Thanks for playing! I’m glad you appreciated the historical context feature. You’ve identified a key balance issue - the clan reputation system and random events can make identical cases have different outcomes, which isn’t clearly communicated to players. The decision reception depends on current clan relationships, global tension, and sometimes pure chance (like in real medieval politics!), but this needs to be more transparent in the UI. Great catch on the repeated cases too - that’s a bug in the case selection system. Really appreciate the feedback!