>>6184553>RIGHT TO RULE ie political legitimacy>the ONLY ATTRIBUTE needed for a 4X / rpg hybrid narrative game?The problem with "macro" style games is they quickly become overwhelmed with attributes, mechanics, statistics, rules, special exceptions and situations etc, a bewildering array of units and environments and consequences, the simulationist elements are all high dimensional arrays of arrays of ungraspable complexity
Many rpgs try to overparameterise, eg introduce vaguely orthogonal nonoverlapping domains and resources. But at the stronghold / demesne / kingdom level this becomes unmanageable, it is best left to computer games that easily track and resolve all these variables.
In most analysis there is something akin to the PMESII matrix (Political, Military, Economic, Social, Information, Infrastructure; sometimes also incorporates Environment, Timing etc. also Afghan war Human Terrain tribal anthropological analysis lol).
Even in the oldest writings of Sun Tzu Art Of War (this is a terrible translation. A better one would be something akin to "On Military Discipline / Methods) he gave his PMESII categorisation as
https://ctext.org/art-of-war/laying-plans 故經之以五事,校之以計,而索其情,一曰道,二曰天,三曰地,四曰將,五曰法。
The art of war, then, is governed by five constant factors, to be taken into account in one's deliberations, when seeking to determine the conditions obtaining in the field. These are: (1) The Moral Law; (2) Heaven; (3) Earth; (4) The Commander; (5) Method and Discipline.
(Heaven here signifies day/night seasons and timings, Earth refers to distance, terrain etc)
What if you created a SINGLE ATTRIBUTE 4X/rpg game? What attribute would you choose?