Have you played puzzle pirates? They have minigames which are pirate chores and also craftsmen working in shops, including blacksmith, shipright, rum brewer, weaver, alchemy, etc. You could have minigames for baker, wood cutter, horse trainer, jousting, archery...Yes. But I can't make minigames for economy activities for numerous reason. For one puzzle pirates is for kids and teenagers while my game is mostly for adults, they don't have that much free time. Also, I don't think it feels within the mood to have as the king the person who is the best at puzzles... Also, making puzzles (or arcade) is not my strong point as a designer and only these genres could be made into minigames. And the list can go on and go on
But the minigames idea made me realize I could make a separate game inside the game. A paralell game activity loselly connected with the main game. Like adventures (you go to forest and meet bandits, or go to palace and have court intrigues adventures). Yeah, I know, it's not ideal and have flaws, but I'm making a game where player's rank range from peasant to king, such game simply can't be made without flaws... Hmmm.
Hmm, from what I remember of your previous posts for this game it sounds pretty true to your original design. I also recall that you were pretty opposed to changing your design at all. Is that still the case? I'm asking because adding in new features might have an outsized impact existing ones.
I'm more desparate then before I already throwed out some of the already implemented stuff.
Would you be OK with commoners have a very different interaction with the game than noble players?Yeah... But still, the bottleneck are commoners, noblemen are easier. The key question is how to make it fun for commoners, that's the starting point.
As for lack of depth in these games, I don't know, what I know is that thare is a substancial number of players (at least 50%) who want to be normal people (merchants, craftsmen, even peasants) and I can not ignore it...