I actually plan on making this, but I can tell it will take a long time because of all the features I need to get working, which is why it is in ideas for now.
The concept is that the game takes place in a courtroom of a palace in a Queendom (Kingdom but it is ruled exclusively by women). There would also be a world map which would be useful when making decisions. In the court, there would be 3 representatives. One representing the nobility, one representing the merchant class, and one representing the peasants. These representatives would tell you the class’s power relative to you as well how happy they are, and if anything is modifying their stats in any way. If any estate is upset, they will do things to hurt the crown. At their most upset and powerful, they can overthrow the government and kill the queen, causing a game over.
Another system I want in the game is a trade system. As you conquer lands, the lands would have different amounts of certain trade goods and a certain amount of value they produce. There will be a system where you can give land to certain estates, and that estate will now have the trade goods and wealth from that land. When estates have certain amounts of a trade good, they will get modifiers which impact them in a few ways. One of these is that they will gain or lose weight, another is their loyalty is affected, they can also gain power relative to you and the other estates, and lastly, it can impact their combat effectiveness. The crown will function as an estate in some important instances (involving weight gain), but mostly just get money from the trade goods they hold.
Money can be used to hire mercenaries and give gifts to estates to boost loyalty.
I mentioned combat effectiveness earlier, and I want to make it so there is a lot of things that will affect combat. You would have a womanpower pool which is how many women are soldiers and is impacted by the number of provinces held by you. Peasant opinion of you could boost or drop the womanpower pool reflecting how willing to fight for you the peasants are. You would have a general effectiveness rating affected by the quality of the nobility, and having certain trade monopolies would impact fighting ability. Lastly, the crown can spend money to hire mercenaries and mercenary generals to make up for low womanpower or nobility that is bad at combat as I touched upon earlier. Nobility or soldiers being too fat will give a malus to combat, but it will be easy to overcome if they are well equipped because the nation is wealthy.
The merchants will not impact fighting ability, but can be used to affect and steer trade, making you more money while taking money from opponents.
Hopefully, with all of these systems functioning, you will be able to have an empire that suits your preferences. Maybe a country where everyone but the queen is starving, a country where the nobility benefits from the labor of peasants but never goes to war, growing soft and fat as time passes. Maybe the military is fat but still the best fighting force in the game because of how well equipped they are? My goal is for there to be a lot of different directions for your country to take.
The other countries will also have one diplomat you can interact with. If all countries are female, the diplomat’s weight will be affected by the wealth of the nation they represent. If the other countries are male, they will just comment on the state of your state. I am unsure what I will do with the diplomats yet.
Anyways, I spent a good amount of time thinking about this and was excited enough I wanted to make a post about the idea. Can you tell it was inspired by EU4 and Crusader Kings?
Update: The project currently needs an artist. If any artists want to reach out to work on the project I would love to have you on board!