A bit more on-topic though, I'm personally a bit worried about this priority queue. For example right now the player has full control, which is nice, I really enjoy that. For example some ennemy goes into politics just a few hours before the vote, and you need him taken away by your NPC guards, or murdered by your employees. And if it becomes a game where you have zero direct influence, it will all feel a bit woozy, and you'll get the feeling (oh ok, I need this now, but I can only order it, I guess it won't complete in time anyway ... great this sucks)
Nono, there's no (random) delay in the actual action, but the visualization may be some time later.
A few examples:
- You hire thiefs to break into a house. You will receive a message about their success/failure most likely at night, because that's when thiefs work. But the visualization is not at the same time. It's also somewhere at night, but it may be a bit later or even earlier.
- You hire someone to deliver something to finish an order. The order will be delivered immedeately and you'll get the message that the order is finished a few moments later.
But you may (or may not) see the cart later that day.
The idea is that the visual elements in the city represent the life in the city and the actions taken. When there are many deliveries you'll see a lot of carts, but to avoid traffic jams the game decides when to visualize these deliveries. I mean, there are so many carts, how would you know if one of them is yours? Same goes for thiefs, bandits and other characters.
Sorry for the confusion :/
Okay, well in that case the game mechanics are fine, what I'm worried about now is that you create a barrier between the player and the family that they've emotionally invested in. The charm is that you get to create your own family, manage a dynasty that takes over the realm. Part of that is the ability to directly influence the game in real time, you get to chase down the other gender to court and eventually marry, it gets really stale if you just click "Make compliments" and then you get some textbox that says "+13 affection from X", you could even show the video sequence here, but it wouldn't feel the same, unless you somehow make some magic happen here, and I wouldn't know how at this stage.
My second concern is of a technical/realism nature. If you keep the game mechanics to execute immediately and display afterwards, you are technical creating two game states, one for the scipting side that keeps everything in place and one for the visual side, unfortunately those do overlap and I can see some issues here already. One would be linked to murder, I like that a lot for some reason, I don't know it just influences the game so much, that's probably why. If you execute an assassination on person X a few totally unreal scenarios can be produced.
Let's assume our Mr.X is one of your political enemies and you decide to have him murdered an hour before the next election. So at 15:00 you give the order, execution successful. Great, but he still walks the streets, no problem. Now the meeting happens, he actually went inside the meeting building, and I'm already like ... right. Luckily your script side knows that this guy was murdered, so he wont actually appear in the visual display of the elections. Now elections are over? What happens? The visual gamestate had that guy go to elections, but he didnt appear in them. It cannot just make him magically vanish because in the queued actions there is a planned successful murder for this Mr.X, and you can't murder people that don't exist anymore. Also if you want to keep the visual side semi-correct you will have to exclude people that vanished this way from any UI display that includes game mechanics, but they will still be wandering the streets? Which is a little weird. This is just one of the examples, showing how consequences of actions lead to problematic situations, if you do decide to make some magic cleanup, all following queued actions have to be analyzed and any of them containing that person have to be altered and deleted. If you don't then the person's queued events will have to be cleaned when they die, but there can be always new one's readded, so to prevent that you'd actually have the people under states, with one state being dead_but_present?

and in that state they cannot intiate any actions or be the target of any action, they'll just exist until Death comes and takes them away.
So yeah it's possible, but that design choice brings with it a lot of complications if you want to do it properly and stick to it. I'm a Systems Architect by nature, so I always look at the bigger picture and try to foresee all kinds of different scenarios and problematics. Well it's simple, you're trying to combine RTS with a great atmosphere simulation game, and at some stage the logistics of the RTS part cross ways with the utopian principles of the simulations, and if you can resolve those clashes properly so that it's nice, the game flows and doesn't feel awkward then you'll have a great concept.
One word about the thieves and other outlaws. You know, you just can't command these type of people to go pickpocketing, house robbing or waylaying unless you are their leader or associated with their commander (leadership does not mean having a thieves guild, but being a leader - having enough juice to make them do what you ask for). I mean outlaws are free people, I just can't imagine anybody telling thieves to stay on the streets and pickpocket and give it all to him afterwards
IMO a player should gain respect to be able to interact with this type of citizens. There are loads of ways to do it though. Usually starting out with making money yourself then hiring your own crew and eventually pull the strings (Godfather). But I doubt you can just say them to go robbing when they don't even know you. Of course you can always hire an assasin, because he works for money but anything else is like crime family you know...
I got an opinion on that too, now at this stage I have to say that I do not have any personal experience within the mafia, everything written below is made up of experiences in a different environment with a similar setup. We all know the environment, they go by many different names in different countries and run by different people, but it's always the same: a corporation. Organized grime is nothing but an organisation, and large-scale organisations need to operate on certain principles to survive. The first one is that the Godfather doesn't know those people and he doesn't need their respect, he's managing them, or rather managing the people that manager them. Just like the CEO of a company doens't need to be friends with every employee and know them all personally, the executives responsibility and jobs in the company differ from those of other employees. The same goes for the mafia, well in the mafia's case it's probably more like you do this and that Johnny, or we'll put a bullet through your head, you're replacable. So the guys at the bottom need to work hard to climb up the ladder and gain respect from the people above. Having to work for their respect would completely opposite to anything we've seen so far in human history. In Japan, traditionally, the eldest person in the room gets promoted, and they move up desks depending on seniority.
Regards,
Sir Rogers