I don't understand. If those questions were as insightful as you seem to think they are, then the original Majesty would have moved millions of units and Cyberlore Studios would still exist.
IIRC, the original Majesty did actually sell a respectable fraction of a million units before going to the bargain bin (we've never gotten exact figures, but the devs dropped a couple of strong hints. Bear in mind the original Sims only sold 2 million.) There are a number of reasons for why Cyberlore went under (much of it having to do with difficulties in finding a publisher who 'got' what majesty was about,) but the inherent virtues of the concept is not one of them. (Not that Maj1 didn't have a few design warts, but I think Legends would have mostly corrected those.)
I'm not
literally suggesting that we get Maxis on the phone (if only), but I would say that approaching Majesty as a Sim-type game, rather than an RTS or 4X title, is a better handle on it's psychological appeal and design agenda. Because, yes, I think one can say that Majesty is a Sim-like, in the same ways that Crusader Kings is a Sim-like- because it is dominated by the personalities and agendas of quasi-autonomous virtual people. That's what makes it work.
Alternatively, as I
suggested elsewhere, Paradox could actually adapt the engine behind one of their existing Grand Strategy titles to the Ardania setting. Because Paradox actually excel at Simulationist development, and I consider them to be 9/10ths there already.
I'm just sort of baffled by Paradox's underlying strategy here when it comes to doing things with this franchise. We've had a mediocre RTS and half a dozen money-squeezing expansions. We've had a tower defence game, a mobile port with half the original's content, an abysmally-received dungeon-keeper ripoff, and- very belatedly- a reasonably-successful 4X game which at this point bears almost no resemblance to it's source material. It appears that Paradox are willing to try anything and everything with this franchise, throwing just about any idea against the wall to see what sticks...
except for making an honest-to-Krolm Fantasy Kingdom Sim. When clearly,
someone is managing to make money off exactly that idea, with an inferior design.
(And on the subject of Kickstarters- Shams has already said that money is not the problem here per se. Though you do make a perfectly valid point about guaging potential interest. *shrugs* I dunno.)