Interpersonal politics in MMO games are a byproduct of limited ressources like raid boss spawns and the resulting competition around it. It results in a metagame disconnected from the game rules themselves. This was the case in EQ, and moreso in more competitive games like EVE. This is exactly the defintion of "emergent gameplay".
What you want to do is add game mechanics to funnel said politics metagame into game systems themselves. This will neccessarily lead to a reduced feeling of player agency. Also, players will either try to outsmart the systems, or flat out ignore them to achieve their own goals.
You can't even provide a more detailed explanation or decription of your game systems, so I have concluded that you (like many armchair game developers) have a vague feeling of what you want from your game without thinking deeper about the rules and mechanics. The bad part is you can't even explain with examples from other games, like e.g. Civilization where ruling+politics is an integral part.
Unless you can provide a pitch more in depth than "lol politics and democracy in my MMO" I can't help but guess that you experienced the political metagame in EQ, hated it because you were on the losing side, and now want to solidify rules for it in game systems so you feel you have a chance for victory in your game.
Lol you're funny. I'm not trying to pitch you anything. That's very presumptuous of you. Why would I pitch to someone with 0 power or vision?
Your 1st paragraph is ALMOST accurate. You finally seem to understand the point but your conclusion that it disconnects from the metagame is incorrect. Competitive aspects BECOME the metagame.
I guess I'm not too far off on my assessment of you and you're trying to do the same back... unfortunately you're so far off base. The political games in EQ are some of my fondest memories, though were few and far between since being top dog means not having to play too many political games unfortunately. Though any EQ politics is NOT the type of political game I'm proposing here.
And like I said before, I have some high level concepts, some that expand upon the political aspect I'm proposing.
Daidraco
's ideas are a little different than my own but not entirely off.
I would look to find a way where more land = more upkeep, taxes pay for upkeep, expand too far or fast and problems arise, keeping expansion in check. Evolve your town into a city or capital. At a certain level these towns become "starting zones " for newbies, to help keep cities growing. Basically trying to create Qeynos/ Freeport from the ground up, and cities can die out or crop up organically.
Taxes go to the coffers that the politicians vote how to spend, nobody can just raid the coffers. What is taxed, and how high, also voted upon. And is a means of attracting new citizens.. or deterring.
Every month or quarter the new round of politicians can change whatever based on how they want the city to progress. But all citizens should feel some amount of duty, pride, and respect for their home, otherwise the city will collapse