The problem with information taking time to travel is that the players will be in instantaneous communication with each other. How are you going to account for that ?
In game, it would be easy enough. All communication could be by mail (royal missives), which could be delayed the appropriate time. Since your avatar can travel about, you could even go to have a face to face meeting and discuss in real time, although that may mean you're not where you need to be for other things. You could send an emissary, either an AI you've given instructions to (and then crossed your fingers), or a human vassal, and the emissary can discuss face to face, and you'll hear back later.
Out of game, it would be much harder to stop communication. Email, phone. I mean, you could disguise (as a "privacy matter") who people were and not give any kind of instant messaging service, but I don't believe you could stop someone who wants to contact someone out of game to make in-game plans. This isn't a moral call that you "shouldn't", I just think it would be impossible. There may be ways to minimise the damage this may cause.
Simon_Jester wrote:Year-per-day progression would be too fast then; the starting characters' barrier to entry would be too high.
Maybe Month per day. You could still have horribly long sieges lasting over a year ("I've been besieging this bastard's castle for
over two weeks!), and building projects that take decades in game could still be done. The fact that it would take you perhaps over half a year to build that amazing cathedral may make it all the more meaningful. But stuff wont flash by too fast. I'm sure play-testing could work this out.
1) The established system of 'guilds' and 'clans' in MMOs as a whole would start to subvert the vassal/liege relationship structure.
Might be able to utilise it. I have nothing against people feeling allegiances to each other, and coming to each other's support. I can't think of any way to stop it, so try to make the best of it. I would like the Guilds to form as kingdoms, so try to encourage that.
2) Some 'guilds' would form a single territorial bloc with a defined feudal hierarchy, but this would create an interesting dynamic: to make room for more players, the guild must either conquer more territory, or subdivide its territory by delegating low-level functions to players (i.e., the guild of Freedonia has so many members that every regimental commander in its army is a human player)
Big guild territorial blocks could cause a problem if they tend to monster and invade any new people starting on their borders. I would hope to reduce that trouble by making it increasingly difficult to run more than one province directly, forcing you to farm them out with all the paranoia that goes with it. (My spymaster says Duke Bob's been talking a lot with KillFreedonia. What's up with that?), and while new starting provinces are placed randomly, perhaps a biased random, where they're unlikely to be put near large kingdoms. Basically, group like with like.
I suppose too that a kingdom could send out new settlers into any wilderness near them to start new provinces. Assuming there is wilderness near them, but randomly I suppose in some cases there could be, particularly if someone's been spreading by conquering a lot, and there's been a lot of "grouping like with like" (which could create a polar world, with Greater Freedonia in the north, and the Allied SmallStates in the south huddling together for protection). Eventually a kingdom may become so large it breaks apart under its own weight.
3) It would be good to create a niche for "landless" people with no defined territory- the equivalent of medieval mercenary captains. This would allow more freedom of association, be more realistic, and provide a more diverse set of viable gameplay strategies. People who are good at cultivating their lands (almost literally 'farming,' but more generally speaking administration and possibly minigaming) would play a role, because they could either serve a more generalist/warlike liege as a steward, or they could become powerful managers relying on hired mercenaries to run their armies. It'd be interesting if the model allowed you to recreate not only, say, medieval France (with a feudal network of fiefdoms) but also medieval Venice (with a society of merchant princes who rely on their wealth to win wars).
This sounds like a good idea, allow someone to choose to start landless and become a merchant prince, mercenary captain, master of a powerful guild, etc. It could also give the lords something to do when they have to decide a dispute between two humans running merchant families within their duchy.