A more deterministic combat system would be appreciated- nothing wrong with a dice roll, but out-numbering a side by a significant amount (50-100%) should guarantee victory. Also, more open mechanics would be helpful.
Additionally, both sides should sustain damages in combat - this discourages a side from engaging in combat with a weaker side since it would represent a short-term loss in power that nearby nations could take advantage of. Defense and attack bonuses became absurdly more powerful than income towards the end, as 100 points on attack was a 2× multiplier next turn where 100 points on two ten-point provinces wouldn't see a return on investment or five turns. Maybe some kind of increasing cost for attack/defense would help with that - Ruler buying those high-income investments screwed him pretty badly.
Lastly, some kind of bonus for players coming into the game late would balance things way more. +10 points per turn late, etc.
Still, this was a lot of fun! Jerick and I spent a lot of time doing math and plotting, only for it to blow up in our faces lol. Maybe next game could have a more varied map - choke points, defensive bonus territories, "impassable" mountain ranges, etc.
I'd play again next time, yeah.
Edit: maybe split troops from points? You earn points from territories and raiding, then spend them on improvements and troops. Then you can "loan" troops as mercenaries to other players for points.
Fake Edit: also, raiding was nearly useless, btw.