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and yes: the whole thing is pretty much Mass Effect 3's card-system on steroids.
Which doesn't really matter, because you need to go through most dangerous enemies to conquer the territory first, after you got it you'll probably won't fight anyone there anymore, except for some companion quests etc. which are rare and easy anyway.
It also makes your advisors better in their associated areas, which means less failing and more gaining. It's a neat little mechanic. I hope that the end game involves several important high level tasks your Kingdom needs to do in order to progress or something. Otherwise the whole system feels kinda pointless. If there's no "test" of how well you've flourished (or not) then there's no really point in caring about it so much. I guess.
A kingmaker without kingdom
i really like the kingdom mgmt side it adds to the depth of the game
2- the rank of each adds 1bp to ur economy up to the lvl of ur economics
3- u get some really nice kingdom wide buffs...like immune to posion in ur own territory or +1 to hit and damage in territory
4- it all matters in so much as its ur country so take some ownership and pride in it ffs....
5- the rank of the stats directly influence ur royal crafters and what htey can build
the game would just be another rpg that while good was not great without the kingdom system...it adds as i said a level of ownership that would otherwise be lacking without it
I probably didn't expand aggressively enough since I'm getting problems with 40 DCs. I've got a few council member with +24s, but it seems like the game wanted all my council members to be rank 9 or 10 by now, and there was no way that was happening with it taking 14 days to level a council member. The project that's supposed to cut training time in half doesn't work either.