Mad King
i feel like there's a huge oversight with using citizens as workforce and them not being taxable. i mean i understand soldiers being exempt, and that was stated... but workforce under royal employ? i would think their wages could be high enough to warrant taxation, if not head tax, then other taxes like sales, house/land ownership, etc.
i'm also under the impression that the population costs for industry should be lowered (by half or more). alternately population growth could be made easier, otherwise without slaves the player will be waiting on population growth more than coin... by a lot of wait time if they focus on economy first (which we should) unless salvery is used... a third option is farming and trade would directly affects population growth per upgrade. i'm thinking multiplicatively, so lvl 1 farming would double the weekly growth from 50 into 100, lvl 2 = 150, etc. with trade as well only affecting the base value and not stacking atop farming... unless we really need that high of a pop cap later on.
on the same topic, industry population requirements should become a locked population stat that until a decree is lifted thus can't be used for other things (but is still taxable), and tie into total population count that the kingdom can hold. might also mean the initial pop cap needs raised.
btw why does the kingdom look like it's isolated on an island? i'm very confused since it looked like the gate was directly facing inland during the battle scenes. yet via sandbox kingdom overview the city gate looks to be facing the ocean... also where are the docks in sandbox view?
i know that MC burned all the boats and/or ships... but once lumber industry is at lvl 1 i would think crafting some cheap (100 copper+) boats for early game sea trade for low cost low return should be a thing... actually, were none of the boats MC's mom was using belonging to the kingdom? i would think at least a few of them should... thus enabling sea trade from game start... or rather once you have ANY industry started to have goods to sell (probably including slaves).
what the hell was MC's dad doing in regards to kingdom management? the royal coffers only have 100 coppers initially... how the hell was he paying the few soldiers he had? much less any import taxes or even the imports themselves?!?!!
not going to bother with slaves myself since this sandbox seems grindy as all hell in terms of wait time, and it being something you can't enable without repercussions. which imo is REALLY dumb, since in medieval ages no one would care. or rather the few-to-anyone against slavery would still blindly accept and build relations with anyone who has outlawed it even if they used slavery priory, or even uses them currently but is being convinced to outlaw it. (take what you can get to further the ideal type thing)
lastly i'm not liking the sandbox thus far, it involves WAY too much waiting, in terms of replay-ability the type of sandbox bit your adding to this is... probably going to be VERY low. i encourage a turn-by-turn type sandbox over this. though i will admit this is quite innovative of you... but i don't think it should be a part of this game. it being it's own standalone thing would be better.
edit: also it seems the sandbox part itself lags after some time (a bit over an hour at max time speed for me) and needs to be saved/loaded or it slows to a crawl (no idea if it crashes after that... but i would assume so).