I've been thinking about this some more and have come up with a slight variation on what I suggested before.
1) All characters are initially limited to 100 troops.
2) Fief owners then get a bonus to the number of troops they can hold. Fief Population caps will need to be changed aswell though so here's some suggested numbers
Village - Pop: 500 - Troop Bonus: 100
Castle - Pop: 2000 - Troop Bonus: 500
Town - Pop: 10000 - Troop Bonus: 500
These numbers are picked to try and make Castles the most valuable for troops numbers (since they are rubbish for recruiting and working compared to villages and towns repectively), whilst also ensuring that if someone ever manages to take a town, they don't then get a huge troop advantage. They are certainly open to change though, since i'm not taking army upkeep costs, or faction gold production potentials, into account when writing this.
3) Troops cannot be stationed within fiefs, however the troops of any faction member within one of their own faction's fiefs will be added to the defending army (unless they retreat).
4) Characters from 3rd parties can choose to join whichever side of any battle they want, so long as they are within range. The mechanism I described 3 posts ago would be used in this situation for Battle management.
Now for the variation
5) Each clan gets to determine its own internal hierachy by placing every member of the faction under somebody elses command. You can pick whatever setup you want from placing everybody directly under the faction leader, to a higly complicated pyramid system with lots of ranks. Its entirely up to each faction how it is done.
6) Each faction member then gets to decide what percentage of their followers' troops troops they want to command themselves. Default settings should useable, with tick boxes to override the defaults for individuals. These troops then get taken away from the followers' max troop allowances, and added to the commanders allowance. If the troops already exist then they will be removed from one army and added to the other after a period of time according to the distance between the 2 characters.
Here's some examples as I realise I'm not the best at explaining
Example 1 (a simple version)
- Captain1 - 5 other followers
Faction Leader <
- Captain2 - 5 other followers
- The faction Leader and both Captains all use a figure of 20% as their default with no exceptions
- This leads to the following troops allowances
Captain1 & 2's followers - 80 troops each (100 - 20 to their captain)
Captains1 & 2 - 160 troops each (100 + 100 in total from followers - 40 to the leader)
Leader - 180 troops (100 + 40 from each Captain)
Total troops - 1300 from 13 people
Example 2 (a more complicated example)
- Captain - 5 other characters
Faction Leader <
- 6 other characters
- Captain 1 decides he wants 100% of his followers' troops
- The Faction Leader decides he wants 50% of his follwers' troops and 0% of the Captain's troops
- This results in the following troop numbers
Captain's Followers - 0 troops each (100 - 100 to the Captain)
Captain - 600 troops (100 + 500 in total from followers - 0 to the leader)
Leader's other followers - 50 troops each (100 - 50 to the leader)
Faction Leader - 400 troops (100 + 300 troops in total from followers + 0 troops from Captain)
Total Troops - 1300 from 13 people
EDIT: If negative percentages are also useable then faction leaders will be able to pass troops back down the line to specific individuals. This will increase each factions freedom over their setup even further.
7) If a faction member is inactive for 10 days then any troops they have given to their commander will be transferred back to them and the character will be frozen until they return. During this time their troops will not be added to the defending garrison of any town they are in, and they will also not be able to earn gold.
As you can see from the examples, this system allows almost complete flexibility when deciding how many troops each person gets without changing the overall number of troops within a faction. This means we get a faction troop cap, without preventing factions from pooling resources and creating 1 massive army. It also forces more tactical decisions when attacking, by making leaders decide how many troops to leave behind and who to leave them with. Finally, it seriously simplifies the reinforcing system as instead of having to march within range and then transfer the troops, your commander just ups the percentage he wants you to send him and they march off on their own arriving after the appropriate amount of time. Obviously troop transfers will still be possible and sometimes preferable as with the suggested method troops will be un-useable whilst in transit. Also, if both the commander and follower are defeated whilst the troops are in transit, the troops should desert and be lost. Attrition when transferring troops over long distances could also be used in this system.