Yeah, I did get a bit carried away with the exaggeration, didn't I? My point is that running an evil empire, no matter how well you cow the populace, isn't good for morale. Even if you appeal to your race's feelings of superiority, all the other groups will be pretty ticked off. For example, in Nazi Germany's empire, even though the actual Germans were pretty happy with the setup, everybody else was kind of angry.
That's just silly. It's entirely possible to run an "evil" empire (by Galciv ethics, anyway)without fearing the lynch mob every second of your life. The Romans held slaves, fed people to the lions, conquered their neighbors, etc and very rarely did emperors die to mob-related violence. Of course, like every other "evil" empire, the majority of citizens didn't think of themselves as "evil".
You want to know why so many barbarians hated the Romans? I think the whole 'slaves' thing was a pretty big part of it, and that type of unpopularity would be a neat feature in GalCiv. And I doubt that whole Spartacus business would've happened without slavery. Also, considering the turnover rate of emperors at the hands of the praetorians, I wouldn't use Rome as a case for the safety of running a corrupt, "evil" government. I should've specified that lynch mobs weren't the only danger that arises, but the point is that there tends to be a much less satisfied population in "evil" empires, and bad, unproductive things happen when people aren't happy. Also, the budget the Romans put into bread and circuses was enough to run a few small kingdoms, so when you factor in that many morale buildings, it's hardly surprising that there weren't that many riots (not counting the ones inspired by the chariot races)
For that matter, the British would have been considered "evil" during most of their colonial phase - exploiting natives and colonists, denying people say in the government, encouraging the slave trade, exiling criminals to Australia and forcing them to work, etc. None of that resulted in any monarch's head being forcibly removed, at least not by mobs
A lot of the reason for that was they took brilliant advantage of pre-existent racial enmity. I'm not saying that evil empires should be fearing for their lives, just less popular.
Similar things could be said of the Mongols, the Greeks, Nazi Germany, Imperial Japan, Communist China, the USSR, the US, and darn near any other civilization you could name. Every one of them would be considered "evil" from many points of view, but none of them have lost entire governments to mob violence.
Considering that a rather autocratic type of rule was the norm, it's understandable that the resistance to these countries' reign wasn't always the least popular thing, but there were a few uprisings: Philippines in a state of guerrilla warfare (US), Warsaw Riots (Nazi Germany), Czechoslovakia and Hungary (USSR). These reflect a low level of morale in the brutally subjugated outlying colonies, something a morale modifier would accomplish.
There are some that have, of course. Pre-Revolution France, Czarist Russia, and pre-Communist China spring to mind, and I'm sure I could think of others if I tried. These seem to have happened either by being too evil, or not evil enough, - either they failed horribly at maintaining a bare minimum of morale and the illusion of stability, or they didn't sufficiently suppress internal dissent. Probably both at once, of course.
Don't forget the revolutions of 1848 that happened in pretty much every country in Europe. Those were a pretty big deal, even though they didn't overthrow the rulers, an equivalent rash of riots would've caused some serious problems in GalCiv. But these failures show how delicate a balance running an "evil" empire really is.
If you truly want to play a "good" civilization, you would have to win by diplomacy or tech, assuming there is at least one other "good" civilization in the game. Conquering an evil civ might be justified (of course, for moral sanctity it would be called "liberating"), but no "good" civ could justify the suffering and deaths of invading another "good" civ, and probably not a neutral one. Ruthlessly crushing their culture would also be contrary to moral policy.
Yeah, sounds about right. Some alignment penalties for war would be nice, can't help but agree there. An influence and morale bonus for being good would help guide "good" civs onto an influence/diplomacy path, and the bonuses for good are more desperately needed than the penalties for evil (but those are important, too). And you aren't crushing their culture, you're 'enlightening' them, and incorporating them into the 'greater good' See the Warhammer 40k tau for how to run an occasionally violent, aggressively expanding, but "good" empire. Remember, "good" is in they eye of the beholder, and morality is relative. It seems that the "good" races are "good" in the same way that paladins in Dungeons and Dragons are: moral and incredibly stuck up about it, and completely willing to justify killing most things by saying that they were evil or 'not good enough' and their destruction was justified, and even necessary.