Current state:
1. Kingdom infrastructure i.e. idols and menhirs is a one-time investment. After you gather enough silver and batshit you don’t have to worry about it anymore. This makes corresponding resources cheap and easy to get, which leads to the situation where everyone can have everything. And it actually kills the whole point of the buffs. There is no difference between whole world covered by many kingdoms that provide same maximum bonuses and simply changing global timers on crops/trees/animals etc.
2. The only resource a kingdom consumes is the authority. However, exp points that provide authority are virtually unlimited and can be easily botted even after charisma/quests rework. Moreover, the kingdom doesn’t really need to keep its authority above zero to use buffs, so the pocket kingdoms are the thing.
3. No incentive to distribute infrastructure objects across the kingdom. People build them massively in well-secured Capitals.
4. No incentive for kingdoms to fight over territory or hearthlings.
5. No incentive for hermits to choose a particular kingdom because each provides the same bonuses.
Ideas:
1. Kingdom specialization. One kingdom shouldn’t provide all possible buffs. The diversity in bonuses will make hermits migrate to a realm which has the best bonus for the activity they want to do (and not to NewHedgeHugs).
2. There should be a correlation between the territory that the kingdom covers and the bonuses it provides. So instead of building idols/menhirs in random places they can be tied to a natural wonders. Two possible options I see here:
a) Build idols/menhirs only in NxN area around localized resource one per natural wonder.
b) Transform resource node into menhir or idol. After that node stops production of its resource. If it is destructed new resource node spawns somewhere else.
This would create strong incentive to fight over localized resources as well as protect them on your territory. Decentralization of kingdom infrastructure will also increase the amount of in-game relations between people.
3. Realm buffs require some resources as weekly upkeep to be active. Although it is nice to make a non-stop cow slaughtering fest at the coronation stone, I suggest upkeep be tied to localized resources. Raising its value will have positive impact on trade between kingdoms and hermits. This will also prevent transforming all natural wonders into menhirs if you choose 2b option.
All localized resources as they are now can be divided into two groups depending on their respawn time. Fast: salt, brimstone, heartwood leaves, notes, spring water. Slow: pit clay, rock crystal, foul smoke, mother of pearl, guano, ancient root, and ice. Each buff would require a different combination of resources from both groups. The example is listed in the picture below.
4. Kingdom buffs skill-tree. With the upkeep system realms would have to pick different development strategies and plan their expansion carefully. The example is listed in the picture below
https://imgur.com/pMYHjvq