Also did you see my edit in the other post, after the quoted line.
Yep, went back and read the full post again just to be sure.
With Fealty, I always feel like I should make it, but it doesn't REALLY matter if I don't succeed, because it is not that essential, the production and strength boost is 'nice' but.....meh the effort never really seems to pay off.
Which is a bit ridiculous when we are actually talking about the representation of how loyal your people are to you and your empire!!
If a King knew that less that 10% of his citizens felt 'loyal' to him, I don't think he would go to sleep feeling all that safe, happy or secure!
That reminds of the of King Julien(from the Madagascar cartoon) show on netflix, there was one person in his entire Kingdom that did not like him and he was bound and determined (he was depressed, couldn't sleep, etc) to figure out who it was and make them love him.
Yeah, we should rethink how Fealty should work in M:C and scratch the vanilla formula. As you clearly pointed out it just doesn't make sense to keep using that old code. Perhaps, starting with the ideas in the Fealty thread that you posted recently Lib.
How about letting the proportion of local Demand that is satisfied affect fealty in that city (with an upward effect for >50% of total demand fulfilled and a downward effect at small proportion of demand fulfilled); this would give more importance to keeping your citizens demands fulfilled and make it more achievable to get high rates if you govern well. It already has a lot more bonuses attached to it than vanilla, so still should be hard to get though with more of a focus on the late game.
We sound like a cat chasing his tail on some of these issues, we keep going round and round, but maybe we will eventually come to a unanimous solution
. By demands being fulfilled are we selling the Yields to the locals for profit? There we have the trickle problem again where it is better profit wise to sell your Goods all at once to have that cash on hand to buy the things you need for your Empire to grow faster.
It also takes quite a while to produce all the Yields in order to fulfill on the demands, and to buy the expensive Yields like final products in the current state would be gimping your Kingdom as you need that Gold for Specialist, building materials, Weapons, and Armor.
My vision for the Economy is one based on how it was it actual history. In vanilla Col Players are pretty much self-sufficient, they produce all their own raw goods and the final products and take home all the gold minus the Kings share of course. This was not how it was in Medieval times. Trading with your neighbors was huge. You would trade for what they did best for what you could do best. The wool in England was traded to Flanders, turned into Cloth, then traded back to England. Certain goods could only be obtained from specific areas. There where plenty of Monopolies then and I would love to see that introduced to M:C, where the player strives to corner the market in a certain good so he can reap great fortune.
All of this is doable, it can be done, we just have to put the peaces together to make it work in a fun and balanced way.