We carried some of your ideas to meeting and also we added some ideas. However sadly most are rejected. As a decision there will be only 2 implementations at this subject.
1- There will be a wage slider for your each party so you will be able to limit waghe of your parties. For example you can set this limit to 500 denars for a party lead by companion X. So this party will stop recruiting / upgrading men when their party limit reaches that limit. Even this was nearly rejected (would be left to future for finding better idea(?)) - we insisted to do it now and it worked.
2-Player will be able to set stance of their parties as one of 3 stances (defensive / agressive / default)
What are rejected :
1-Player will not be able to set a prioritized target for his clan parties. Example : you will be able to set stance as defence but you cannot select a prioritized target. So you will not be able to say your clan party prioritize defending target X (which would result in patrolling around X most of time). (I am not aganist this suggestion by the way and wanted to see at game)
2-Player will not be able to select prioritized upgrade targets or focused troop types like archer / cavalry / infanrty or limit recruiting to any culture. Imo this is not so important too so much micromanagement.
3-Most dissappointing (just as personal view) is as a king we will not be able to do anything over AI decisions as it is current situation of game. We come up with an idea of king to spend influence to boost some war targets. In this scenario king will be able to spend 50-100-200 influence to boost a target so probability of AI armies to select this target would increase. If that target is captured by one of our armies this influence spent by king would be shared by leaders at that army. If any other kingdom capture that target king would get spent influence back. So as king player would be able to boost selection of target. When player is vassal he would see a target chosen by AI time to time (not always). This would add much sense to game. However it is also rejected. If it was accepted you will be seeing something like this (and player would be able to change it if he is the king) :
So as summary as decided design you will get one slider for each clan party for limiting wage of that party and one dropbox for determining stance of your clan parties (so if you select defence stance they will not do any hostile actions but you will not be able to give them a prioritized target to defend - maybe at defence stance we can prevent clan parties to join hostile armies also - however even an army is created for defending it can change idea later). Probably these 2 additions will have so limited effect on gameplay. We are sorry for this. Nothing to do, we wanted to do more detailed systems which gives more control to player (as clan leader and king) which can make gameplay better but we cannot do these without permission. What annoying is decision takers are not coming here and discuss with you even I do not think they read here most of the times. As reason they give us to reject most of these ideas they say our game is not a real time strategy where players have to select targets. They say AI should do always nearly most logical things which does not bother player so player should not spend time and need to select these targets himself or deal with several different micromanagement. However in my opinion in current situation of game being king does not make sense because king has no effect over anything also similar case for clan leader control over clan parties, so spending time for that stuff is not big deal for player even he does not want spend time it can stay at default (which is current situation).
Everybody can have different ideas over game by the way. We cannot know which one best suits game or imporves gameplay we just make some guess. So I cannot be sure about what is best, I cannot say my view is best, everybody thinks that their ideas are best. However I personally support rejected 1-3 and wanted to see them at game maybe some of you think that these rejected ones do not suit M&B series well or some of you can think similar with me. So these are just personal thoughts and we cannot know which is best design before implementing all and trying. So these additional rejected ideas can be tried by mods over time and we will see results.
So adding these decided 2 things will take only 1-2 days after UI make needed additions because nothing much is approved. At saved time I will try to do improvements at these stuff (cannot guarentee removing all back and forths but will try to reduce) :