Exactly. Maybe the pitchfork kills the horse (probably, if it's not very well armoured), but the horse almost certainly kills the peasant. Momentum and impact damage from horses needs to be a thing in the game. You could balance it by having the horse take damage when it hits a person as well, that way it doesn't become a tactic people want to use.
I 100% agree. In VC I played with all of the optional stuff turned on and it made it much more immersive.
I'd be very surprised if TW didn't have a clause in their EULA that says that they own the rights to any features added by mods. And they would have a contract with the VC team that surely gives them ownership of everything in VC. I think it's more likely that VC had some fairly controversial and niche features that some players (including me) love, but a lot of players don't. Like having to rest, for example, it's great from an RP and immersion perspective, but a lot of players hated it for slowing down the game.
This is the main problem that I can see. When a lord is defeated, whether by the player or AI, they should be imprisoned for a long time before being ransomed. Escape chance should be tiny, and basically not happen unless another lord attacks the army/castle that they're in and frees them. That way, every defeat would hurt the faction.
This. Put them in shield wall, then order them to advance (F1-F4). They'll move forward in formation and engage the enemy. It works pretty well.
Exactly. Once you get big enough to take on lords, money becomes a non-issue and progress is limited by other factors. Mainly getting noble recruits (which is a bit too random at the moment), upgrading soldiers or farming influence. Money basically becomes meaningless after you have a fief or two and reach clan tier 3ish.
Snap! You read my mind and posted it (more clearly than I did!) at the same time!