Clans:
The fact that any family member that is not a governor/party leader/party member, will randomly go to various settlements to improve relations is ineffective/undesired. This ties back into the Family members cannot directly improve relations with a particular clan point. They cannot be kept in an owned settlement to help their chances of conceiving children with spouses or improve relations within the owned settlement along with the governor. Forcing them back to a settlement by temporarily making them governor only keeps them there for a day or two.
Courtship needs a slight workover to make it feel meaningful and take a little more time (1-1.5 months). Clan status/level should play a role in which people you can court/marry (example: cannot marry someone in a rank 5 clan if your clan is below 3) Your kids will likely have more available choices if you have moved up through society.
Some spouses should view their equipment as their own and not part with it. (more of an exploit fix to keep people from just ganking the best gear within a week of starting gameplay, longer courtship would also minimize that problem.)
Flavor text and diplomatic options/rewards needs added for in-laws. Some example diplomatic rewards/options for being in-laws: lower influence needed to pull into army, will vote with you on kingdom decisions unless relations are poor, and option to get them to stay out of a fight if on opposing sides, unless it is their fiefs they are fighting for. Rewards and options are nullified if their daughter/son with whom you were married to dies (to prevent exploit).
General flavor text and options added for spouse. Spouse should have court intrigue or interesting things happening in the kingdom to talk about with the player.
Relations being individual + clan instead of just clan would have allowed some relationship building within the clan. Now spouse, kids, other family, and companions are stuck indefinitely at neutral and destroyed any real story building.
UI:
There should have been 2 UI options: robust and cinematic. The current UI is more cinematic keeping information minimal while allowing the player to enjoy the scenes (which seems to be the primary theme of this game’s development). It however really could use a robust UI that offered more of the information right in front of the player for those that like/need to keep track of things without having to constantly consult the encyclopedia. Having to open a book in the middle of an interaction with a lord is more emersion-breaking than giving me a toggle or directly showing me things while I’m interacting with them.
The encyclopedia gets too laggy loading in the unique portraits of all of the lords. A possible solution might be to have it just take a life-stage screenshot of each lord and load that in each time. We do not really care if they are smiling or frowning or what they are wearing. The point of the encyclopedia should be about getting us information fast if we are to be expected to rely on it as our primary source of information.
The encyclopedia really needs a button on the player’s main HUD. Its okay if its optional and can be removed later but new players are going to have a hard time finding necessary information without it. Yes, I know the hotkey is quicker, but the button is more user friendly to start with.
Settlement food stocks in the Manage Town, Manage Castle, Clan Fiefs, and Settlement screens should be under the following format: <Current Food> / <Maximum Possible Food> [food icon] (<+/- Daily Food>)
Garrison numbers on the Clan Fiefs and Settlement screens should be under the following format: <Current Troops> / <Maximum Possible Troops>
A Kingdom Diplomacy Sheet is sorely needed. Preferably one that shows what the diplomacy between each kingdom is similar to Warbands. If at war it should show that they are at war, who started it possibly using an icon to denote it, and how long the war has gone on. If at peace it should show for how long the peace has stood and if one kingdom is giving tribute to the other.
A Kingdom Diplomacy Graph would be useful as well similar to Age of Empire II’s power graph shown at the end of the game, though not as pressing I think as the spreadsheet.
If an item is locked in the trade screen do not let it be sellable until manually unlocked.