This is from another player on the MUD earlier. They were unfortnately worried about posting it publicly as their own, so I figured I would put it out there.
I don't know how hard it would be to code, but this could be a unique idea that would add some fun here
What if you added a 'kingdom condition (kingdom)' global command
And what if each kingdom could have three conditions, "poor" "good" "amazing"
So you could do.. kingdom condition mesilena and it would show 'mesilena is in poor condition'
Now linked to the condition things could be affected..
(a kingdom in amazing condition) would offer 10% extra tokens, 10% extra rpxp, and maybe even have slightly more 'busy' to it, like more npcs.. and stuff
happening, even different npcs could spawn, 'vendors' etc.
if a kingdom is in poor condition, it could have 'moth balls' or 'sick citizens' in the streets, 'npcs that say things when you walk in like I remember
when this city was full of life, now it's a skeleton of it's former self'
What could you use to measure the 'health' of a city?
Well a few things, Questiong, could rack up a bar, like faction. Coffer amounts could be a small part. YOu could have it be reflected on one thing or
many things.. maybe when someone logs into the city, it adds to the condition factor.
How would this help with fun, and here?
Well lets take a look at Armengar, if a leader or a whole kingdom just stops showing up, wouldn't it be nice to have visible conditions that could be roleplayed out? And add some 'uniqueness' to a system we already have.
Not only that, visibility of an active king/queen. If everyone notices a kingdom that is got a bunch of sick/dying NPCS with empty streets, it shows more visibility on a players leadership / activeness.
A very common saying I have started to use in a lot of stuff, 'no data no action'. LIttle things like that that would help you guys with data, 'becuase
maybe you could have a command like 'kingdom conditions' and it could show how active logins are forkingdoms, how much questing is being done, etc.