I actually think the chokepoints are what makes Bannerlord factions so imbalanced and hate that everything is designed to channel you in this direction or that. I really would like to see a map that has more freedom to roam in all directions. Also this would prevent what happens in Bannerlord where some factions never do much or get much done to them because of how few points of entry of exit they have. I feel Sturiga gets borked alot of times because armies have such a narrow band to travel making it hard for the AI troops to move across their lands to defend themselves. Battania gets borked because there is easy access on all sides to its territory.
Ultimately though, I would just like to be able to roam over the map without having to zig zag all over the place.
I agree with what you say and propose 2 solutions to this problem.
Such narrow passages are determined by 2 factors:
1) the impassable mountains
2) the will of the developers not to allow a territory to be invaded from any point.
Solutions:
1) make the mountains passable but at a cost in terms of time (or speed), consumption of very large food and in the most serious cases (winter and party not equipped with the right skills) even some injuries, especially if you have horses / elephants and wagons (when there will be).
(Battania and Sturgia could have an advantage in these territories).
So in theory everything would be passable and traversable but only
at a high price to pay (time, food, morale, injuries) if you don't have the skills.
And if you have the skills, there is only a reduction in those penalties (for example medicine could help prevent deaths and injuries from hypothermia).
In this way the map is "expanded" even if it remains the same size.
And in my opinion the limit within which the party acquires or loses bonuses (speed, food consumption, etc.) should be made much clearer when it passes from one type of area to another.
For example, some "scouting" perks could provide more details about the surrounding terrain.
2) in order not to invade a territory from any point, the solution is not to reduce the roads that lead to a city or territory, but to MAKE that territory DEFENDABLE even if in OPEN FIELD.
And to do this it is necessary to introduce two new mechanics:
A) supply lines, of which I insert the link relating to the thread I wrote about it.
If an army needs a supply line to be able to cross a territory in peace, then it must also protect it and therefore must avoid being circumvented by a small enemy army that simply attacks the tanks of the line to interrupt the supply of food and ammunition ( and these should be bought like food).
To do this a large army must necessarily divide its forces and order the parties to keep a certain distance from the army to cover a greater area during the advance.
The front of this area would make up the combat front.
So a war would have multiple fronts and if a small army managed to outflank a large, unwary army and destroy its supply line, it would force the large army to two choices:
X) send a messenger / party to rebuild the supply line. (And must also survive in the meantime)
Y) continue the invasion and finish it before running out of food and ammunition and at most by raiding to avoid running out of food.
Z) withdraw from the invasion, redesign it and return.
B) geographical coverage and marching formations.
They help in point A to make it more immersive.
you can find both threads within this link.
Possibly, if I don't ask too much, once you have read them and only after you have read them, vote the polls.
There is one in each thread.
ECONOMY , LOGISTICS and WARFARE SUGGESTION LIST