I still don't think you get why this is getting introduced. The point is that the bonus is awarded to one person. Just one. So people want it for themselves. Not a group. Just one person. The fun thing is that it's not shareable. So if you have a big faction with few fiefs, this might cause internal trouble. Probably not right away. But sooner or later, people will ask why they can't get a fief for themselves. Why the clan leader gets 100k xp for free every day, and the 2nd one doesn't. If you really need this big alliance with 8 factions. If you wouldn't gain a larger advantage if you just kill the weaker factions and have an alliance with 4. Because then you could give half of your members a fief, and more of your clan would profit. Or you could stack it on yourself and have a char that basically retires by itself.
Doing some communist thing here is exactly the wrong approach. I don't give cRPG bonus because I feel that's the correct way to do it. I want to give a cRPG bonus because people are more attached to their cRPG char than what they have with their strategus char. When was the last time you gave away strat-goods to a clan member without any kind of refunding. And when was the last time you gave away an heirloom without any kind of refunding. Now you know why I want to make the reward based on cRPG.
This is just one step, maybe it suffices, maybe not. It might just be the start.
I'm not sure it would be effective because the command structure has been in place for so long. Its almost like you have a clan of 50 yet only 3 people actually playing; the others are simply go'fers. Bandits, independent merchants, and those that chase them are the only ones that really seem active. This may destroy the larger clans structure, causing more smaller clans; but, I doubt it.
How about a more complicated system where actions are forced. How about keeping your formula but every night, by independent roll of the dice, something either good or bad happens to the village. This occurance then will require an action to help advert the total destruction of the landowner. For example:
1. one roll causes plague to sweep the land, population decreases by 50% and to save the fief the owner must import 500 kittens from zagush (this being a DRZ fief and zagush HRE.)
2. one roll population and production have exceeded demand by so much the fief is dying from its own prosperity. To avert the catastrophe the owner must acquire new land to help disperse the population and contain the squalor. The dice roll could even name the fief the owner would need to conquer. If the owner does not conquer the fief in the allotted time he loses everything and I mean everything and the fief becomes destitute and independent.
3. one roll production is decreased to almost nothing, due to a surplus of inventory, and the owner must take control of another territory to help disperse his inventory and bring new inventory to his fief.
4. one roll village uprising somehow the village has acquired weapons and looks to become independent. This could be further complicated by another players roll requiring him to supply the villagers with the arms necessary to break free...if either party fails to perform the task they end up destitute and the village becomes AI owned again
These are not well thought out and written as fast as I could type, but it would seem something could be done with the code to force battles or lords to become destitute. I would love to see random AI armies roaming the map with a roll of the dice sending them to war with any fief.
More than anything we need to move faster, so we can raid, and I know the equipment fix is difficult to implement, but it really is killing a lot of people's desire to fight. When you win you should be able to take that person's inventory not lose yours. I also think winners not getting the gold of the loser is a good idea. As strat doesn't have banks, anything not in equipment or goods should be retained after a battle.