For me the biggest issue is the lack of longtime motivation. I often lose interest in the game when i have "everything". That means when i have top armor and weapons, huge armies and a few towns and castles there is not much left to fight for. That is the point where money is no factor for me anymore. Cause i have everything i could buy already. So the at this point in the game its just all about joining armys and get even more castles, which is always the same.
The early game Mechanics like quests, collecting money to get a slightly better sword or improve your soldiers, this is not a factor anymore in the lategame.
What i think is important for longer motivation is:
-smithing armor. So you can customize your look even more.
- customize your castles and towns more. This would give you a reason again to collect money even in lategame. So i have a goal again what i am collecting money for.
- some sort of more lategame quests that are more usefull and give more rewards.
- There is literall no reason to "walk around the town". The towns are still so empty you just klick through the menus. I have no idea what could fix this. Maybe more unique npcs? That travel between towns? Where you have to discover them by really walking around? Fuller towns with more busy npcs? Idk
I broadly agree with you, though since the game is sandbox, it is up to the players to decide on what the "end" is. But adding more end goals would keep the game fresher. Viking Conquest for example has several goals that the players could choose to complete, which would give some rewards upon completion (e.g. you get an increase to your 1h proficiency if you completed "Famous Warrior"). You can also select a new goal after completing one.
As for your suggestions:
- I like armor smithing in theory, but in practice it would be the same thing as buying armor (and probably would be an even bigger money printer than weapon smithing). Armor smithing just wouldn't have the depth or customization of weapon smithing, as armor only has the 2 values of Armor & Weight. You also wouldn't be able to visually customize it maybe except for its colour. So unless we get the ability to recolour our armor, I would pass on this one.
- This is a vague suggestion but I like it. I think there could be culture specific buildings for towns and/or castles to differentiate them, like
Roman baths for the empire. One thing to make settlements more unique would be by having stationary/immovable and "moveable" landmarks/artefacts that provide some bonuses to towns (like +x prosperity per day or something). For example, real world examples for a stationary "artefact" would be the Hagia Sophia or the Pyramids of Giza, whereas moveable artefacts would be the horses of Saint Mark in Venice or the Venus de Milo statue in Paris, etc.. This would give more lore to Calradia, more incentive for the player to take over specific locations, possibly a medium priced money sink for buying artefacts & more control for town management.
- I don't know what specific late game quests you have in mind, but we will be very likely getting claimants (& civil wars) in 1.3, which would count as one in my opinion. Another would be a late game invasion that can be enabled/disabled at character creation. I also had a suggestion for a game option to enable perma/long time destruction of towns by the player and AI with very negative traits, which spawn neutral refugee partie(s) (party of 100 units which include peasants & looters, also FFS Taleworlds, add peasant women as units to the game), the amount of parties scaling with the prosperity of the destroyed town, that move to nearby (intact) towns. If they reach these towns, they increase its prosperity by a flat amount (idk let's say 100) but also add a stacking malus to security and/or loyalty (idk, like -0.25). So in order to deal with possible future rebellions you have the choice of attacking these refugees to stop them (which would give negative trait points), or destroy towns in the heart of the enemy territory to cause chain rebellions down the line, crippling the enemy kingdom's future war potential.
- There's at least some incentive for going to the town scene in the form of alley ownership. But I still hold the opinion that we should be able to upgrade our equipments' modifiers by talking to weapon & armor vendors in towns and paying them a fee proportional to the price of the equipment like in Viking Conquest. This way, we would have another money sink while also having an excuse to actually go into towns.