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I agree. Things in the same "vein" as what you've mentioned about villages are what I feel give the game substance. It would have been nice, imo, if there were already a population system in place and even more focus on manorialism to really immerse the player in the environment. I strongly dislike the double-standard between the player's system of recruitment and how NPC lords grow their armies. After I get a handle on stabilizing the long-term political environment, a lot less crazy indictment madness, I'm gonna be working on population and fixing the double standard I mentioned.
It's reassuring to hear that someone else doesn't hold the concept of custom troops as a top priority. While I do like the novel feature of being able to customize our troop tree it's very difficult to apply a fair, reasonable system of checks and balances when it comes to creating said custom troops.
The spirit of creating a custom character included being able to create any character in the game, monarchs included. So those options will stay.
Diplomacy has nice features. However, debugging and altering Diplomacy is painstaking for me because it is integrated directly into the module system source code and I'm very particular about organization. Since I have my own ideas about diplomatic features I figured I'd start fresh. Some features in Diplomacy mod will be shared throughout my version as the concepts are common. What will differ mostly is the delivery. Diplomatic features to me can't be in just one mod, it's going to be a series, or collection, of mods in which each installation brings about more features according to the context of the mod. For example, I have started part of my diplomatic features in a mod called "Count of the King's Stables", which is all about the Constable. I would also have one for the Steward, Bailiff and Reeve, just to name a few.