HUMMAN 说:
Paradox games are successful because there is nothing else like them. But EU4 and Imperator Rome received a lot of backlash for their umpteen different mana points. Everyone I know who plays EU4 absolutely hates the game and will be like "time to put 4 more hours into this piece of crap". It seems contradictory, but there is no other alternative for the specific kind of gameplay fix they're going for. If you want to paint maps, you have to put up with the mana.
The most complex but least gamey game I have played is Kenshi. The UI exposes all the stats and mechanics to you at all times like the gamiest of games but what makes it so good is that you can make every decision using in-game logic. For example:
1. Enemies chase and attack you.
2. Unconscious enemies can be looted.
3. Enemies will only recognise you if they have line of sight and are not distracted.
This creates some "implicit" mechanics which are never told to you by the game but you figure out on your own. Just from the 3 simple rules I mentioned above, you get the following:
1. Pursuing enemies can be lured into fighting nearby neutral or allied groups, letting you escape or loot the casualties.
2. Use looted equipment as a disguise to sneak into cities or avoid being chased.
3. Lure enemies into a city gate to distract them, then run through without getting spotted.
4. Steal the equipment off an unconscious enemy so that nobody recognises him when he wakes up.
5. Put equipment on an unconscious enemy so that he gets attacked by his allies.
Kenshi has far more mechanics than this, and the number of things you can do in the game skyrockets. Nothing is scripted. I don't expect bannerlord to be like this because kenshi is basically total anarchy in game form, but I think it's the best way to make use of an open world.
So in my opinion the best way to make a complex game is to have simple mechanics which can be used together in believable ways to give complex results, as above. The influence mechanic is the opposite: a complex and highly specific system which only affects the clan system. Kenshi doesn't have a tutorial and doesn't need one because most of the mechanics are implicit and can be discovered organically. But the influence system is like a minigame separated from all the other mechanics and in direct conflict with others (it does similar things to the relations system, meaning one of them will have to be downplayed). It sounds almost exactly like the gravitas system in rome total war which was a horrendous crapshow.