The politics system in Attila is a huge improvement in my opinion. In R2 i played about a dozen campaigns and not once did I even bother to give it any thought. Never did it make any impact in my campaigns whatsoever so that it is the case in this game is a big deal for me. I actually know the names of my Generals now and care about their wellbeing. I've had some pretty interesting things happen like being pretty bummed that one of my biggest and most baddass generals suddenly ran of with some Armenian girl who was supposed to be my satrapy. The system is not without it's flaws though and I'm having a bit of trouble with certain aspects of it. Maybe you guys have the awnsers?
Other Nobles, usually I have about 3-5 Family members (whom some of them are married) while there are a dozen and a half of other nobles. They are all inherently hostile towards me which means I manually have to keep them all happy. I do that by either gathering support through my own people (which always costs influence and sometimes control but is not always a guaranteed succes but more on that later) Or I could appoint them as governors and give them offices. This way you secure their loyalty for a while but in the process make them rack up so much influence they get out of control really fast and in the end the loyalty drops again.
Your faction leader is key here. He should have the most influence for a number of reasons. First of all if other characters (including your own family members) have more influence than their leader their loyalty drops pretty fast. This makes sense since they essentially are more powerfull them him. But the other reason why your faction leader should have a high influence is where it gets tricky. Every political action one of your own family member's make costs influence, this can be a fixed number or for some actions it is based on the affected target's influence. This still makes sense, it's much more difficult to adopt or assasinate someone who has a lot of influence. Now the thing is, for all the political actions you make, I think about 50% of them backfire, I'll try to explain this by using an example.
One of your governors his loyalty is wavering, you use one of your own Generals who has 44 influence to gather support which costs 30 influence. The next turn you get a message that something went wrong and this leaves you with 3 options. Option 1: Let your General solve the problem for an additional 15 influence, this is not an option right now because you only have 14 influence left. Option 2: Use your faction leader to overrule and solve the problem, -15 influence for your faction leader. Or go with Option 3: Do nothing: and lose 4% control.
You see that in many cases you need your Faction leader to clean up the mess of your political actions. This way you use up his influence pretty quickly which in turn causes a drop in loyalty among characters who have more influence than him. I had a campaign as the Jutes where I thought I was doing pretty well untill I suddenly got no less then 9 messages about wavering loyalty among other nobles. I just didn't had enough influence between my family members to keep all of them in check. I held out for a few more turns but after that I had 4 settlements rebelling taking half of all my own armies along in the process.
It just felt off since I had a small but steady empire, both PO and Sanitation where in the green for all of my provinces. I had a steady income, flourishing trade with my neighbours and their was food enough for everybody. It just seemed strange that I'm dealing with these huge loyalty issues among my own people. Maybe I'm just doing something wrong here. I really feel that it's a big step into the right direction but the politics need a little tweak here and there!!




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