Introduction/Why to?
Jorb has expressed that he would like the players to form civilizations and care for their nearest surroundings. However, the current meta does not quite encourage doing so. Expanding vast kingdom claims is far more profitable than working on local hubs and cultural objects. Simply, it is very easy to keep a large kingdom claim atm.
I can see why the fixes have been implemented, but there should be an alternative. Let us say, instead of focusing on expanding and overextending your lands, you could focus on the nearest borders (optionally). In fact, it should be more profitable to keep a small but well built kingdom that would attract new settlers.
Idea: Policy
Policy is a buff, that drains the authority of the kingdom as long as it is active.
- You cannot select a new policy for a significant amount of time after choosing the previous one (cutting abuses).
- Starting a сompletely new policy requires additional authority on top of the maintenance cost.
- Authority drains according to the territories covered; More cheirns you have, more authority will the policy drain from your kingdom.
- Kings or Queens should be able to select a policy in the kingdom menu.
- Buff could be applied to anyone in the kingdom, or to the realm members only (selected from the kingdom menu).
You could play with the policies and their hierarchy. In my point of view, the policies should be divided to 3 groups. You can have more than one active policy withing the same group and authority cost adds up on top of it. However, if you'll add a new policy from a different group, it'll cost you twice or three times more authority to maintain it.
Possible policy options:
Trade & Expansion policies
- Oxcart movement buff (additional 100 xp per hour drain)
- Roads and milestones cost less and expand further (3 stones instead of 5, 200 xp)
- Naval nation (knarrs and boats cost cheaper, built faster and have a speed bonus, 500 xp)
- Building speed is increased, buildings require less materials (1000 xp/hour)
- Field cheirn and village claim coverage is increased (500 xp)
- Teleporting within the kingdom costs no travel weariness (500 xp)
- Experience gained by the players within the kingdom increases the authority 1.3 times (500xp)
- People get 40% of their stats for this kingdom type (funeral ability)
and so on. Anything that is related to travel and building new settlements.
Industry policies
- Crafting speed is increased 1.2 x times (200 xp)
- Crafting speed is increased 1.5 x times (500 xp)
- Crafting speed is increased 1.7 x times (700 xp)
- Animals have a higher chance to give twins (500 xp)
- Agriculture requires less energy (150 xp)
- Cave ins do not do less damage (500 xp)
- People get 40% of their stats for this kingdom type (funeral ability)
War policy
- Horse endurance is increased (150 xp)
- Max. shield hp is increased (1000 xp)
- Lowered cost for challenges (300 xp)
- LP cost for melee combat, unarmed combat, archer is decreased (700 xp)
And etc. each policy might have their own debuffs as well. So, the kingdoms would actually have to choose what to sacrifice and how to manage their lands more efficiently, instead of mindless expansion. Fight for more populated lands as well.