The current system for "persuading" clans to join your kingdom is flawed. First of all I have to find the clan leader and then persuade him to join my clan, which I can do only ONCE. Why only once? Isn't a clan leader looking out for the best interest of his clan especially when the situation changes? furthermore it takes ages to find the dude since he is likely waging war. And isn't it weird for the ruler of a kingdom to chase down a single person for weeks like a lapdog?
This running around the map for years on end looking to find the one weakling is thoroughly ruining mid- to endgame gameplay for me.
No, a king would send a companion with or without gifts to open NEGOTIATIONS for betrayal of their liegelord. When interested the lord in question should request an audience to seal the deal. This process should take a relatively long time imo. Nobody sane would take such drastic decisions on a whim...
Aditionally, dissatisfied vassals of other kingdoms, may come find you to discuss their betrayal, which should be cheaper/easer to negotiate since they are already dissatisfied, so it would take relatively little effort for them to be convinced.
In either case their betrayal cost them their fiefs. No ruler would just shrug when they lose territory to betrayal! Besides the characters of interest would object and the population would revolt. The defecting clan get to keep their belongings and troops when they vacate the premises, but whether or not they have holdings in their new kingdom, fully depends on the outcome of the negotiations and their efforts working fo their new liegelord.
Dissatisfaction should be based on the number and quality of fiefs, chosen policies, personal relations with the rules and other clans etc. But when someone is dissatisfied, THEY should look for option to improve their situation. It should not be up to the player.
Finally when clans join a kingdom, they should not be able to easily leave again within a reasonable amount of time (years), even if they are not happy in their new situation, and if they do, they should receive a global, longlasting debuff indicatieve of their disloyalty to previous rulers. Possibly even the clan leader should lose his position as clan leader for bringing shame to the clan's reputation.
They can, of course not show up for calls to arms and do other acts of minor sabotage when they are unhappy...
I really think this, or similar mechanics should be in an empire building game as this, instead of the current clunky mechanics...
This running around the map for years on end looking to find the one weakling is thoroughly ruining mid- to endgame gameplay for me.
No, a king would send a companion with or without gifts to open NEGOTIATIONS for betrayal of their liegelord. When interested the lord in question should request an audience to seal the deal. This process should take a relatively long time imo. Nobody sane would take such drastic decisions on a whim...
Aditionally, dissatisfied vassals of other kingdoms, may come find you to discuss their betrayal, which should be cheaper/easer to negotiate since they are already dissatisfied, so it would take relatively little effort for them to be convinced.
In either case their betrayal cost them their fiefs. No ruler would just shrug when they lose territory to betrayal! Besides the characters of interest would object and the population would revolt. The defecting clan get to keep their belongings and troops when they vacate the premises, but whether or not they have holdings in their new kingdom, fully depends on the outcome of the negotiations and their efforts working fo their new liegelord.
Dissatisfaction should be based on the number and quality of fiefs, chosen policies, personal relations with the rules and other clans etc. But when someone is dissatisfied, THEY should look for option to improve their situation. It should not be up to the player.
Finally when clans join a kingdom, they should not be able to easily leave again within a reasonable amount of time (years), even if they are not happy in their new situation, and if they do, they should receive a global, longlasting debuff indicatieve of their disloyalty to previous rulers. Possibly even the clan leader should lose his position as clan leader for bringing shame to the clan's reputation.
They can, of course not show up for calls to arms and do other acts of minor sabotage when they are unhappy...
I really think this, or similar mechanics should be in an empire building game as this, instead of the current clunky mechanics...


