I like to have a setting that functions on its own with or without the players interacting. So when they do, I know the ramifications.
Also, as a natural source of complications they can engage with.
I've used "An Echo Resounding" before as a system to do this and would like to discuss other options and how people made them work.
Where do you find people that are interested in that sort of thing and have experiences to share?
ACKS has already been recommended to you but as the game's designer I figured I would chime in. Based on what you've said in this thread, I would recommend to you this product:
https://www.drivethrurpg.com/product/194008/Axioms-Issue-3Axioms Issue 3 is
For kingdom/realm level play it has these articles:
1) Strongholds and Domains: A revised approach to domains for faster, easier play. This is a complete re-tooling of the domain rules in the ACKS Core Rules. The revised rules are more elegant and more robust, while also less complex.
2) Separating Land and Lordship: Rules for domains of governors and landowners. By default, ACKS assumes that domains are ruled by kings/lords who both own and govern. This article allows you to have separate land owners and governors.
3) Senatus Consultum Ultimum: Rules for parliaments and senates. By default, ACKS assumes that domains are ruled by individual lords. This article allows you to set up a senate that the ruler has to consult in order to govern. It has rules for Senatorial intrigue with factions, diplomacy, bribery, etc. The senate rules tie into the rules for the thief endgame (hijinks) so your thieves' guild can slander, bribe, and coerce senators, etc.
4) Wandering into War: A system of domain encounters to keep rulers on their guard. This article lets you randomly determine when, where, and how a domain is attacked by enemies. It takes into account the domain's population density, terrain type, and position relative to other friendly domains.
For manorial- and local-play, the Axioms magazine includes:
5) Of Coins and Commerce: Comments and context on the economy of the Adventurer Conqueror King System. This explains the economic basis for the game, including things like "how much coin is circulating," "what rate of profit could I get from an investment," and so on.
6) The Economics of Peasant Families: What Does life hold for those who till the land? This is ACKS's equivalent to Harn Manor. It breaks down the game's economics at the level of the single farm.
7) Flocks and Herds and Silver and Gold: Calculating the returns from livestock in ACKS. This allows you to simulate pastoralists and herders at a nitty-gritty level.
If you buy just one product for ACKS, buy this one. It'll be the future basis of ACKS Second Edition if I ever write one.