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Not that I do not agree with the reasoning... I would like to adjust the Fiefs system, which I find kind of flawed to be honest. But there must be a less destructive (simpler) way of doing it :)
Alternatively, we could just disable Fiefs system... but... I'm not sure.
Disabling individual fiefs might be worth considering. It would depend on whether other players find that they add anything other than complexity/clutter.
Although if you can disable fiefs, perhaps the solution is to start with both, then allow fief disabling as part of centralization?
Or to be more precise REMOVE vs ADJUST.
Note: Instead of disabling fiefs mid game, I would rather add a rule like "after centralization 5 every 20 turns 1 fief is transferred from a noble house to the royal house" or something along those lines. OR "Fiefs come under imperial supervision" (different neutral crest), but the system theoretically works as usual.
But the reason why I would say the fief system doesn't necessarily work well is that it doesn't behave the way the player probably expects it to behave. World's controlled by one house don't react that way in any meaningful sense. They don't defect when they're ruling house defects the Rebellion. And they aren't a source of income. So it just seems meaningless to call them fiefs. They don't behave like fiefs either militarily or economically, really.
So the other option is to adjust the fief system by making it more feudal in nature. Since FED will continue, then personally I like the idea of a house's fief affecting rebellion by the worlds that house controls.
Regardless of how the fief/FED systems go, I would suggest adding some additonal events related to them. Perhaps for one of the events involving conflict between two houses, your decision to side with one or the other transfers a planet between fiefs. Or you could confiscate the planet for the Imperial fiefdom...
https://steamcommunity.com/app/1437750/discussions/1/3363650131517789986/
It might give you some interesting ideas maybe?
I think the idea of Thieves is a good one if they are implemented in a way that has some relation to what that name means historically. If thieves are in some sense governed or controlled or owned or at least influenced by the owning house, then I think that's a good implementation. If there's no real effect from a thief belonging to a given house, other than a minor impact on authority, I don't think it makes sense to call them peeps. You could just say that the house got to nominate the governor of that world or something. That would be closer to the current game effect of a planet being the Feast of a noble house. It would also be fanatic because it represents the reason why these Noble houses would agree to be part of the empire in the first place. They benefit when you colonize or conquer worlds because they will those worlds will be distributed to them.
And I continue to think that a transition from the thief mechanic to the shares mechanic is the right approach. The shares given much more centralized approach to governance, and it would make sense that those shares become a replacement for direct control over planets. The share governance structure also reminds me of dune, which was a more centralized Interstellar Empire.
I realize I'm repeating my initial opinion, but that's just because I haven't seen much from that discussion that changes what would make the most sense for Stellar Monarch 2. If fiefs will be kept, then they should be more impactful and have effects closer to their historical counterparts. And in my opinion both the thief system and the share system are interesting, so one should transition into the other. It just doesn't make sense to have both simultaneously.
a) Limit core worlds to 25/30 worlds and then allocate each fief manually. Then make the location of fiefs (proximity to Terra) more important during rebellion.
b) All planets are fiefs (not tied to core worlds concept at all). You manually assign the home fief of a house (must be on a Habitability 7+ planet) and then they claim fiefs (over time?) on proximity to it (so you, probably, end up with 7 clusters of fiefs with your house fiefs in the middle). Then proximity to Terra counts during rebellion.
Possibly with a variant that the royal house can't hold many fiefs, so the safe buffer around Terra can't be assured by the royal family fiefs, and is to be assigned to some other house.
Premise: Fiefs are a kind of relic of the past and those are more valuable to noble houses than to the Emperor. In addition, fiefs are more efficiently managed by nobles than the Emperor (who has no time for this since he has to rule to oversee the whole Empire).
- Each planet is a fief (core status irrelevant).
- By default, each fief belongs to the Emperor (theoretically one could end up with all fiefs under own control).
- There are various events which allows granting charters to fiefs.
- Each house has number of ACTUAL fiefs they control and the number of CHARTERS (promised) fiefs.
- Once in a while (once per council? possibly with some option to make it earlier or postpone), Bureau of Fiefs Registration redistributes (auto) imperial fiefs according to granted Charters (taking those from the Emperor).
- When there is not enough fiefs to give out (overpromised or lost to aliens) and the B.O.F.R. can not redistribute it triggers a negative event. Each time B.O.F.R. has a shortage.
- Noble Houses get Authority for holding fiefs BUT except Royal House (no Authority bonus from fiefs for the Emperor).
- All planets under Royal House rule get a penalty -10% to Output OR All fiefs of other houses get a bonus (nobles more efficient at supervising distant colonies).
- (optional) If the Royal House holds above the "free quota of fiefs" there is a penalty to Adm pts generation.
- (optional) When there are too many fiefs under Emperors direct control it triggers a negative audience option (has to spend extra Focus pts, etc).
EDIT: Made a dedicated topic for fiefs:
https://steamcommunity.com/app/1437750/discussions/0/3819669231699073752/