This is indeed correct, while there are other contributing factors to defection the geographical advantage calculation affects the defection scores most. It is a simplified method to measure empire "expanse" i.e. if an empire is spread too thin / if it has "enclaves" etc. but it's simplicity creates some wild values in many unwanted cases.
Armies currently do not consider the party specializations when forming their ranks. However each party should have small amounts of misc. troops to smooth this out. Specialization does not make very visible difference when we apply a 75 specialized to 25 randomized composition.
I will check if we can address this issue, though it would cause a lot more rebellions to fail. (Though it can be balanced in some other way)
The likelihood of clans want to stay in kingdoms (or non-likelihood to defect them) actually depends on number of clans, but as far as I know there is no hard limit. Each extra clan makes it harder to recruit more lords as you said.
Thanks a lot @Blood Gryphon we will analyze what's causing the problem.
Hey @Blood Gryphon, can you send a "natural" save file before mass defections happen? You may submit it using our ticket system. Thank you!
Can you send us a save regarding this defection?
Armor only increases survival rates. (i.e. getting wounded instead of killed). They do not change combat stats when calculating the auto-battles.
Hey, what do you mean by losing blacksmith patterns? Do you mean you lose all of your unlocked crafting pieces?
Flesson19 is right, there will be an update regarding caravan behavior, production and workshop adjustments, which is completed and its being tested for deployment. In this new version generally workshops are much more profitable and also not every workshop has to be same to maximize profit. (heh breweries)
This is implemented, however not as a request but instead, when you select a stance for your party, namely the defensive stance, your parties will not join to armies.
I like your potential solution of having a 70% acceptance rate to increase the sway the player has on peace agreements. We already calculate a peace agreement that would be accepted by all players so calculating one which requires a 30% decline rate should be possible.
The number of companions in the game is limited by the number of towns multiplied by 0.6
Currently, there is no mechanic which "changes" them but only moves them around to different towns. I will bring this issue to the team. I think it would make sense to have some of the companions change over time.
We are currently aware of this issue and working on a more general fix on improving army behavior overall. The main issue regarding the food is mostly solved however there are other issues creating unwanted/non-realistic (and frustrating to the player) behavior. These are currently being worked on and will be deployed when ready.
This is something we are thinking on, the death/disappearance of the kingdoms. I do not have a clear idea on how it would be conducted though. For kingdoms to die, I believe there should be a way for new kingdom's to emerge as well yet this is a complicated process demanding high development and quality assurance effort.
Currently we are aware of an issue regarding the food buying behavior which causes armies to ignore possible locations to buy food. I believe if there are more complaints with the army behavior we can look more deeply into this food buying issue. I agree that while it should be possible to starve an army, having no food should not be a common occurrence for army's reason of retreat.