jorb wrote:ven wrote:That's sad to hear. In other words, that's unfeasible because people would abuse it? I suppose that means no kingdom's update either?
Pretty much. When we attempt to digitalize relations down to simple states "war", "peace", "alliance", we miss a lot of the fullness of actual reality, where two factions can be, say "mildly friendly", or on a "could help them out if we got paid"-basis, or a thousand other highly fluid and hyper-variant possibilities. A village in the game is just an organizational tool, and there are plenty of scenarios under which actual factions -- human players acting in concert -- may decide that they need several villages, for example. Modeling a bunch of clumsy abstract states between villages creates huge rifts between objective reality and the games' abstract representation, and that will almost immediately create strangeness, ugliness and problems.
Oh, hai, we have three pseudo-villages in a state of formal "war" with our main village to accomplish obscure goal XYZ, and the like.
I mean, I am not going to exclude shit like that entirely. I think some sort of system of vassalization and formal tributes could perhaps be useful, but I do not suspect that the holy grail of a good siege and warfare system lies down those kinds of roads.
We don't need digitally builtin kingdom relations.
Just give us the tools/means to enforce such relations. A lot of voices have suggested raid mechanics that allow for the attackers to gain some sort of loot off the defenders. The "loot" can take the form of curios as those can be calculated on a point system (100lp/hour/slot per 1 pt or something). These mechanics will enable those ruler-tyrant-vassal relationships.
Stronger factions can go to weaker groups and go "pay us X amount or we declare a raid on you and take twice as much". Smaller groups can try to call the buff or capitulate. Stronger factions don't want to actually always go through with the raid as it costs them time/resources and they can't raid everyone. Make the "raid" mechanic straight forward and simple to implement but gated by resources and capped by a certain amount.
It thus becomes a balancing act, full of actual human intrigue, making alliances and weighing risk/reward/effort.