I mostly agree with what you wrote.
There is one exception. These 2 are contradictory.
If reinforcements are not able to be replenished quickly, then there will be 1 or 2 major battles and the war will be decided. Wars would have an even shorter duration.
Or maybe parties/armies shouldn't fight to the death?
It's really stupid how the A.I. will just fight to the very death
every-single-time. Doesn't try to bribe their way out, doesn't retreat, doesn't surrender. (Though surrendering is pointless in this game)
It really does need to be easier for both the player and A.I. to break off engagements. Let the player and A.I. retreat, getting a speed bonus; but lose morale and gear for doing so. Right now the only way to retreat is to sacrifice lots of troops - which honestly is rarely worth it. Better off reloading a save when that happens.
I mean why would 5 Looters fight an army of 500 men? Why wouldn't they just run away or scatter? I mean okay maybe if they enemy is all on horseback they couldn't run away,
but like a big army should move slowly and not ever bother with such a force - it's not worth it. Smaller forces should be able to avoid large forces easily.
Decisive engagements is fine for turn based games (like Total War) but a game like Mount & Blade needs to be more "fluid". You should be able to harass a large army with a small warband
if you know what you're doing. Imagine how much less frustrating things would be if say you're just starting out and you've only got 10 men (all Recruits), but have been attacked by a group of 25 Bandits all armed with bows. Why wouldn't you just drop your stuff and run away as fast as you can?
Think how interesting it would be if you engaged an enemy, only to retreat, so that they are slowed down
but you get a speed bonus so that maybe you can reach a friendly party more quickly. You know tactics, the sort of tactics that were used by actual warbands/armies to maneuver
Basically...
- Disorganized State speed penalty applies to parties/armies that engage the enemy (or parties that leave armies; don't change that)
- Retreat speed bonus applies to parties/armies that break off from fighting enemy - but at the cost of morale and inventory each time
This way if you or the A.I. gets in a bad spot it doesn't have to be "game over". However if you retreat too much, get surrounded, or a much faster party attacks you - then yeah you won't be able to escape indefinitely. Or maybe you have some real valuable stuff so retreating isn't option to begin with anyways.
The problem, still, is that in the late game, you're "all dressed up and nowhere to go". You don't really "run" the kingdom, and there's no sense of doing things to improve it. Everything just respawns with "more of the same", stupid wars keep happening no matter the circumstances, and there's no long-term point in anything except taking castles and towns until you run out of castles and towns to take. The campaign is little more than a battle generator, and does so endlessly.
This too
Kingdoms aren't really Kingdoms, they're just a color you happen to pick. Actual objectives and causes for war are desperately needed. Maybe the objective of the war is to take a particular Town/Castle, maybe it's to take several, or maybe it's just to weaken the enemy by raiding their villages.
But the main idea would be that you need towns and castles to finance an army, with a helping of trade/workshop. Selling rags after battles should not be the main income source
And this x1000
Why - I mean what is the point of looting all these crappy items? Why can't we just get GOLD? 99% of the time you just sell it, so why not just have it be gold? What does forcing the player to sell all their junk really accomplish? Why would you loot a dead soldier's shoes (unless you really needed them) especially if they are full of holes?
Loot you collect should be meaningful i.e. you know stuff you might want to actually keep or equip AND
actually bother to look through
Loot should only provide a very small amount of income, like enough to buy some food, most income should come from fief tax & trade (workshops, caravans, player trade). You should want a fief more for the revenue then anything else. I mean yes it's a bit like that now, but protecting your lands, growing the economy, should be what's important. You should really want to protect your fiefs otherwise you will probably go broke or have to downsize a lot.