This all looks good, the only problem I see with the new gold system is that you have clans with 100+ members who don't even have to play cRPG to gain gold or troops. Smaller, highly active clans simply can't compete with the resource production of large, less active clans. This was a problem before the upcoming wipe and I think it will only get worse with the new system.
That's true, and we're trying to find a solution to this.
Just add a Slotsystem to fiefs citys and towns. (Upgrade System)
For example:
Every fief has 5 Slots for recruiting players (15 if its neutral).
You get 100% if you got one slot and are recruiting there.
Those slots will become owner only after village got captured.
You conquer that fief and now are able to build up your stuff developing that fief.
There are 2 buildings:
1.Building:
Barrack -> adds 5 100% Slots to village for the owner (could be more lvls of barracks for example lvl3 barracks = + 15 Slots)
every Slot used in it costs 5 Gold per hour to the village.
2. Building
Tavern -> adds 5 50% Slots to the village only usable by other factions (could be more lvls of taverns for example lvl3 tavern = + 15 Slots)
Those are the only Slots a village owner can ask tax for. For example 10 Gold per hour.
=> Now a owner of a village would be interested to get neutral players in his villages for at least 5 Gold per hour so he can fill up his 100% Slots without
losing money. It would not make sense to split up the faction if he also can get those slots full with smaller allies or at least neutral clans.
The possibility of the fief-owner to kick out players of their villages should be enhanced so they can ban players for some days. Village owners also
could make treaties with smaller clans giving them all of their rentable slots for a defense pact etc. They could just kick out other players to make free slots
for that clan. That would small clans require to do some diplomatic stuff to get their slots too.
You could also make every village start with lvl1 tavern and barracks after it got conquered.
Similar buildings could be in citys or towns.
If you see that there are not enough slots available you just increase the possible lvl of the buildings by one.
In addition you could make every village have a base upkeep so its not rentable to hold fiefs you cant fill.
Big Clans still would be more powerful but small Clans always would have the ability to gather troops
and perhaps gain a village for their own if they help bigger clans in their wars.
In addition this model has a built in gold sink. If there is too much gold in strategus chadz just could raise the cost of the village owner slots
and more gold would vanish out of the game. This way chadz could manage inflation/deflation on the fly.
Clans could probably earn more if they allow everybody in their village and less if they only allow friends to get in there cause their tax will
probably be lower.
Possible Buildings for towns:
Tax Office: Granting 1 Slot for owner (Taxmasterslot) and 5 Slots for everyone else (Workerslot)
(again more lvls mean more slots)
Taxmaster gets 0 Gold/hour but 50% of the Gold every workerslot is generating if they are used.
Workerslot gets for example 50 Gold/hour.
=> 1 Taxmaster 3 Workers would be: 75 Gold for the taxmaster 25 Gold for every worker.
Again there would be an intention to get people working in the town cause you can earn much more if you have more players in it.
To allow competition between the towns you could allow a possible tax-range from 50-70%. Tax always should be in a way that taxmaster
can earn more money then workers.
Neutral towns would always have tax set to max without having taxmasterslots :p (for example 70% tax in neutral towns)
just some ideas that came to my mind while drinking my coffee ;)
its true this does not solve the problem that big clans / land owners are more powerful but tbh you cant solve this issue it´s natural.
It would solve the problem of smaller clans being kept out of the game after some time. So it would be better then now.