I think that's a very important acpect of it all. Progression. How about unbalancing the income curve? Right now it's almost static (a new player and an old one would earn the same amount per day on average). How about making it grow so a old player earns x10 than a new one after a year of play (and after a year he hits a cap and the income becomes stactic again)? By grow I mean of course via player's investments, not a simple function of time :)When I played I enjoyed the pace of character progression and the continuous unlocking of new game features that came along with it.
I have a trouble visualising the "influence resources"... Do you have some ideas/examples what could increase influence over a town? BTW, how it works in real life? :DPlayers in these towns can amass resources in order to increase their influence at this level, with the implications that players with similar
clout can vie for control (or cooperate).
My first impression is some nobles mustering their troops and taking over land, but that does not sound as a viable solution for a town...