Maybe I just haven't played the games long enough, but I haven't noticed any kind of effect of prolonged warfare on a faction's economy and populace. And I thought - wouldn't it be more interesting to have wars take a toll on entire faction's economy, as well as the morale of the populace? Realistically, wars were always a hugely expensive affair, and the people themselves also shouldn't just be content with having their villages/towns/castles be constantly raided and robbed.
And so - why not add a faction attribute "Economy/Prosperity" and a settlement (village/castle/town) attribute "Morale". The longer a faction is at war, the heavier losses it takes (even if it later reclaims it's lost fiefs), the lower the economy/prosperity of a faction will fall. And also - the lower the morale of the populace will fall. And a very low economy/prosperity and morale faction couldn't wage war anymore (in extreme cases, some settlements may even revolt). That is, unless the faction ruler decided to raise whatever he could muster and send them to fight (usually to certain defeat) out of desperation or malice. Which could potentially cause revolts by peasants and lords alike.
Now, what would this serve? It would give a reason for NPCs and the player to actually stay in peace for a longer amount of time. It would prevent both NPCs and the players from going to war incessantly.
Also, personally I believe it would make the governing of a faction more interesting, as well as make the dynamics of NPCs within a faction more interesting.
EDIT:
Why not expand this a little further, taking some mechanics of Bannerlord in mind:
On top of the previous, the supply of weapons, armour, horses and food could be finite. Making all of these more important, precious and also making blacksmithing and other professions more important. Maybe companions could also take professions? Or maybe, the player could hire/train/deploy in settlements blacksmiths (and other craftsmen), as well as command villages on what kind of supplies they must create.
In this way, supply of various war resources could be controlled, to an extent, though it would never be infinite, and the war would always drain resources and morale of the populace a lot faster than peace time.
And so - why not add a faction attribute "Economy/Prosperity" and a settlement (village/castle/town) attribute "Morale". The longer a faction is at war, the heavier losses it takes (even if it later reclaims it's lost fiefs), the lower the economy/prosperity of a faction will fall. And also - the lower the morale of the populace will fall. And a very low economy/prosperity and morale faction couldn't wage war anymore (in extreme cases, some settlements may even revolt). That is, unless the faction ruler decided to raise whatever he could muster and send them to fight (usually to certain defeat) out of desperation or malice. Which could potentially cause revolts by peasants and lords alike.
Now, what would this serve? It would give a reason for NPCs and the player to actually stay in peace for a longer amount of time. It would prevent both NPCs and the players from going to war incessantly.
Also, personally I believe it would make the governing of a faction more interesting, as well as make the dynamics of NPCs within a faction more interesting.
EDIT:
Why not expand this a little further, taking some mechanics of Bannerlord in mind:
On top of the previous, the supply of weapons, armour, horses and food could be finite. Making all of these more important, precious and also making blacksmithing and other professions more important. Maybe companions could also take professions? Or maybe, the player could hire/train/deploy in settlements blacksmiths (and other craftsmen), as well as command villages on what kind of supplies they must create.
In this way, supply of various war resources could be controlled, to an extent, though it would never be infinite, and the war would always drain resources and morale of the populace a lot faster than peace time.
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