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I agree. It's also good for roleplaying. I even wish we could try to ban lords from raiding if we are powerful kings.
I don’t think a player should be able to stop a cruel and devious character from slaughtering villages wholesale with a simple command.
Loyalty should be determined by traits and relationship, with more ways to earn relation with same-clan people. Add in the ability to reprimand clan members who disobey(temporarily forces them to obey at -relationship) or otherwise let the player handle them by removing their command/ext.
Forgive me for wanting characters in a video game to act like people and not like magnets shifting polarity based on the click of a button.
Obviously if you catch the delinquent party you should by all rights be allowed to execute, reprimand, praise, or otherwise interact with the offending party.
If you don't know who did it, time to play clue.
It is a system that could use a lot of work imo than a simple yes/no button.
I have no problems with the game implementing an "execute this vassal" option that creates a "dare not refuse" trait, dissuading vassals from disobeying in the future. Feudal society being what it was, courts and laws being as effective deterrents to the whims of the rich and powerful then as they are now, I think that makes sense. Provided of course, you also get the "cruel" trait for murdering a vassal based on nothing more than the displeasure of your enemies, resulting in the inability to recruit honorable and virtuous companions, marry honorable and virtuous characters, and taking a massive, permanent morale penalty for demonstrating to your troops that not only do you dislike them getting rich off war, but that you'll kill them for wanting to do it.
And I think there should be a good chance that the devious and cruel vassal, instead of answering the summons for his execution, marches his warband far, far away, defecting to another kingdom or becoming a bandit.
That sounds about right.