Things that make the game easy and decrease the social/relations aspects of the game;
1. High tier units are easy to get... the player can barely afford mid-tier equipment but can afford to pay a whole party of nobles and still save money. The ONLY barrier to top tier units is time/money, Historically top warriors did not risk their lives for a new leader until that leader had proven themselves.
TW could simulate that many different ways but I prefer 2 main ways, firstly that tier 1 & 2 clans can only recruit warriors of their culture, bandits, and mercenaries. Secondly- every unit recruited costs renown proportional to their tier so the most efficient way to play is recruit low tier and train up the warriors thru battle. It could also cost influence to recruit all noble units and rather than a fixed cost have it proportional to # of noble units in a party. Easy to get a few noble units, once nobles are 33% of a party the cost increases, at 66% the cost triples. If you are already a vassal this is basically a small influence sink that barely matters but once playing as a King, the influence costs could be significant though still largely avoided if a player stocked up on noble units before rebelling/inheriting.
2. Highest tier ranged units are OP. The low and middle tiers are not too bad but the efficiency of the top tiers is 50% to 100% better than the next tier down which is a HUGE jump. The next most efficient units are the 2 handed polearms but even the best of them are only 30% to 50% more efficient than 1 tier below. Khans Guard, Fians, Master Archers, Marksmen, Palatines, etc.
3. There are not enough money sinks in the mid/late game. Sure the top armors cost 250,000 but when you have 3 million and only 10 companions to kit plus you get 75% of your best armor from battle loot anyway, money kinda becomes meaningless. Having the ability to buy civilian clothing which boost charisma, roguery, persuasion, trade, temporarily while in town (where there can be assassination attempts, riots, thiefs, extortion) would reflect how prestige items were so important in medieval era. People of status paid half their incomes for silk, jewelry, food, and other status items because SHOWING they were rich often increased their wealth. If someone wanted a favor, they better come up with a gift at least equal or better to what they could see their potential benefactor wearing.
It would also get people to go into towns where more events have a chance of occurring if they want to use the status bonuses and if influence/clan tier/renown mattered more, those bonuses could actually matter especially in the mid-game and early late game.
4. Troops wages are too low- in addition to influence costs the higher tier troops need to cost 2x or 3x as much as they currently do. Look at the wage rolls of English, Ottoman, or Italians- basic footmen were paid about the same as a day laborer, archers twice that, anyone with a horse 5x that, trained soldiers with armor drew 5-7x day laborer wage, knights or heavy cavalrymen drew 10 to 50x day laborer rate (harder to evaluate as often the pay for a knight included several men in his retinue) but the base rate for a single man at arms was pretty much universally 10x.
That would not be that huge of a change honestly- currently base wages are 3 upkeep and top rate is usually 18 which is 6x so make it 30 depending on armor (horse requirement already reflect cavalry cost) but the mid-range troops wouldn't change hugely, tier 4 and tier 5 troops would see the biggest wage increases but they would still be worth it and way more efficient but it would be more difficult to build huge stockpiles of them in garrison. My current campaign I just counted all the Fians, Palatines, and Marksmen on day 280 in garrison and I had accumulated over 1,200 but with a couple governors with -upkeep perks the total garrison wages were less than 12,000 which is easily covered by 4 towns, max workshops, and a few castles. I am not even smithing and my income is still going up 500 to 3000 per day from taxes before adding in battle loot and whatever I might be making from smithing.
Then add the 150 in my army, the 50 in each party of the clan, and the 100s of prisoners I recruit constantly from and that adds at least 50% to give almost 1800 which is probably as many as the entire combined kingdoms currently field.
5. End game is... nothing. Most annoying is the Lords of defeated kingdoms constantly raiding. Once a Kingdom has been defeated for a month the Lords of all non-ruler clans should join other kingdoms and the ruling clan appears again only if a town of their culture revolts.
To speed up the end game, Kings should be able to use influence to choose offensive or defensive targets and create armies to attack or defend those targets using influence & money.
On the other side, once a Kingdom controls 1/3 of the map, the remaining kingdoms should split into 2 alliances to defeat the largest kingdom. Whenever 1 kingdom gets past 30% for a month, the other kingdoms peace out and focus on the new target.It is currently way to easy but also annoying to focus 1 kingdom down at a time with the annoyance being the AI Lords constantly asking for war or wanting to pay tribute for peace. Having to fight swarms of armies from 2 equally sized Kingdoms could be bad... but if TW allowed players SOME tool like actually choosing where armies attack or defend, it wouldn't be atrociously annoying and most likely feel way more like a King than a playground school teacher.