Board Thread:Off-Topic/@comment-17114085-20160110150222/@comment-24696651-20160110225416

So, lemme just ask a few of the questions I've identified:

Basically, forts provide the garrison which they are guarded by, which can be taken from the fort and put into the army. I know that you said no colonies, but could you construct your own forts? If so, will they provide troops or not?

For the revolt system, cities with differing cultures/religions are less productive (maybe decrease gold from tax revenues as well), and will have a revolt in three or so months (possibly more if only one applies). If you have a sufficient force stationed there, it should be less a revolt (which would imply organised efforts to kick you out), and more a riot. Maybe you could install a vassal ruler of the city's culture/religion, at the risk of your vassal declaring war to you. About quelling revolts, would that be just a temporary fix? Or will it just force the city accept you as ruler?

How would infrastructure development work? Would it have any quantifiable impact on your income, or would they be restricted to qualitative effects, or both (for example, a port to provide more income, versus a port to enable different types of ships or the import of important resources, or a combination)? Would these developments cost money?

Do your councillors have to be specific people you have? Could you go without a councillor (at the cost of losing their abilities), and could you just send any agent to do their jobs?

Finally, would there be any kind of attrition/supply chain mechanic? In Medieval sieges, often the besieging army would run out of supplies and starve, due to insufficient supply chains. Would that be reflected?

(By the way, the rule for inactivity is often a week on things like Minecraft servers, If we give them a reminder after maybe five days, I think that could work. Obviously we might have to make accomodations for people gone with good reason, and it doesn't deal with people who post very little but do so regularly.)