Schienderamaelda
Recruit
+1
Even with the fixes, almost every kindgom starts the game at war, and then stays at war pretty much until they get wiped out. This really needs to change. Not just because it feeds the snowballing and increases the pace massively, but also because Lords and Kingdoms need time to rebuild their armies and garrisons, and they just can't do that if they're in 2+ wars at all times. As it stands, all the Lords end up with 70% peasant armies and all the castles have bare-bones garrisons (also mostly peasants) after just a few years in-game.
For peacetime to be a thing, though, there needs to be stuff for Lords to do at peace, so here are a few ideas:
-Tournaments
-Feasts
-Grand Tournaments (Big tournament like a feast where all the Lords show up with much bigger prizes and influence rewards)
-Recruitment
-Bandit/Rebel Hunting (to train troops)
-Building Garrisons
-Developing Fiefs
Just a few things. I think this would make wars a lot more fun and impactful when both sides are going into it with full garrisons and armies, while also slowing the overall pace of conquest to help support the intended timeframe of the game instead of having everything be effectively over by 1088 every time.
Holy ****, found Harlaus guys. I'm with you, though buddy.For peacetime to be a thing... there needs to be... Feasts
There is also one very big aspect about "war" that there seems to be no grasp within the game.
This might be weird for some to understand but:
"Its not because you are at war that it means that you should be fighting."
War is a declaration of enmity among nations, but there are "peaceful periods within wars", which is to say armistices and cease fires.
Declared or undeclared.
Even during a war there may be long periods without a single battle starting from either sides, yet, both sides are still enemies.
This should also fit within a "peacetime"...
Oh yeah, it's absolutely skewed the wrong way. Either they need to swap it or rename it to Casualties Sustained/Suffered/whatever-appropriate.
But there's several things that still need fixing - such as you get notifications of Armies being created, policies being decided and - once in a very rare while - peace being declared. But there's no actual notification of war being declared! I also do get notifications that my villages are being raided - but I wasn't informed that I had been given the fief to begin with!
Beyond the obvious I'd also like notifications as to the fate of armies - when and why they are disbanded and/or possibly defeated (though the text alert at the bottom left is a bit harder to miss in this case) and if the Senate policy is carried in a Kingdom, could clans propose and vote on War and Peace declarations?
I've had some further thoughts on the mechanics of war. It's obvious from the conversations you have with the Lords about Pendriac - or whatever it's called - that almost every Kingdom is set up to have clan leaders who dislike their current King. I think they're really gearing up for the Civil War mechanic later where this will mean a lot more, but perhaps to that end, wars that go badly, or at least see a lot of casualties, could make a King intently unpopular with certain vassals? It might cause some to be keen to seek peace, then keep out of wars for a while? Then they could follow domestic policies like those already suggested in this thread to try and win the vassals and/or public back over? Of course, certain Kings with certain personalities won't care about that, and some might even seek war to boost their popularity.
It'd also be good if certain Kingdoms/Kings have overlying objectives. While you think the Imperial factions will be inherently keen to ultimately dominate one another, and presumably would like to conquer all of Calradia again at some point, some other factions, you would think, would be much more focused on their own part of the world and act much more defensively. Battania, to me, is a great example. It shouldn't care as to take over the entire Southern Empire, or the ever-frozen Sturgia, perhaps, but heaven help anyone who tries to encroach on its turf. It can still go to war with said factions, but then, hopefully, not every war will automatically be a war of conquest and, furthermore, with attrition and weariness mechanics, last all that long.
Maybe resources can play a bigger factor in it as well? Someone could correct me, but as far as I can tell, the only Sturgian village that produces horses is Nevyansk, which is lost to Vlandia on Day One because they're at war by default and because Nevyansk is cut off there's nothing Sturgia can do about it. So does Sturgia a) have a war with Vlandia that focuses entirely on Nevyansk; b) try to take over someone else's fief to acquire other horses; c) periodically raid said fiefs to steal horses and/or d) try to enter some form of trade agreement to secure more horses, otherwise suffer from limited cavalry and unit speed in the interim?
You can swap horses for some other precious commodity. It might be a bit of an ask to suggest that a Kingdom/player needs particular resources in order to upgrade infantry to certain tiers though ("sorry, you require 14 iron to give your new Falxmen the Falx swords they require...")
On the subject of raiding - perhaps Kingdoms that don't like each other can raid each other's villages from time to time without actually going to war? If some AI lord, or mercenary leader, raids one of your villages - preferably a border one, it'd be stupid for them to raid deep inside enemy territory - you could then petition your King. Depending on how much influence, relationship or charm you have, you could rally the Kingdom to war, or have the King's blessing to retaliate. Or he could be very weary and refuse to help out, forcing you to spend more time consolidating your own fief, building up your militia, sticking around longer to patrol - or maybe have a companion lead a patrol - and playing the long-game.
If you were the one to raid to begin with, then you could risk losing influence or possibly be thrown out of the Kingdom for recklessly endangering it. Same could apply to an AI lord. That is, the King might secretly be cheering you on though, or even asking you to do it...
I think I might be making things sound way too complicated so tl:dr; while the thread is all about promoting longer peace, which I support, my suggestion is for wars to not only have weariness factored in before they do (or don't) start, but also have specific objectives to them which should limit their frequency, their length and their overall impact on the campaign world.
Even with the fixes, almost every kindgom starts the game at war, and then stays at war pretty much until they get wiped out. This really needs to change. Not just because it feeds the snowballing and increases the pace massively, but also because Lords and Kingdoms need time to rebuild their armies and garrisons, and they just can't do that if they're in 2+ wars at all times. As it stands, all the Lords end up with 70% peasant armies and all the castles have bare-bones garrisons (also mostly peasants) after just a few years in-game.
For peacetime to be a thing, though, there needs to be stuff for Lords to do at peace, so here are a few ideas:
-Tournaments
-Feasts
-Grand Tournaments (Big tournament like a feast where all the Lords show up with much bigger prizes and influence rewards)
-Recruitment
-Bandit/Rebel Hunting (to train troops)
-Building Garrisons
-Developing Fiefs
Just a few things. I think this would make wars a lot more fun and impactful when both sides are going into it with full garrisons and armies, while also slowing the overall pace of conquest to help support the intended timeframe of the game instead of having everything be effectively over by 1088 every time.