Thanks for the great input of yours

I think that the time progress is a problem in the Guild series. Time flows increadibly fast there and the weather/seasons are random and have almost nothing to do with the enviroment.
That's true. At least the impacts the seasons have on gameplay are neglegible :/
What I think should be fair is either real life day circle (24 hours or 12 hours). Means when your character wakes up in 5 am it should be foggy around as usually, then in about 4 hours the sun shines. Depends on the weather though. Or we can use 12 hour system. But it should be either real hours (1 hour = 60 min) or something close.
I don't get this idea completely. You mean that the game should have a real day/night cycle based on real time? So if you're playing at 5 am (real time) it's dark in game?
But then many years have to change during one day. If you play for 24 hours you should at least be able to get some children and build up a small dynasty, so you'd have several change in the middle of the day.
Or did I misunderstand your suggestion?
Also, I am completely against the 'year-per-round' system. First of all, if the games storyline is during the 30 year war than it should stay that age. A player should not go up to 2000s etc. It is just non sence IMO. Time passes too fast.
Yeah, that may be true. It should be possible to play for a few generations, though. If you start in 1500 and you play until 1650 that should be at least 4 or 5 generations you can play with (if you don't let some out, e.g. playing with the grandson or so).
And that's something you'll need a system similar to turns. I also liked the old system of Europe 1400 a lot, where you got an overview at the end of the turn, including several reports about history.
Maybe we could make it that you play one or two days in each season AND you have an option where you can set the time flow:
Very slow: 1 day is one month. So you play 12 turns for one year.
Slow: 2 days are one season, that means 8 turns for one year
Normal: 1 day is one season => 4 turns/y
Fast: 1 day is half a year, so during the day the season changes from spring to summer or from fall to winter
Very fast: 1 day is a year and every year the season changes (Europe 1400 like)
That way we'd have far longer games on normal speed but also some shorter games on fast speed for players who don't have the time to play that long.
Also, in the Guild series your character basically doesn't need to eat, sleep etc. He can work full time with no sleep. I think it should be fixed in the new game. Like a character is now your sim and you should take care of him (sleeping, eating, bathing etc). Overwise, I don't see the point in fixing the time if the time does nothing except of elderly.
I totally disagree, we don't want to make another Sims - Medieval extended. I do like the idea of having him doing all this actions, but the player will definitely not have to set this actions manually. At least as long as I have to do something with Runeforge

Also, I think that seasons should be very important. And weather aswell. Raining? Citizens are running home or any places to hide from rain. Too cold? Get more clothes etc.
I completely agree. If you don't buy clothes for winter it would be nice if chances of getting a cold rise, for example.
Seasons should also greatly affect agriculture and other stuff.
That's also true and very important

Well, I know it probably won't be touched in any way so we will end up with the game which will keep all the Guild problems 
Pfff

AC simulated real-time by having things "progress" as soon as the player loads the game, so if, for example, you stop playing at 12:00am and start playing again at 6:00am, 6 hours worth of "stuff" will be calculated by the game when you start again. It's a trick, yes, but it greatly increases immersion. If Kontor has a sufficiently good AI management tool then you could pull this off easily. Basically, give players the option to set up a "strategy" for their businesses, political approach, etc. while they are "away." This could be a simple interface like you find in some RPGs (a recent one that comes to mind is Dragon Age's party AI settings). When you start playing Kontor again these settings and whatever else the enemy dynasties were up to could determine what "happened" while you were away. Basically this trick would create the sense of a persistent game, even offline.
If I'm right you want the player to be forced to play regularly in order to not get wiped out? I don't know if I can like that idea, because you always had total control over your business and your dynasty in Guild-like games. If we'd implement it that way we could (or should?) make it a MMO game.
Anyway, the point of this rambling is to provide a suggestion for how the flow of time could be greatly slowed down but still be rewarding and engaging. That said, ideally there would also be an option for faster time and to turn off the "persistent" mode, for those players who want quicker game sessions.
I don't know if it would be wise to implement two completely different game styles. That could cause a lot of ballancing issues, but I slowly get the idea ^^
edit: oh, and I agree with Bad Karma, there's really no reason to have "rounds." Seasons can just change real-time withotu a break in the game. I also like his ideas about people behaving differently according to weather and the impact of seasons on agriculture. Two things could come out of this: 1. crafters could make items to help in cold weather (e.g. fur coats) and 2. different crops could be grown in different seasons, ala harvest moon.
Maybe I completely misunderstood Bad Karma:
Are you suggesting that the game time and season is
always the same as real time and season?
Sorry, but that's the most crazy idea ever

But I really like it. Many people won't like it, though.
Great idea. However I can't really think of a way it may be implemented into an RPG game. I don't know how it is working in AC (actually, I think I'm gonna try this one right now hehe) so idk. It sounds like an MMORPG experince, just with offline game. Sounds really great indeed. Imagine yourself running from work just to prevent the rival dynasty from bombing your tavern hahah.
Don't know if I'd like that^^ Sounds too much like "World of Kontor" without being online at all^^
Make it semi-turn based. I can't think out of the way how will it work, but let's say if your ARE playing the game then it is strictly real time based, but if you are AFK then PC takes turns, so you will have time to get back in action. Overwise, I can see myself being killed while I sleep or something.
Could you explain that idea a bit further?
You mean if you're playing the time flow is like real time, but if you're not playing the game speeds up and is played in turns?
You know that the PC can't compute anything while it's not turned on?

P.S. Why don't you guys make long-term projects like Dwarf Fortress.
Who says we don't?