Hi everyone, I've just released v0.3, which rounds out feast mechanics by adding the courtship/marriage system. You can initiate and progress courtship with any lord during feasts. Unfortunately reading medieval poetry is no longer in fashion, but you can build your relationship by spending time together during feasts, giving gifts, and dedicating your tournament victories. Lords are very particular about the kinds of gifts they like. If you don't know a lord's preference, you can ask their close friends. Lords will look for different qualities in partners based on their personality, but ultimately you can marry any lord. Marrying a lord gives you a faithful ally who is very likely to join your faction and assist in schemes in the planned scheming system. Additionally, you can ask your spouse to leave their fleet and join yours, granting you an immensely skilled officer as a perpetual mercenary (does not count towards the officer cap or cost story points).
Other added features include the controversy system from M&B, which will cause discontentment about the current marshal and make marshal appointments less static. Additionally, defection has been rebalanced so that lords cannot defect to the player unless they have 50+ relations and the player has previously recruited a lord. Lords from decentralized factions (pirates/pathers) will also gain faction "loyalty" from winning battles since they cannot hold feasts to gain loyalty.
For v0.4, the plan is to introduce the scheming system for an... extralegal means of manipulating lord relations and politics. Along with this, politics will be rebalanced to have more impactful/interesting laws, less binary voting results, and improved UI. Before v0.4, there will also be a few minor updates to clean up any newly introduced bugs and reduce tech debt.
Thank you for your understanding. I agree that there should be some consequences for mismanaging your faction. I will keep using the mod for now as I have too many hours in this playthrough to let go at this point. This is only my second full game since I bought Starsector so I want to get as far as possible. One suggestion for this mod is a system to tell you where the lords in your empire are and when they join. Part of why I did not notice my fief being stolen is because I thought I only had one lord in my empire, turns out there was another guy at some point and he had enough power to grant himself a fief. Also, I feel like player council power should be much higher than any one lord.
I agree that there should be more visible notifications for defections and politics. To see which lords are in your faction, you can look at the lord intel category, which is sorted and color-coded so that your faction is on top. I guess this wouldn't have worked if you never met the defecting lord in the first place, but with the recent changes that shouldn't be possible anymore. The player also does have a lot of council power, though it's mostly "soft power" and perhaps not well-communicated. As a ruler, you have these powers:
1. You apply a sizable multiplicative modifier to whichever side you support.
2. Lords with high relations will be drawn to their liege's side in any vote
3. You can propose your own legislation, which will be supported by lords who like you, effectively double-dipping with the relation bonus
4. You can sway lords who are on the fence to vote for your side by talking to them
Overall, you can swing any loyal lord's voting decision by up to 70 points, which should let you pass most things. Especially as your number of subordinates grows, a player ruler will be far more influential than any lord. If you find yourself stuck with only disloyal lords though, you'll have a tough time.
The game crashes when I click the council page for my commissioned faction. The page was working before, not sure what changed to make it crash.
This looks like an old bug which was fixed several versions ago. Can you try updating to the latest version? It's save compatible.