   Perfect land management in online games
  So I'm talking about little dynamic games, where quests and wars are not all the gameplay. Where people can manage some area in the world. I wanted to ask what is the best way to do this management for players?Because first I just created areas and tried to sell them for some time. And people owned this area - created some objects, put buildings etc.Next I implemented that users could add some guests that can do basic operations (guest tasks, e.g. sewing, fishing).Next I added government where people could sell nation lands. But it went bad because people make worst city design instead of good structured ones. Some buildings were surrounded by walls - government people are not ideal and not good at all.So I want to ask what is the best hierarchy of owner rules to do the best?   
  If there was an answer to that question, there would be no wars or famine in the world.In a game, you can design the gameplay and reward systems to drive positive behavior, and dissuade negative behavior.;  But I want to know what approach to use... What's ideal?   ;  Why do you think an 'ideal' exists?Anyway, if you want game design ideas, that's a job for the Game Design forum.   ;  In general, this is a systems design problem.You have to define what "good" and "bad" means, and then you have to design feedback loops that reinforce "good" behavior and penalizes "bad" behavior.For example, you can support ratings by users, and steer people away from lower-rated locales. You can also build ratings "cliques" in your social graph, such that people who rate certain places high tend to get clustered together (this also takes care of certain kinds of collusion attacks).;Your game needs to force some kind of balance if you want the player run parts to make sense and to fit together logically.You dont build a city with nothing but blacksmith shops.  Without customers the blacksmiths either starve or move on to somewere else.If you want to give you players freedom to setup what they want without their efforts being a total flop,  you will have to make the game run entities/assets compensate and add the things needed to balance out the economic and social systems.If every player wants a blacksmith then their assets must be only a small part of the total city and the rest auto-generated with supply sources and customers and other unrelated components that make up a 'city'.If the player wont do it, then your game will have to.