To be honest, I'm still considering how to deal with the one-on-one combats. The tournament itself was a quick way for me to experiment with the usage of different weapons and armours and see if it was viable to do in further combats. If I recall correctly, in that specific situation weapons mostly change descriptions and armour is what impacts what you are able to do or how you do it (absorb impact, move freely, initiative, etc), along with your Combat skill.
The relationship with powerful people or organisations is an ongoing thing; it is tracked in the background and it affects further events and provides consequences, especially regarding loyalty. I'm particularly against letting the player see the numbers regarding this because I believe it is too "meta", but I think there should come a point in the game where you realise that person X is acting in way Y because of some previous action of yours. By that point, it might be too late to do anything about it though. Either way, perhaps I'll implement the "relations bar" as a togglable option in the menu.
About the alchemist's debt, I don't want it to be a recurring and mechanical thing like "we give you money, you give us a result", as it is too common (and reliable) of a thing in many simulation games. The feeling I'm trying to convey here is one of suspicion and uncertainty, with some surprising consequences and possibilities on the long run. That said, this particular interaction will certainly suffer a lot of rework and revision, and I'll take what you said on account.
I'll try to make it more clear when I revise the events, but essentially the Eastern Bargaining Brotherhood wants to be the only one allowed to trade Seesilk inside your lands. That means that, by law, anyone else who tried to sell it would be committing a crime. The EBB has their own motiffs for that, as they have a very specific reason to believe the market for Seesilk will boom in the future, and that can come up later in the game at some point.
That actually helps me to identify where the problem that the other player reported is exactly. I'll look into that.
I'm not sure the calculations are correct there, but the idea is that you'll get a bit of knights when recruiting from the general population because of hedge knights/retired knights coming back to defend their country/squires being rushed into knighthood and things like that. There's also the idea that you might be recruiting some vassal levies, as there are a couple of lords/mayors who are sworn to you. Should be quite a small number regardless.
At the moment I think there's only few ways to do that, and I don't actually remember where exactly. Eventually there will be the possibility of promoting social events, reading a specific book or just learning it the hard way, during interactions. Most of the stats distribution along the game aren't done yet.
There will be some variance on the price of books related to their rarity, and in the Kingdom of Ludland books are certainly more common than in a normal medieval context, at least among nobility(At some point an Academy for Scholars is mentioned in the Royal Capital, if I recall correctly).
The "bread-and-butter" of the game will be the Holding Court events. Visiting the Temple/Training Groundso/Library /Promote a Social Event/Go on a Hunt and things of the sort will either be ways to gain a limited number of stats or to access new content. My aim is to create repetition without repetitiveness, as a player will be able to visit the same places a dozen of times, but every time he will have something different to do. This clearly isn't implemented yet, in part because I'm still working on tying everything together and creating new content.
The number of days between each major event is certainly something that will be balanced eventually, but there's always the option to skip a couple of days if you're just waiting for something to happen. My point is; by the end of production, I'll have a roughly estimative on how many days it should take to end the game on average, and enough content to fill that gap.
That's correct. While the "greatly expanded your land" part actually won't mean much in the end(seeing that one can just assume that, due to the oppression of the liege, the lands weren't as many as they should have been), the text itself isn't following up with the previous selections. I'll fix that.
Most stats gain aren't implemented right now, especially the Social ones, it seems. About praying, I think I'll follow the idea someone posted here about going there to pray each X days increasing your relation to the Temple.