Character system
-remove the "global skill learning rate reduction per character level up", levels don't give any direct benefit, why do this?
-Adjust the learning rate and means for slower skills.
-add alternate skill system for skills (medicine, engineer) that just don't fit with the general skill up by use style. We need these BEFORE we do their actions.
-remove attributes and let FP govern skill completely
-let lone clans create armies from clan parties to raise leadership, or add equally fast way to raise leadership
-player can be a captain OR gains benefit from all captain perks
-player can be a governor(via npc minister?) OR player gains benefit from all governor perks.
-revamp, redesign or add/remove perks as you wish, IMO it's not a very good system and any change is welcome
Troops Balancing
-Cap the speed bonus damage of low tier units, they get to many cheap shots on high tier units because of the high tier's speed.
-More dramatic difference in performance and survivability between low and high tier troops
-Cavalry need better AI or longer sidearms to be able to hit enemies 100% when they charge.
-Heavy Cavalry needs high charge damage
-Cavalry need more defense and better AI to not be destroyed by lower tier units. Recruits should not 1hko T6 cav not matter how fast they are riding.
-Infantry needs to hold it's shield up when not swinging.
-High tier Infantry need to be better at fighting and moving in combat, give cheats if needed (-arrow damage, bigger shield radius)
-Add higher survival multipliers for Cav and Inf to compensate for the higher risk they must take
-Low tier ranged units must shoot slower and not from as far a distance
-Horse archers need to circle better as they did in earlier versions
-Stationary ranged unit need to be better at shooting moving targets (Horse archers)
-ranged units cost more upkeep for replacing ammunition
-horses eat and cost more upkeep (because horse DO eat and require heavy upkeep...)
Battle
-pre battle placement and formations, captain assignment
-savable quick select of above to quickly choose between several of you favorite designs for starting a battle
-Troops stay in orientation when moving to a new location, as in the archers stay behind the infantry
-Troops are fully alive and aggressive on "Fallow me" they hit and shoot whenever able, no ignoring enemies allowed.
-more strict distance requirement for "retreat", no more ninja vanish, but possible with planning such as after enemy pulls back to a defensive position.
-do not deploy option for any type of unit or lord
-captain stays in the back option
-formation can be targeted at a enemy formation/type of troops
-better means to split formations in battle, such a 1 button press to split a large formation into 2
-ammo refill at back of map for those extra long fights
-no fighting on the village maps with more then 100 units total, it's just not big enough
-no fighting on the village map just because near village, wtf are we all 500+ going into the village to have a fight?
-More large open maps with good visibility for player and interesting landmarks
-removal of maps that aren't as described above such as "horse fall down trail" and "trees trees and more trees"
Clan and NPC
Enemies who "don't want to fight" go away and don't repeat their action for some significant amount of time (no raiding you fiefs again for 20 days exct)
Enemies "who don't want to fight" have some alternative option if you have good relations
Some lords hold a grudge if you beat them or kill (in combat) a friend, they may seek your clan out specifically
Transparent requirements for marriage and vassal recruitment
No random % chances and dialogues for marriage and vassal recruitment
Let me choose if I lower relation with enemies who raid my fiefs
Clan parties can be told to patrol fiefs
Clan parties can be told to disband into specific garrison
Clan parties can have limits to how high their party cost can go do to upgrades
Clan parties can be set to prefer upgrade types and recruit types
With enough fiefs (as faction ruler), it is possible to split some clans members into a new vassal clan
Faction, Vassal, Ruler
Transparent causes for war and peace
Transparent reason for election of fief owner and guidance/info to obtaining more fiefs as vassal (show why not on ballot)
Player can become marshal or advisor and set targets for AI armies and have more sway on war/peace
Player ruler can set targets and command for AI armies and lords.
Player ruler has options to change the rules of vassal control and elections if they want to play with full control
Player ruler can disband kingdom, kicking out all vassals, who may rebel and keep fiefs
Player can change or extend the type of notables/recruit available in their fiefs via costs and quests
Player can send a messenger to potential vassals and Merc clans
Player ruler can build a "special prison" that is harder to escape from, at the cost of some relations and other penalties
Player ruler can corrupt fiefs, causing bandit notables and other irregular units to recruit at a cost....
Siege
-better performance and full control of troops in siege
-better UI for formation, grouping, commanding troops before and during siege. Dumping all troops into "1 and 2" is not okay.
..... I'm exhausted and there's still so much more lol