of light, and only the kingdom of light itself, to activate a "Doom Clock". For every city they had it would tick up by one, and you'd lose on reaching full. That would mean that you could have a direct enemy, and anything you could do to remove even a single city from the kingdom of light is helpful. Would definitely cement them as the primary enemy. Should work in both game modes.
One solution could be to allow investigators to discover they were wrong, and that a given target isn't enthralled after all. Should be easy enough to implement the mechanics, but getting the UI to work could be trickier. Lots of different information can be carried by messengers, and it all needs to be easily spotted from the map view without selecting individual units.
That makes sense. Might change it so it's not a necropolis, if it's automatic, make it more natural-like, such as having the corpseweeds grow over the entire city. Would prefer to avoid it connecting to the corpseweed network, though, to make it a more distinct type of resource.
Deconverting corpsehearts can be added, no problem there.
I prefer keeping units separate, to make it more "undead hoard"-like, and less organised. I'll just add in a small random factor.
Dislike allies gains 25 dislike to everyone in their social circle. It might just be underpowered. All you need for a civil war is more military to be controlled by lords who dislike the societal leader than by those still loyal + the leader themselves.
As to your other message:
There actually IS an entourage ability which causes peasant uprisings. It works by making the peasant politics oppose the lord's, thus increasing unhappiness. Peasant politics is something I really want to get working, because it's neat and spreads from city to caravan to city and adds a global dynamic to the political landscape, but for now it's very invisible and few things work with it.