I have some more ideas based on my continued playing of this great game.
It is very nice that the progress of time in the game can be changed and paused. This makes it very useful to be able to study one's situation in a frankly more realistic manner: even at slowest speed, the game passes far more rapidly than the span of time that a leader would have had to respond to many of the situations that require decision-making in game. Combined with the message settings, particularly the pause-popup function, the user interface part of the real-time strategy flow of the game is quite sufficient.
The main crux of the suggestion I have is that the realism of some of the leader commands in game is unrealistically immediate, and inconsistent across some cases.
For example, when we send a marriage proposal, there is a delay. We get a message that " . . . we expect Count Jacque will respond by 14 May . . ."
To the extent that it could be done, this sort of delayed information input/output and response should be standard across all aspects of the game. I believe that this would make the game feel likes "gamey" and more historical. Linked the previous suggestion that I made that all characters (and units) should have a "location" (what place they are in, whether they are moving, how fast, and to what second, third, fourth location, etc.) in their data that cannot simply be updated at any time.
Let me explain. I am Philippe Valois of France. My court is in Ile de France. It is May 1 1070. The kingdom of France includes all the vassals included at 1066, and I directly possess Ile France, Orlean and Lyons.
If I click on the province development screen for Ile de France, the effects of my orders to build should be met with a message like "We have authorized the expenditure of 150 ducats with our Chancellor and sent a writ to our Sheriff in Ile De France to institute a training grounds in the county. We expect to hear back from our Sheriff in __ days." some such kinda flowery Medieval lingo. The icon on the screen should change at that point to show that an order to build has been sent. Once the building actually starts, then the standard workman with hammer-anvil should start.
Once we hear back, perhaps the Sheriff tells us that he should be able to finish the project on time. Or maybe we get a message that he was too drunk to respond to our messenger. Or maybe he is just incompetent. Again, lots of room for flavor here, and potential "micro-kingdom" soap-operas here that I think the game has only started to tap into.
Virtually all aspects of the game could (I think) benefit from this sort of reworking. With respect to military units, I think the human has a little to much control over military units. If it woudl be possible the dynamics of communicating between armies in the field via messengers should also be modelled. If on May 10 1070 I send orders to my Marshal commanding the Orlean regt to proceed north into Chartres and from there east into Ile De France, then perhaps (if I am in Ile de France) it will take 3 or 4 days for the message to get there. Once it does, if after he starts his march, I send a second order for him to change course and move west into Normandy, perhaps my messenger doesn't even manage to rendezvous with him for a week? I suspect that this could be complex to code, but if done properly might make the AI a more serious opponent.
Obviously, the farther away you send a messenger, the longer it will take to get word back. Perhaps messengers could be shown on the map as a traveling icon. Messengers could be interdicted, allowing important, and confidential communiques to be intercepted, and providing an opportunity for increased tensions in the game. If I intercept a diplomatic envoy of the Duke of Toulouse as they are passing through Orleans on their way east (seemingly toward Kingdom of Germany to communicate with my arch-nemesis King Heinrich of Germany) perhaps I can send a black ops group of thugs to intercept and detain them or perhaps word leaks out that the thugs are really my hirelings. Maybe a fight ensues and someone gets wounded. Maybe they actually escape and flee. Who knows!?
This leads into a related theme of suggestions: we need more flavor in the interactions between characters, at least between the player and his courtiers and other characters in the game.
If I want to host a feast in July of 1070 and invite all of my vassals except the Duke of Flanders, I should be able to do that. While they are assembled, might be an excellent time to try to assassinate all of them, although doing so may well cause Civil War. Or maybe I want to use their gathering as a way to gauge who is loyal to me and who is not. Maybe I just want to flirt with 15-year old Agnes of Aquitaine whom I'm intending to betroth? For that matter it would be nice if there were at least a limited set of "types of communiques" I could send to any character in the game (Love Note; Patronizing Dismissal; Unreasonable Request for Subordination; etc., etc.).
There is tremendous room for development in these aspects of the game and the present system offers a firm foundation on which to build.