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European Early Medieval polities were not modern nation-states, or even states, period, in the true sense of the word, at least as far as we use the term in a modern legal understanding and political economy.
Everyone with power was a vassal or client of someone else, or at least had a reciprocal relationship with at least one other entity, patron or peer.
If you peacefully "annexed" another polity back then, it still meant that the regional and local power holders retained their positions. If a region had a king, even if that king assented to the overlordship of an over king, he didn't stop being king of his region.
It wasn't common for a distinct people who had a king already to just disestablish that kingship, peacefully, and to take another kingship, from another distinct people.
Because this was rare and took peculiar circumstances, I think the way it is handled, with events and dilemmas, makes sense: being able to just routinely incorporate distinct peoples and kingdoms, disestablishing their ruling houses and such, into a larger kingdom would be silly.
The Mercian situation is actually a good example. To incorporate Mercia in-game, without outright conquering, a claim for the Mercian throne has to be made, then assented to. That is actually completely in keeping with what you see historically happening with Medieval political and legal systems.
Mercia can retain its own kingship, but recognize the overlordship of another kingship, which is the in-game "Vassal" situation.
Disestablishing a kingship without worrying about working through a legal claim would simply be a claim through 'rights of conquest'...in other words, you fight them, conquer them, eliminate or otherwise drive out the old kingship, and that "settles" the issue.
William the Conqueror's situation is a good historical example of this stuff in practice.
Even though it came down to rights of conquest in the end, William still had to advance a legal claim to the throne. The fact that the English didn't (by and large anyway) assent to the claim, and that there was a third party also with claim, turned it into a matter to be settled by war.
On the other hand, if the "annex vassals" option was there, then William and Harold would have got to the table, made England a vassal, and then at some point deposed Harold or his successor...peacefully? As a routine diplomatic option?
The only reason Harold would've found himself as a vassal of William would be if he and William had reached an agreement; but that agreement would only have been binding and legal because Harold would be king of England, either by holding onto the kingship, or having the realm regranted to him. To have Harold assent to a vassalage, and then later have the option to just disestablish him or his successor, wouldn't be the kind of thing that was a typical, normal operation of politics, for obvious reasons. You would need a peculiar arrangement to have that happen, like an agreement that on Harold's death the realm went to William.
This type of arrangement was definitely done in the Medieval age; but because it happened in such a particular set of circumatances and always in context, it is handled better by events and dilemmas. It shouldn't be something you can just always, rotely do, like, "ok, I vassal this faction, then ten turns later incorporate them and disestablish them by asking them when they are at 'Very Friendly' relationship level," rinse-repeat.
I don't need a long-winded history lesson on the medieval feudal structure, I'm well aware of it. But it's absurd that your vassals can take land that belonged to you only one or two turns ago that was taken by an enemy and you can do absolutely nothing about it because there's no annexation or region swapping mechanics. It's also a bit dumb that even when you complete the mission requirements and change your faction name to 'England' that there's still an ugly, ungainly patchwork of your vassals all over the place, and that their name doesn't change at all and still looks completely seperate to you. The logical solution would be to auto-annex them when you reach the final kingdom formation event. After all, England in the 10th century - when it was finally unified - did not look like England did in the 7th or 8th centuries, with a bunch of mini-kingdoms like Kent and Devon and Cornwall scattered about the place.
Region trading is another topic though. I would like to see a return of some type of region trading, not to mention the inheritance/escheat type of stuff from Shogun 1 and MTW.
Regardless, if you lose regions to rebels or an enemy faction, and then your vassal takes them, that isn't necessarily unrealistic/unhistorical either.
This goes back to what I was writing earlier. The king did not own all the land of his realm, not even remotely...he had overlordship of lands, but only ownership of a very, very small number of lands.
In the game, your faction regions are all "yours," in the sense that you are guiding that faction; but in historical reality those faction provinces would consist of dozens, if not hundreds, of minor lords.
So if you lose a region to rebels or an enemy stack, the king isn't directly losing ownership of that region: he has lost overlordship of the region. If your vassal takes the region from the enemy, your king as now reasserted overlordship of the region. This is basically how it would've worked irl. Of course, irl there would be a lot more nuances, like an exiled lord(s) could return to his/their lands, but for gameplay, you can see where this could get way too complicated, really quick. So if the region comes back into your fold by your vassal taking it, you can look at this in terms of assuming the original lords are dead, had turned traitor to the enemy, etc., and the new lords are going to be made up of those who receive grants from the conquering host, which, in game, would be the vassal who actually took the region.
These were "mini-kingdoms" though, or a system of autonomous and semi-autnomous lordships, and in the case of the Cornish, yes, there actually were those who styled themselves and were recognized as kings in Cornish lands.
In the case of Kent, it was only a few years before ToB begins that it has ceased to be a seperate polity. And the nature of overlordship afterwards was irregular (which of course means it can be even more wild in-game, considering the sandbox aspect).
This comes back to what I was saying in the last post: real, historical 'England' around 930 would've been a patchwork. England wasn't a unitary, modern state: it was an Early Medieval lordship. Political unification consisted in certain perogatives of the king, and other kings submitting to him. But this was very much personally rooted and not insitutionalized into a bureacratic, state machinery, or something like that. And it was fleeting and irregular in this period.
I think the best proof of this last point is how quickly the "unified state" of Athelstan started falling apart after he was gone. This devolution indicates how the systematization that many people seem to think of simply wasn't there, and where there were systems, these were built on personal agreements amongst ruling peers, not on state insitutions as have today.
The type of unification you seem to be thinking about begins more with the Norman conquest, but even then, the facts on the ground kinda speak for themselves, that it wasn't neat, monolithic, or a unitary state.
The Norman English lords interacted with other peoples, the Cornish and Kentish in addition to Welsh and others, very much as distinct groups, as others had done before them: the fact that the English throne went to William didn't result in all regions abstractly referred to as "England" coming de facto with that throne, assenting to his overlordship; nor did it result in systematized, cohesive operation of those peoples amongst themselves in opposition to the Normans. It was a very patchwork landscape, not a modern state with unitary, statute law and stuff like that.
Even a quick glance at Wikipedia is going to highlight how the political identity of these places was distinct for quite some time into the period, and the irregular nature of unification from Alfred onward, which is a testament to the decentralization of power structures and the retaining of distinct, regional heirarchies.
Regards Cornwall: https://en.wikipedia.org/wiki/History_of_Cornwall#Relationship_with_Wessex
Regarding Kent, : https://en.wikipedia.org/wiki/History_of_Kent
And the second post:
PS: And these are games that take place in a historical context, afterall.
It's unavoidable that if there is a question as to how they are going to do certain things, like define what factions exist, their relationships with each other at campaign start, treaties at game start, faction leaders, etc, that history is going to come into the discussion, because these are historical questions.
I'll try to be as brief as possible regards 918:
Context is very important. You have the Lady of the Mercians preceding this, and then her daughter becomes heir around 918. Having two, successive female rulers of Mercia was not as legally or culturally viable at the time as simply having the realm escheat to the King of England was.
TW is strongly about sandbox play. If one or several things had been different in history, disestablishing the Mercian house would not have necessarily happened as it did. It comes down to context and very particular circumstances, and for the game starting in 878, being able to annex and disestablish around 890 or so, based on a very particular train of events and people that leads to something historically 40 years after game's start, still doesn't seem necessary imo.