I'm sending this topic on a couple of design forums since it seems reddit hasn't generated much response. If you think you have any game design talent(which I doubt) come up with a game or any mechanics and concepts based on the below mentioned requirements and restrictions. The game is about political intrigue and NPC simulation. Think about Crusader Kings but more in depth on one nation and without much of the external factors outside of your nation. The closes game to this to date that I know is The Guild 2. Here is the list of requirements and especially restrictions: Not Democracy(the game). This is not going to be a standard political simulator and spreadsheets. This is about a fantasy world simulation and about characters how they interact. Not Dwarf Fortress or Rimworld base management, not a city builder. While you have things you control and develop(house, feudal land, kingdom) it is not about optimizing bases or controlling units. No Grand Strategy/4X. While there are armies and army development like the above kingdom management, there is no map movement or any in depth strategy. Other nations have to be handled diplomatically and politically with the focus on feudal lords backstabbing each other to get ahead politically rather then working together even in a crisis. Business management is fine but you probably won't do better then The Guild 2 and Patrician 3. Obviously its not the focus, politics do go hand in hand with economics. NPC simulation is a opportunity here so try to find interactions. Crafting, building, items and gear that grant special powers are also interesting. King's contracts, restrictions and monopoly on resources as well as some smuggling and criminal organizations on the side are an interesting idea. Simple Combat. I hope you saw this coming. It's not going to be Diablo. You have gear, you have skills, you win or you don't. Duels again can be interesting as away to manipulate audiences and impressions. Gambling is a great opportunity. I was greatly impressed by the mini-game in Sorcery! 2. Obviously information gathering and spying is essential in a political game. Obviously Dialog and NPC-Player and NPC-NPC interactions is the main focus and the system and mechanics that has to be developed the most. Not a CYOA game. Think more procedural and gamey like The Sims based on actions and verbs rather then dialog trees. Skullduggery and investigations is the second main focus and how to handle the detective work puzzles to find secrets so you can manipulate things. Things like causing the relationship between two NPCs to deteriorate can have wide reaching consequence. Now on to the main goal of the game, it is to take control of the kingdom through a few paths: If you are a prince you can inherit it by being the successor and eliminating other competitions. You can marry, the king, prince or princess and eliminating the other ones standing in your way. You can make the ruler a puppet through seduction, loyalty or psychological terror. You can lead a rebellion if your and your allies forces overwhelm the kingdom's forces. This are just couple of paths that I come up with, don't take it as the only thing possible. On each path there are other characters that are scheming for the same thing and are your completion that gets in the way of your plans. Status is also an important factor. Things like marriage will encounter a lot of resistance from the court if you are not of the appropriate status. You can't develop an army if you can't control an army. A main part of the game is also how you go from a lowly peasant boy or a humble merchant to a political powerhouse. Family and inheritance is also an important factor.