I like to play it safe by making as many kids as possible as soon as possible lol. Or, at least, an heir per bloodline down the line. At least until "retirement" is implemented, it's actually a bit of a risk to live too long relative to your designated heir because, well, if you die at 70 and you had your picked child at 25, then they'll be 45 and nearing death when you enter them.
I'm not sure where (officially) you read of the political system being a placeholder--I've seen disgruntled players say this but nothing official. Unfortunately, since the game's still in development despite being "officially done," it's impossible to be sure of anything since we could be 6 months away from a major overhaul of this or that or it could be "properly done" with only bug fixes and minor additions before possible DLCs.
Relations DO NOT factor into fief voting unlike Warband, I can confirm that much since the developers actually spelled out how fief voting is determined, but I cannot say what relations does and does not impact otherwise.
I'm not sure what determines bride/groom costs; I know when I, as my daughter, became sultan and went husband hunting, I eventually have up on the third or fourth rejection and just "bought" a husband and found I could be paid ~20,000 denars if I wanted to be lol. She had high Medicine but low other skills and was of Clan Tier 6 negotiating with a Tier 4 or 5, so I'm not sure what determines pricing here. I did not convince my husband-to-be to marry me (I know succeeding this minigame greatly adjusts pricing to be more favorable to the player) so maybe I could have charged far more if I had (not that it would matter--I was a multi-millionaire lol).
Both; youth speeds up growth and old age retards it AND successive generations are blessed with more initial Attribute and Focus points. If you have, I dunno, 3 kids, spaced out in such a way that you had your first when you and your spouse were in their early 20's and the last in your mid 30's, you'll likely find your youngest child the most blessed with Attributes and Focus points (at least in my anecdotal experience that I only noticed a possible discrepency in after the fact...).
Therefore, when a character approaches 50 years of age, their growth rates diminish considerably and while they're teenagers they're super-charged. PLUS inherited bonuses (that I suspect are based on the stats of the parents, but I'm not sure).
idk how to do parted up replies
so i will try like this (lol nvm i literally just found out how to by *trying to do it like this* - copy pasting the part)
well, if you die at 70 and you had your picked child at 25, then they'll be 45 and nearing death when you enter them.
yes haha, and i think thats intentional too. its to make it very risky to do a matriarchy, but no problem to do a patriarchy. after all, sons and nephews always stay in your clan except for matriarchy marriage, so you can have them married whenever you like, make an heir whenever you like. daughters, not so much, **especially** when going for the first born first right rule. i assume the point is that no one in this game willfully accepts to marry away their sons, its seen as a disgrace, and only accepted if the woman is of importance (clan leader). so in case of a patriarchy, i dont think how old your current character becomes is that big of a deal, you can always secure the heir for each generation as long as its run by men
Relations DO NOT factor into fief voting unlike Warband, I can confirm that much since the developers actually spelled out how fief voting is determined, but I cannot say what relations does and does not impact otherwise.
so with the whole placeholder thing + this. i dont know if its a placeholder, i went around saying that with an "i think", before i saw others say it and so i just assumed it was fact and spilled it out as such. so to put it more correctly, it *feels* like a placeholder compared to how warband worked. warband feels like the real sequel in comparison, that is why i assume it must be a placeholder and needs to be remade
the political system overall does not feel very complex. a lot of the generic non-fief related votes just seem to be ruler vs the rest, even if the ruler is a sacred majesty or known for bad temper. or not just prioritizing, but only making choices between who is closest to the new fief, prioritizing those with no fiefs first. meaning those with rich safe towns that dont need high garrison + also have a good income, never get to use this income to protect new fiefs. but those protecting fiefs on the frontline, stretched thin with poor income and lack of budget for garrison, are expected to protect even more vulnerable fiefs, over and over again
i also dont like how votes are predetermined and that the player is always last. again, in warband there was an actual moment of voting, where the player could tell other vassals who they voted for and try to use relations split between the player and the voted on, to ask for support, needing high pathfinding and good scouting to get around to as many as possible, or taking advantage of feasts. i would like for the votes to be more dynamic before the actual vote happens, also among the ai, countering in their traits and relations (though i do agree negative relations should not be the most prioritized, it ruined warbands voting system - ai should be willing to use votes to fix poor relations)
but just think about clan leaders generally telling you they support your vote, and thats true, but then you hear the same from a deceiving personality, and they end up voting something else than they promised
and then the game forces your relations down to simulate the distrust
I'm not sure what determines bride/groom costs; I know when I, as my daughter, became sultan and went husband hunting, I eventually have up on the third or fourth rejection and just "bought" a husband and found I could be paid ~20,000 denars if I wanted to be lol. She had high Medicine but low other skills and was of Clan Tier 6 negotiating with a Tier 4 or 5, so I'm not sure what determines pricing here. I did not convince my husband-to-be to marry me (I know succeeding this minigame greatly adjusts pricing to be more favorable to the player) so maybe I could have charged far more if I had (not that it would matter--I was a multi-millionaire lol).
(cant evn remember with sons and nephews, if you also get to bargain for a price for yourself and not the other way around - kind of weird if yes) yes i am not sure about this because obviously in the beginning of the game when you are bargaining for yourself, the chances of succeeding the courting minigame greatly increases the more skills you have developed, plus the traits you gather, but skills seems to impact the most. when you are some 50-60 year old and you have to remarry, all the minigame choices are almost always 100% chance to succeed. but you obviously dont do a minigame on behalf of your daughters and nieces
but it would seem logical that their skills do play a role, when it does for the player during the minigame
Both; youth speeds up growth and old age retards it AND successive generations are blessed with more initial Attribute and Focus points.
okay that is good to know, and interesting feature. i usually play up to three generations with not much having happened on the world map since then, because i try to blend in with the ai and not be some superhero. so the grannies too are blessed with more attributes and focus points
so it really is good to know it plays a role when you start developing their skills