It's been brought up before here. Their territory's breadth makes it harder to hold, since their armies have to spend so much time in transit to get from one end to the other. From my experience, two-front wars practically seal their doom, and these have always happened in the opening months of my campaigns. Strugia shouldn't be smaller, it should be reshaped to be less of a ribbon. Shrinking Strugia would be a band-aid fix, allowing them to use their western choke point more effectively, but it obviously shrinks their economic and manpower base.
I would like to see the whole overworld map reworked, but it's secondary to getting core gameplay mechanics right now. The map doesn't have to be fully balanced, but it should give every AI kingdom a decent chance to win early wars.
I dont mind paying for power but its just a useless financial millstone that I cant even decline if Im a vassal with no power
The longer I play Bannerlord and read these forums, the more convinced I become that defections need to be abolished.
Just get rid of the idea.
In Warband, the best you can say about defections is that they made the game a bit messy; in Bannerlord, it just ballses up the whole game.
Now, I'm aware that players need a way of recruiting clans into their own faction after they start one. I think it'd be better all round if clans that leave or are expelled from their starting faction should become independents, and a functioning role in the Gameworld found for them while they are independent.
It's just weird that at the start of the game's scenario, each faction's clans are neatly organised according to their culture, and then within a few years they're all mixed up. In terms of lore, continuity and immersion it just doesn't make any sense, and in terms of gameplay it creates a whole raft of balancing problems.