This is everything to think about. With a very long game, the world cannot be stay at starting point. Part of the solution to the problem may be quests that lead to changes.Updating all the shopkeepers etc. seems a reaallly lot of work. It would be also be weird, if they just changed overnight from younger to older in one step. To make it consistent you would need to have several steps and that would be a lot of work that would be best spent elsewhere... IMO I don’t think I’ve ever seen that implemented in an open-world RPG, although I may be wrong. I don’t really have time to play big ones.
The mechanics of changing the appearance of characters are now in the game. But it applies only to the master, which creates inconsistency. At the age of 35, the middle-aged character avatar replaces the young avatar. At age unknown to me (not yet reached) avatar of an old person appears.
What about the two starving tribalist kids that you will later be able to get as domestic servants/thralls though? I think the girl is thirteen. If you wait five years, will you be able to introduce her to proper slavery ...?
That's a very good question. You can see that the situation gives rise to problems. In my opinion, this is the biggest challenge associated with this project. And you are right - it will take a lot of work. Some solution to the problem will be needed. Everything is too static. 5 - 6 years of playing time already raises questions about the coherence of the created world (tribalist kids, prostitutes staff in public facilities, the same slaves for sale at Kyamanto Hall). You can even take a mission giving Piper Holdman and bring back 6,000 20 years later.
Edit:
About Piper Holdman.
The matter is easy. The offer to sell should appear on the condition that the player has 6000 (maybe in the form of a letter after the last update), and be one-time only. The decision to buy or the chance is lost.
There is a lot that can be done. Only time must be kept in mind and avoid creating anything forever.
Last edited: