@AnandaShanti
Here below I checked what I agree with and support those petitions:
Now, for the rest:
- set limit on clan party troop tier
I get that it is to maximise army efficiency in set budget mentioned in point above (limit of party wages), but I think it gives too much control and player's clan parties will be too much of a killers, especially if you would set type/culture restrictions mentioned in a point below. I guess you can set max tier as 3, culture to Khuzait and then after a while you have large pool of cheap Khuzait raiders with their overpowered bow that are never upgraded by party leader. Hard nope.
- select a preference for recruit types/regions
As I mentioned above, too much of a power to wield for a player, this way you would always have sea of trained horse archers even if you are in Vlandia. You just find your companion, take his troops and then he goes to recruit it all over again, when those troops are muuuch more deadly in your hands than they are in any other noble's. Too much power in player's hands.
- Clan parties can resolve some common quests/issues autonomously
This I agree with, only if they would take time they normally do, when you delegate them to do tasks, so 8 days or so per quest. That is if you would see that in a way that they disappear when they are completing quest. If you want them to do them as player does, I thing it would shake relations' economy of the game, as best tactic would be to recruit bunch of companions, tell them to complete quests and make yourself some tea, as relations grow on itself. Also, what choices would they make e.g. in Manual Laborers quest, when poked by headhunter?
- Player can become the King's advisor or marshal and can set siege targets and order patrols and have more sway in war votes
You see this as player exclusive position? This would be sooo unfair and would make player too much of a cheater. And even if it would be for everyone, I do not see any gameplay implementation, that would allow for a player to have one advisor on his side - we all know we would never listen to them. So this is not applicable, I think.
- Player Clan parties can be allowed/forbid to join other clan's armies
Only if any other clan leader could do the same, not player only. This would add to the quarellness of the lords.
- Transparent breakdown of clan leader's reasons and requirements to become a vassal, guidance for meeting these requirements
Wouldn't it make all this kingdom creation too easy?
- For the purposes of enemy war declarations, you are not a Kingdom until you have 4 vassal clans or hired mercs employed
And before 4 mercs you are what? Not a part of existing kingdom, but not a kingdom yourself? This breaks logic of a game.
- Transparent breakdown of enemy war declarations and means to prevent them
This would be not possible, because of level of randomness of leaders' decisions, I guess. Besides, this still would add too much power for the player's kingdom.
- Options to resolve or prevent the consequences of vetoing votes
You mean cheating the system of voting?
- Veto also blocks the same vote form being raised for a significant amount of time
You mean the vote of the one who veto'ed or the voting on the veto'ed topic?
- Options and information as to why vassals are proposing votes and a way to change their desires
Again, too much of a power to the player, this would enable steering the whole kingdom yourself, manipulating those requirements of clans.
- *Ruler can slowly replace notables in owned fiefs with different culture or bandit notables
And this way kill any kind of challenge in the game? Hard disagree, being able to create e.g. Khuzait village in the middle of Aserai territory just kills the point of different cultures being located in different parts of the world.
- *Ruler can create a new clan if total family is large enough and enough fiefs and wealth is owned, vassal Clan is not more loyal or different from normal
This can overpopulate the world with clans, as player can recruit companions in unlimited numbers, make them clan and forget about them, all of those clans then would later migrate, making whole OG clans' histories and relationships a white noise.
- *Ruler can be a warlord and turn fiefs in to bandit camps (Bandits form massive parties) and build special prisons to hold lords without ransoms and other evil options
While interesting, this would also kill any challenge that gaining bandit troops gives to the player. So no.
Yes, I know it sounds that I am negative about everything, but I agree with some points, I just pointed out what I disagree with and why. So
@AnandaShanti don't take it too personal.