How about giving some economic decisions more importance? For example if I'm trading with the same goods as some other dynasty AND I'm not working with them my reputation will drop, but if I work against some enemy of another dynasty they will like me more.
So that there is a lot of invisible relationship-based action in the background without much micromanagement.
Yes and No FH
Yes to your first part.
No to the invisible relationship. Never should it be invisible. If you notice in the sims, there is a number or bar by each Sim. If you notice in Mount & Blade there is a number. We should be aware of what is raising or lowering our faction. Because the game is an economic simulator it is kind of important to know some of those things. Keep in mind that in the real world we would have things like town criers, merchant word of mouth etc, which I'm sure the game won't have. So to represent that missing awareness, we need to know either through numbers, through a chart, a menu something.
What I mean by less micromanagement is that it should be smooth
FH, I think maybe your team should focus on the business, transportation, component products acquisition, and final production smoothness of the game first. Once that is very smooth and then apply the social engine.
The problem in Guild 2 (Renaissance) was that the combination of the UI, the micromanagement of transportation networks, and the micromanagement of component products (stuff needed for production) caused the average player like me to spend most of his/her time in those menus and not a lot of time in Social or Political menus. Follow me friend?
So I think first you must make UI, transportation networks, and business management very smooth and very easy to manage without too much Micro. If you could try Locomotion or Transport Tycoon Deluxe or Rollercoaster Tycoon you will get a very good idea of how you can make business management smooth. That way the player can automate his businesses and then he will have time and motivation to do social and political activities without having to worry if his business ran out of wheat, or his ox is stuck.
The thing is FH you have to make a decision:
1) Do you want to concentrate more on Economic simulation (like Guild 2)?
2) or do you want to concentrate more on RPG/Social simulation (more like The Sims 3, Dragon Age, Oblivion, etc)?
Here is the problem:
You can’t make a large economic simulation requiring a lot of attention from the player while at the same time wanting to make a large social simulation/political simulation (like Guild 2) that also takes a lot of attention from the player.
If you want an RPG/Social simulation (like I think you guys want based on the RPG you guys designed) then you will have to:
A) Make the Economic simulation simple (like Rollercoaster Tycoon or Transport Tycoon) or…
B) You will have to make sure the UI for your economic simulation is extremely smooth, user friendly, and with as little micromanagement as possible.
C) Even if your economic portion is simple, you can still give us micromanagement tools if we wish to tailor our businesses further (tools within the game).
If you shift the focus to a Social/Political simulation (like Guild 2 or like The Sims 3) then you will have to:
A) Make sure you follow some of the steps above regarding the economic portion and
B) Make sure your social interaction has a lot of depth, see my examples, or see The Sims 3, or see other RPG games like Oblivion, Mass Effect series, KOTOR, etc
C) Include a quest system or an achievement system.
D) Make sure your political simulation is also in depth.
If you make your economical portion of the game smooth and streamline (like playing Warcraft 3) and if you create a system similar to The Sims 3 as your underlying relationship/reputation engine, then your Political simulation will naturally be there

In fact it would auto-create itself for you and you won’t have to spend much time working on it since most of our time would be spent managing our businesses, improving our reputation with people (or trying to fix it) and doing quests or activities to improve our characters a long.
Anyhow, at least those are my recommendations
