Thank you for listening. As a player for over 10 years, this game has accompanied me throughout my high school and university years, and I hope it can become better and better. Here are some of my other suggestions:
1. The diplomatic system, in my opinion, is currently the most important and serious issue. The logic of war and peace is terrible. The reasons for war should be more convincing, such as a border conflict leading to a battle between two belligerent nobles (if one of them had a peaceful personality, the battle would not have occurred). Of course, this is only a battle between the two sides and has not escalated into war. When the king receives this news, he needs to respond and choose between war and peace, which is the general process of starting a war. War should be a serious matter and should be limited between two neighboring countries. Even if the parliament decides to declare war, the king should have a veto power. In short, the beginning of war should be complex and determined by multiple factors that can be influenced by players. After peace is reached, there should be a certain period of time during which war cannot be started again.
2. Economic system. I don't know much about economics, but currently in the game, I can only choose to sustain myself by fighting, or use blacksmith (this is a bug). I think there should be more ways to make money besides that, such as increasing the rewards of competitive events, increasing the income of factories, or other ways, otherwise this game is just about fighting - making money - fighting - making money. Of course, war is still the fastest way to make money, but other avenues, such as business, should also have substantial profits to motivate players to do so. In addition, taxes on the castle should also be increased.
3 Marriage systems. Marriage should have more complex processes and conditions. In the warband, if you want to get married, you need reputation, a castle, and maintain a good relationship with your wife's father. Perhaps there will be nobles who become rivals in love with you. Obtaining the wife's consent requires multiple meetings to strengthen the relationship, which makes the process more authentic. If the marriage does not obtain the consent of the wife and father, there is also the option of eloping. All of this has not been reflected in the dominance, and normally this process should be more interesting, but now it is just a monetary transaction, which will make players very disgusted.
4、 Combat system.
(1)The blocking of weapons should be restricted. Guessing is a skill that requires a high level of skill. When senior soldiers attack junior soldiers, the probability of junior soldiers successfully blocking should be greatly reduced. Alternatively, if junior soldiers and weapons cannot block, senior weapons can break through junior weapons' blocks, which is in line with reality and game logic.
(2). Siege, personally I think the health of the castle gate should be increased because the speed of breaking through the gate is too fast, which affects the balance and immersion of the game.
(3)Shouldn't siege ladders be transported from afar by soldiers like siege hammers?
(4). The soldiers guarding the city should defend in other parts of the city after the city wall is breached, as you had planned a long time ago. If the player is defending the castle, they should also be allowed to retreat to the castle.
5、 Partner
(1). Fixed NPC. I heard that there are 20 fixed NPCs in the game file, but I don't know why they are not displayed in the game. The current random NPCs are just tools for players rather than companions, and the best way is to have fixed NPCs appear together with random NPCs.
(2). Deployment function. Assuming I have two castles, I can only run to gather soldiers by myself each time. Can players assign an NPC to the city to take the soldiers to a certain location or castle.
6、 Bandit stronghold
(1)If players want to play as bandits, there should be a fixed bandit stronghold that can be occupied. Players can station troops and store items at this location. Of course, there are no taxes within the stronghold, but nearby villages can be forced to pay, at the cost of reducing their relationship with the village chief and lord. When players act as local nobles, they can significantly reduce the number and frequency of bandits in the area by sending soldiers to the stronghold.
(2). In a non war state, the governor can send a portion of the army from the castle to attack nearby bandits within a certain range. The spoils of war and prisoners of war can be provided to players in the form of money (which is a good way to increase income as I mentioned earlier)
7、 Quick system.
Quick systems are one of the culprits that ruin the immersion of games. When I need mercenaries, I should go into the tavern to search, not just read words. I should enter the village when I need to meet with the village leaders. When I want to store items, I need to enter the castle and open the box. These details constitute a real world.
8、 The right to rule.
This is an excellent design in the warband. The higher the ruling power, the higher the legitimacy of the regime, and the lower the probability of other countries going to war against you. Players can send their companions out to promote and gain ruling power. I think a feature like this should also be added to the hegemon.
9、 Soldier mode.
Many mod authors have already made it possible for players to join the lord's army as soldiers, and I believe the game should also add such a feature.
10、 Immersive feeling.
Immersion is difficult to specify, but it is very important for a game. The current dominant players lack this feeling, why can't they add some random events like POP in the warband to improve the playability of the game? Perhaps others have good suggestions, but currently this is indeed a problem.
11、 Late stage voids.
For most players, the later stages of the game become a complete war, which is incorrect. In the later stages of the game, players should be allowed to shift their focus from war to other systems such as internal affairs and economics, which means adding content to these two areas. This is a serious challenge, but I believe you can accomplish it!