What makes you say that? I've always considered recruiting costs to be on the cheaper side.
I guess I miscommunicated somehow but that's actually my problem with it.
One issue I think the game has is that it's too easy, for better or for worse, for the player to make it from commoner to vassal while completely ignoring quests, and therefore missing out on the important boost to notables' relations and influence levels. Once they make it to the vassal stage and they suddenly need more access to recruits, they feel like it's a step backwards in their momentum to drop everything and go complete some quests.
I agree. Even
suggested that recruitment be tied to obtaining permission from a settlement's lord to encourage faster utility from relation increase with notables (and address a few other issues that current implementation was struggling with).
That's completely understandable, because not everyone enjoys doing quests, and no matter how much effort the designers put into them, procedurally generated quests will always get stale at some point. The game does not offer many alternatives to increasing notables' influence and relations in this respect.
Which it should. Though, honestly, Daggerfall ran on procgen of handful of quests, and if anything they were a mechanic I had hoped to see expanded on in later TES titles (and no, "Radiant" quests don't really count since they were about as basic as Daggerfall's quests, without the latter associated procgen dungeons, however problematic they could end up being).
To be honest, the game seems to actively remove any potential for "emergent gameplay" interactions in that respect. Since nobles respawn with high-tier units capable to creaming most looter, if not all bandit groups (which themselves are so rudimentary implemented they are yet another disjoined element that just serves one purpose as xp pinatas, because good luck finding even that mythical "villagers vs looters" fight, much less getting to it before it is auto-resolved...) are not a threat to them (thank you, complaining Reddit dweebs!). So your only non-quest potential is pretty much already on the vassal-level stage, where you CAN join lord-on-lord battle with enough impact on the result to get some relationship points. Since it does not matter how much help you provide a lord's fiefs (I also made a suggestion that the relationship rewards should cascade up the "chain of command" for partial gains with fief owners, their overlords all the potential way to faction leaders if the base gain is high enough), directly-given quests are the only meaningful way to improve relationship with them. Which is really crummy way of going about it, because if you save that village from bandits (or whatnot), that lord should at least get a tiny "well, this rando just saved me some much-needed income, that's nice" recognition of player's actions.
There's also the fact that npcs' notable relations are not yet set, so for the time being they get a cheat instead, leaving the player at a recruiting disadvantage.
Welp, we'll see how this plays out in the long term and whether it'll even see implementation. That'd be nice.
With the way the code is currently written, prosperity/hearths could easily be factored in as a multiplier to the probablity of spawning or upgrading notables' troops each day. Whether or not the AI could be programmed to properly consider the effect prosperity is having on their recruiting rates and plan accordingly is a different subject though, as Apocal said. If the AI could be made to understand how to use it, maybe the devs could implement an "emergency conscription" mechanic that boosts recruit spawn and upgrade rates for a short period of, say, a couple weeks, followed by a much longer period of reduced spawn rates to simulate a depletion of manpower. They can always make more policies similar to Cantons as well.
Honestly, I'd expect at least some recognition by the AI that the fief they are raiding (or ignoring being raided) are THE source of logistical backing of their war efforts, even if not right now than potentially quite soon.
Quick anecdote from my current (well, set aside because I've got to the point where I pick Bannerlord up, play a few minutes, then realize the futility of it and go do something else) playthrough. I was derping around getting new batch of Battanian and Sturgian recruits for my "independent" faction currently at war only with Western Empire battered to one town and castle far away enough I don't effective have to worry about any hostile incursions. I saw Raganvad's "respawn" party, already with 40+ recruits, heading toward Rodobas while Varcheg was under siege by Northern Empire. Went there first because those recruits were mine, by Jove. When I started the trek to another village, Varcheg got captured. Ragamuffin kept on his way toward Rodobas (Olek's fief before the flip, IIRC), then proceeded to raid the village.
I mean... OK. It's Raganvad. But, dude, you didn't even wait for Varcheg to change the livery on banners around the town before going on your merry way to destroy the lives of what just a moment ago were your own subjects, and probably would be your subjects again if you weren't such an utter tool when it comes to war strategy.
Lords, in general, pay no attention to base culture of villages (and they damn well should, at least for some character traits!) when it comes to raiding. They don't pay attention to anything outside of current ownership, which also means that, when you as a player finally get a fief awarded, it's probably going to be a useless ruin.
I'm not expecting neural network level behavior from Taleworlds, but they could at least hard-code raiding preference toward more distant targets, so recently captured settlements don't constantly flip-flop simply because there's no way to keep decent garrizon in them, and but a stop on "lol, silly former peasant of mine, you're now enemy property, gib lewt" behavior.
Interestingly, the first thing the code checks for when generating new recruits each day is whether or not the settement is in active rebellion. I don't know exactly what the rebellion mechanic will entail, but I'm sure loyalty will tie in somehow. If a fief is starving and its villages are looted, it's usually losing loyalty every day, which may trigger a rebellion in the future and cut off the recruiting pool from the owning faction. So a faction that is suffering from a grueling war will probably have many of their fiefs in internal turmoil and their total manpower will be reduced, creating an effect similar to a "population" pool. Not to mention, you can already raid enemy villages to reduce their recruiting pool for about 2 weeks. As far as I can tell, npcs totally avoid travelling to raided villages, so the bug that allows them to recruit from raided villages only comes into play when the player enters a raided settlement with an army in tow.
Saw it done several times in 1.4.1 by independent lord party just visiting "raided" village and getting the + Recruits message over them, so don't know if this was just fixed in latest patches, doesn't work as it should, or isn't implemented.