2 observations:
- sometimes a few of the defender siege engines on the campaign map are invisible
- the AI needs to respond better to low loyalty in a fief especially if its a foreign culture, i'm pretty sure they just continue constructing random buildings like workshops. instead they should do what the player does which is to stop all construction, turn on Festival & Games project until loyalty gets to a middle point, then build fairgrounds until loyalty gets low again, turn back on Festival & Games, and so on
anyways keep up the good work, i think the game is approaching a level of polish that could be considered a full release
The problem with that is: if the AI starts to do the same as the player RE: loyalty, we would never ever see a rebellion aside from when it's actually the player that forgets/doesn't have time to visit a town to change it back to festivals, whereas the AI that I assume can operate without even visiting the town in the first place, would never find itself in such a situation.
The system is flawed and barebones, like many other parts of the game (workshops/caravans/alleys).
You fix the AI, you basically remove a feature/break something else.
They should rework it in such a way where, for example, festival and games actually cost money and poor clans wouldn't be able to afford it, leading eventually to rebellions, or find another way to make it harder to keep up the loyalty. Because loyalty is an issue for Towns only, that's still unlikely to happen since the clans owning towns tend to be the richest anyway but I guess that the player can wear them out by beating them repeatedily.
In any case rebellions in general should happen more often, not less, in my opinion.
I would actually link them more to how often and how badly they got raided/plundered/changed hands, and expect them to be happier thanks to a long period of not being besieged rather than just wanting to be owned by a same culture faction. If that faction is so hopeless that it constantly allows them to be besieged/raided/conquered, it should change how much they value the culture aspect.
Plus, sometimes rebellions keep happening over and over as soon as the faction regains the fief, but surely a squashed rebellion would make peasants think twice before doing it again. There should definitely be a waaaay longer timer forcing the fief not to rebel (if things stay as they are, meaning the AI not doing anything to increase the loyalty).
Rather than fixing it for the AI it should be harder for the player to keep all their fiefs under control...
But again I certainly don't expect big changes on that front at this stage, although given the fact that we are still (in theory) waiting for the claimants and other stuff with the next updates, who knows, maybe they will improve this side of the game rather than just adding the claimant quests on top and calling it a day.
Given the development trend so far since EA, I'd be surprised if the whole system was revamped but we'll see.