The reasoning behind reinforcements mechanic is tied to game engine's limitation. If we had the capability to deploy all our units at once without any performance hit then there would be no problems at all.
So we shouldn't look at this mechanic as "reinforcements" but the developer's workaround for game engine's incapability.
I'm fine with that workaround as long as it makes sense.
that would be a mistake, although still a possibility. The only "correct" path is for them themselves add substance to the game and allow mods to be, well, mods, not fixes.
So buff the other workshops maybe? I can't think workshops are working as intended right now as it is. If they're supposed to be equivalent with caravans right now, and based on the clues in the design of the game it looks like they are, then they're failing spectacularly and badly need a buff.
I was wondering if it was just me or if this is just the norm with the rulers of the kingdoms but I only ever got my first fief when my faction took over a castle, then they preceded to give me control over it, which is awsome and nice and all buuuuuut.....
1.I dont have the income to support the garrison stationed there
2.By the time I get there, its already been sieged by the enemy
I know its early access and thats why im hoping by mentioning this here we could maybe change it back to how it was in warband, where you recieve one of the numerous towns that your king possess and isnt entirely in danger of being sieged or raided right away
The anomaly is that TW hasn't gotten around to nerfing them yet.
I mean, pottery in a key handful of cities used to make bank. It was nerfed.
There's actually a few really high ticket things to spend money on. Buying loyalty and fiefs. Those run into the millions of coins, and fiefs ALSO require what becames an intensely tedious grind.
But, like, the best way to make money is fully exploiting the crafting system. If you utilize a full party, the inputs of crafting are drastically cheaper than the outputs, and you easily end up with like a dozen 30 to 50k swords in a couple days(ignoring super priced javelins as an obvious bug). And those swords ARE worth that much and always have been. But, hope you like crafting.
I don't buy workshops until I am in the endgame because I am neurotic about losing them if I go to war with the faction I put them in, so I simply wait until I literally own the cities I workshop.
I have never had trouble running a profit. But I also craft.
Found your problem.
In current EA state, proceeding to independent kingdom is asking for tears. The kingdom management, diplomacy, and a host of other mechanics for that stage of the game just aren't there yet. Not merely "only partially implemented" or "poorly balanced"; not there at all. They told us as much pre-release in devblogs. Of the 8 bulletized points you listed, I think this explains at least 4 or 5 of them.
I am NOT suggesting that you somehow made a mistake or played poorly by creating a kingdom. Instead, I criticize TW for allowing kingdom creation in the first place. They knowingly (and, to be fair, openly) left a void in the game...and in EA, I don't necessarily have a problem with that in itself. But then they gave us a door (via the main quest) through which the player can step into that void anyway. That's the decision I find completely inexplicable. (and now in 1.4.1 they've given us a "sandbox" route to do the same thing even faster...like that's gonna help...).
Well, gotta pull your leg here... Game Development is not as easy as you're putting it, if it was, I'd ask, why then doesn't any random fellow create incredible games?
I know answer, and I bet you do to... It's never simple... Something that works on paper doesn't necessarily works on practice. It's easy to have uneducated ideas for games or even movies, but in practice you must know what you're going to face on production. From my PoV (and I am already really REAAALLY harsh on TW), I think they've lost it, they've made some mistakes, there were logistical issues, and they didn't really plan their own brain-storm (original idea). During production there were a significant amount of announced cuts, but I bet that there were even more non-announced that nobody knows about, and I'm being harsh just to be saying this. I still find the game to be in a okay direction, but I doubt it's as bad as you're painting. Creatively speaking, you sir, are more likely to be the clueless one than they are.
As for me? I'm the idea man, it's like my profession since always, and I have both the academic formation to do that and know about these things called Game Development due to a thing called Bachelor, and what I see here is that mostly it's bad implementation rather lack of. At this point they can't fix some things that I believe to be wrong in the game, because it's on a really late stage, but their game is in a much better shape than most EAs that have achieve incredible success (like that ridiculous Space something EDIT: researched, that No Man's Sky)
What saddens me, as a fan, is that this game will take a long while to be good, cause as of now, it's just bare bones, so they need to give meat to the game before it can be complemented and given fashion looks and other nonsense. Considering some factors, my best guess it's that it'll take from now, at least 6 up to 12 months for the base game, and at least 6 more for some cool additions or "cut recoveries"