You should have more options. Such as "Yes but don't sacrifice other stuff".
It'd be nice, but from a devs perspective it's nigh on impossible to do well, and takes forever. When planning these choices and consequences they either have to be sort of linear or very restricted. It's an insane amount of work to just add tons of choices and consequences, especially if you want it to affect the whole province. Whilst working on the MERP mod, we had to make a decision similar to this ourselves. And the choice was we realisticly couldn't have many. For example, the simple act (in MERP) of letting Sauron get a hold of the one ring basically means you have to do the landscaping twice
and and script all of the events. So it's always a compromise. Personally, I'd like to see a little bit, but not so much on an epically grand scale. Sort of like help village A and later down the line it gets a bit bigger, but don't help it and nothing much happens really. Just a few subtle changes would be nice
Of course having an awesome AI system would make it a bit easier, as you wouldn't need to script the reactions of the NPCs, the#y just
know.If they are implemented, I don't want it to be choice A is good and you get fame, and choice B is bad you get infamy. I want morale dilemmas, like FO:NV, but more awesome, where there isn't always a clear right and wrong, and you have to make your own decisions. This shouldn't be too hard considering the current state of turmoil the empire is in.