Thanks for the reports!
1) Lagging in player battle: I've been able to reproduce a bit of this. Certain events may cause surges of CPU-checking. I will try to tone these down.
2) Balance in player battle: Whatever fixes I have regarding the CPU, I'll try to orient those toward making armies less brittle.
There is one feature that I forgot to document -- every 2 minutes, a player can "rally" troops (accessed from the "M" menu), causing a morale boost in a critical area.
3) Balance in player caravan: The "boss fight" at the end of the map is somewhat intentional -- as raiders die in the middle, more tend to cluster at the exit point. But I can tone it down, or reduce slightly the number of raiders overall or those who head toward the end.
4) Loot messages: This should be fixed for the next update/patch.
5) The India map -- I'll have to look at that.
6) Politics -- The main incentive to strike a consistent stance is to avoid undermining your relationship with a key faction. So yes, it does pay to follow them as they reverse back and forth between policies, for now.
7) In terms of which NPC factions to cultivate -- for income, it's most cost-efficient to have fiefs in multiple provinces, so that would involve building up relations with as many factions as possible. To get good troops, you want a large fief and thus good relations with a single faction.
Every law or other policy does have some affect on the game. Inquisitions for example annoy non-Establishment theologies and restrict the growth of missions. I should make the effects more dramatic, however.
I will work on making the political part of the game more involved, more transparent, and more dramatic.
1) Lagging in player battle: I've been able to reproduce a bit of this. Certain events may cause surges of CPU-checking. I will try to tone these down.
2) Balance in player battle: Whatever fixes I have regarding the CPU, I'll try to orient those toward making armies less brittle.
There is one feature that I forgot to document -- every 2 minutes, a player can "rally" troops (accessed from the "M" menu), causing a morale boost in a critical area.
3) Balance in player caravan: The "boss fight" at the end of the map is somewhat intentional -- as raiders die in the middle, more tend to cluster at the exit point. But I can tone it down, or reduce slightly the number of raiders overall or those who head toward the end.
4) Loot messages: This should be fixed for the next update/patch.
5) The India map -- I'll have to look at that.
6) Politics -- The main incentive to strike a consistent stance is to avoid undermining your relationship with a key faction. So yes, it does pay to follow them as they reverse back and forth between policies, for now.
7) In terms of which NPC factions to cultivate -- for income, it's most cost-efficient to have fiefs in multiple provinces, so that would involve building up relations with as many factions as possible. To get good troops, you want a large fief and thus good relations with a single faction.
Every law or other policy does have some affect on the game. Inquisitions for example annoy non-Establishment theologies and restrict the growth of missions. I should make the effects more dramatic, however.
I will work on making the political part of the game more involved, more transparent, and more dramatic.