You need to first set Delegate Command to Off (F6) at the Order of Battle screen and then directly place the folks far behind the lines and set them to stop and shield wall. The AI that will man the siege engines will ignore this of course which is fine. I'd love to see priority targeting by the AI using Siege Engines - the defenders on Ballista and Catapults seem much better and very deadly - the offensive siege engines not so much.
Forgiveness of Debts and one other policy have additions to Loyalty that at the very minimum can offset the -3 Culture mismatch, pair that with a proper Culture companion and taking some Perks you can "rebuild" a town.
@Strat (
https://www.youtube.com/channel/UCWXXAjBRaEpQdxKvDMexJBg) has amazing series and (meta)analysis on this very topic to hook you up though it should be much clearer.
All that said, I agree that a Governor should not count against your total Companions - hell I do not think Caravans should either. Being able to promote a notable would be good but I do not like the RNG around that and think the Companion model works (since you can train them - sort of) and not count against the top.
I disagree with these - and at the risk of invoking realism - I do think that leaving as a Vassal works appropriately and being a non-Kingdom landowner is more of a glitch than anything. Right now sniping a Rebel faction and Trade 300 bypass the Kingdom requirement but I actually think you should be forced to make a Kingdom versus what you can do right now and essentially build up a massive garrison and Companion force to promote to Lords.
That said, I believe Warband had an option to defect if you were slighted by not getting a fief, that should happen again if you lose a vote with the immediate option to Rebel/Leave with half the penalty. Something more immersive would be getting all the angry Lords who didn't get fiefs for X Amount of Council Votes could have the option to rebel similar to the Sect/Rebellion mechanic in the Diplomacy mod but I think that is far too ambitious for the core work that TW has left to do.
Two different thoughts here - agree either way.
1 - On marriages I do agree they should hold better sway. If I am married to the child of a King/Khan that should reduce the chance they will declare war on me since their child is likely to die. Maybe not a huge debuff but a significant one where outside of aggression or having a ton of bordering territory they wouldn't declare. I also think marrying other leaders should be allowed - and that you would just join their Kingdom and become Ruler upon their death. There should be a way to choose if they marry into your Kingdom or vice-versa so you can make strategic marraiges with Kingdoms that are getting curb-stomped and inherit their lands into your Kingdom and fight the war on their behalf.
And as an aside, I hate how unimmersive familial relationships are. No one seems to care about it and even my spouse doesnt seem to really care outside of the new introduction
2 - 100% agree we need *something*. At the very minimum I'd like a minimal truce period enforced but I think direct Alliances, Defense Pacts and Non-Aggression Pacts (somewhere in between the latter 2) would be great native additions.
The auto-calc has been adjusted so many times already - the 1.8.0 beta patch really added better strategic theater-level cohesion between Armies so getting smashed by a combined 1800-man Army is still plenty realistic. It's balanced well enough as it is but I do like the idea of a hidden "emergency" militia value though you can argue the civilians are already levies as is.
Good thoughts overall even if I didn't agree