1) Donating noble prisoners still generates relation gains with clans.
-- This leads to cheese tactics in which the player can generate hundreds of points of relation gains with clans, far outpacing
any other method of gaining relations with clans.
Donating noble prisoners should only reward influence
2) Voting against a clan's proposal nets almost no negative relations
-- The max penalty for voting against is -5, while voting in favor will net a max of 30 + charm bonus.
Voting against a clan should have equal penalties as when voting in favor
3) Not enough methods exist to degrade relations overtime.
-- Self-explanatory; apart from sieging settlements, raiding, execution, or leaving kingdoms, there is no other surefire method to degrade relations with nobles.
Without any other sort of mechanism in place to do so, players can easily cap max relations with almost everyone.
Introduce more mechanics that will lower relations with clans via player action or overtime.
4) The amount of influence needed to vote is too low.
-- Clans accumulate hundreds or thousands of influence, and can override most proposals by just using 20 influence.
Which given their infrequency, means they are just hoarding influence.
The influence cost of voting should be doubled or tripled, and proposal cost should be 200
5) Policy voting is too homogenous
-- Every culture and faction favors the same policies, regardless of situation or personalities of leaders.
Policies need attributes assigned to attract different cultures or personalities
Suggestion:
Each policy has a culture and traits point assigned to it
Base approval for every policy is 50%
Cultural bias will have a +/- 20% approval modifier
Traits bias will have a +/- 10% approval modifier
Clan leaders will vote if their approval % exceeds 60% or below 40% in terms of whether they agree or disagree with the policy
The amount of influence they use will be based on whether they highly approve or disapproval of the policy
6) Peace Proposal voting modifiers need rebalancing
-- Wars are lasting for hundreds of days regardless of situation, they only seem to end once another war is declared upon the faction.
Wars in 1.70 are attrition based and are reaching several years in length, even if one side is utterly dominating the other.
Length of War, prisoners and casualties should be the highest factors in wishing for peace, not tribute/raids.
-- This leads to cheese tactics in which the player can generate hundreds of points of relation gains with clans, far outpacing
any other method of gaining relations with clans.
Donating noble prisoners should only reward influence
2) Voting against a clan's proposal nets almost no negative relations
-- The max penalty for voting against is -5, while voting in favor will net a max of 30 + charm bonus.
Voting against a clan should have equal penalties as when voting in favor
3) Not enough methods exist to degrade relations overtime.
-- Self-explanatory; apart from sieging settlements, raiding, execution, or leaving kingdoms, there is no other surefire method to degrade relations with nobles.
Without any other sort of mechanism in place to do so, players can easily cap max relations with almost everyone.
Introduce more mechanics that will lower relations with clans via player action or overtime.
4) The amount of influence needed to vote is too low.
-- Clans accumulate hundreds or thousands of influence, and can override most proposals by just using 20 influence.
Which given their infrequency, means they are just hoarding influence.
The influence cost of voting should be doubled or tripled, and proposal cost should be 200
5) Policy voting is too homogenous
-- Every culture and faction favors the same policies, regardless of situation or personalities of leaders.
Policies need attributes assigned to attract different cultures or personalities
Suggestion:
Each policy has a culture and traits point assigned to it
Base approval for every policy is 50%
Cultural bias will have a +/- 20% approval modifier
Traits bias will have a +/- 10% approval modifier
Clan leaders will vote if their approval % exceeds 60% or below 40% in terms of whether they agree or disagree with the policy
The amount of influence they use will be based on whether they highly approve or disapproval of the policy
6) Peace Proposal voting modifiers need rebalancing
-- Wars are lasting for hundreds of days regardless of situation, they only seem to end once another war is declared upon the faction.
Wars in 1.70 are attrition based and are reaching several years in length, even if one side is utterly dominating the other.
Length of War, prisoners and casualties should be the highest factors in wishing for peace, not tribute/raids.