What To Avoid
I think it's important to avoid 'more of the same', for example, to make the killing and conquering more enjoyable, let's add more killing and conquering. This is unless it can be done in a way which gives us a unique experience and offers more to the player than just 'Well done, you've beaten the invasion, they're all gone now.'. If an invasion is to happen, it has to have some kind of major effect on the game, it has to effect the mechanics, it has to alter how you decide to play the game from this point onward, it has to be more than just a large group of enemies that are hard to defeat.
What To Consider
- What kind of systems can be implemented that give us a goal, something to work towards in the late game, that is meant to be built alongside the Kingdom?
- What can be done so that every play-through has the possibility to offer an unique and dynamic experience to the game?
- Ideas for unique and rewarding quests that can only be accessed when you've met certain high-level prerequisites. Such as Level, Relation, Right To Rule, Honor, Money, Lands.