It's for a game where you are an emperor of a space empire (it's not 4X, more like an simulator of an emperor).
Note that I want no scrolling of any kind anywhere in the game, also no zoom (except if you mouse over a thing), I also want a lot of mouse over events (tooltips, helps, more information that pop up). So this UI restriction partially affects gamedesign decisions as well. I'm not completely devoted to it so if absolutelly necessary I can remove that restrictions but I would love to keep it. I also strive for a compact/small feel of the whole interface.
Here is the screen of your "court":
You have 12+5 people in your court (fixed number). 5 of them (at the top) hold ministerial positions, the remaining 12 do nothing. You can promote any courtier to any position (the minister and the courtier will simply switch places then). You can "discard" a courtier, you simply click a button (firts you click a courtier "card" then a menu on the left shows awailable actions), the courtier will be replaced with someone random next turn (there will be limits how many time you can do it, it's not that important now).
Each courtier has 3 stats. Competence, Loyalty and Corruption Generally you will have an option to appoint someone who is competent but unloyal or incompetent but loyal. If there are too many imcompetent ministers the empire is weak, if there are too many unloyal then you will be assasinated/overthrown (especially if you appoint someone with low loyalty as minsiter of Security). There is also corruption (everyone is corrupted in this game, the only difference is how much), the total corruption of all ministers summed together is the total corruption in the empire (the empire can sustan quite a lot of corruption, but if you exceed it there will be problems).
Optionally, a courtier could have an icon indicating specialisation (bonus to competence if appointed a specific minister).
Since there are only 5 ministries (due to UI limitations, there is no more space available on the screen) I was thinking that you could make edicts to decide which ministry are in your empire (there are only 5 slots but possible would be various combinations of ministries in these slots).
For example slot #1 could be Administration or Finances or Education or Health, slot #2 Propaganda or Diplomacy, slot #3 Security or Intelligence, #4 Defence or War (focus more on internal or more on external threats), slot #5 your choice (anything goes)
What you think about this mechanic (both how you feel as a player and how you evaluate it as a designer)? Any ideas how to refine/polish it? Alternative models similar to that one maybe?