Fantastic effort this and the only true attempt at a TWS inspired game.
Keep at it, get the mechanics sorted then add some nice art and UI and it could be a right winner.
I've watched your play through and read the tutorial but to be honest I struggle to play the game. I have no idea if I'm doing well or not and I'm not really sure how to enact a coherent strategy.
If you're after feedback here's some from me;
1. I find it very difficult to tell the different nobles apart. Different art here would be welcome (although I appreciate it's nowhere near as important as gameplay).
2. I'd like more agents to make use of. One enthralled does not feel enough and it feels that I have little agency as a player. Ideally multiple agents that do different things (Peddler, Rake or Witch to start?) would be awesome. I find the idea of creating a new agent in an existing settlement easier to understand in game terms than enthralling an existing noble too, but that is a preference I guess.
3. I'd like more varied races in game. In fact ideally - to make things simple at this concept stage I'd prefer it if all the different 'nations' were different races so I can quickly identify the nations at a glance.
4. The leader of a nation is not clear to me, at a glance.
5. I don't understand/it isn't clear how I should go about achieving my objectives. It seems that I simply vote on various things while spawning fishmen camps. If I influence a vote a certain way it is overruled a few turns later, it seems like. For me I think less actions at the start of the game would be better so as to allow me to get to grips with the mechanics. Also the addition of mechanics that are 'free' (they cost only time) would be welcome so I'm not just skipping turns waiting for the next vote. For example give the enthralled an ability that allows them to slowly change the characteristic of another noble (pacifist to war-like, increased madness/shadow, acceptance of status quo etc).
6. Linked to the above I wonder how the game state develops over time. If I do nothing will the game cycle on an indefinite loop of the same decisions made time and time again? I think mechanically time should be a factor and should be the biggest threat to me as a player. It encourages agency and forces decision making. In other words the 'no play' state should lead always to a loss. Through playing a player should be able to delay or avoid the loss state, but it should be a pressing concern throughout a play through I think. It is simple, intuitive and forces engagement.
Apologies - seems like I've just wishlisted a ton of things I'd like to see changed/added here!
You're doing great work, truly and I'm really interested to see where this goes. If you ever want more feedback or ideas on different mechanics I'd be more than happy to help.
Many thanks!