Welcome great nobles,
First of all, thank you for your positive reception of our game announcement! We are happy to be compared to games that inspire us. On the other hand, after these comparisons and some comments in various places, we noticed that we may not have explained our game very well.
So what is Noble's Life: Kingdom Reborn?
We like to define the game as a strategy within an immersive simulator. As a player, you will play the role of a noble you have created (we will return to character creation in the future dev diary) and you will rule the lands. First, however, it will have to be rebuilt, after it has been plundered by the enemy's army.

Early concept arts building development in a player-controlled city
We would like you to have a sense of ruling people, not controlling mindless puppets. So sometimes your decisions can have long-term consequences and your people may misunderstand your intentions. Dissatisfied peasants may be fed up with your constant levying of war taxes, and commanders may put their ambitions ahead of your orders (how many times in history has something like this spoiled the most perfect plans).
In addition, many activities will require you to plan and take time into account to an extent that is different from most games. You want to enlarge your army. Great, it's time to organize a draft of peasants. Of course, this will lower the profits of the villages (less labor), and you will have to send soldiers to make a detour to get people out of their homes. Of course, it will take time. In the meantime, it would also be useful to make sure that there was something more than wooden sticks in the armory. And it's best to choose someone who will train these people properly. Lots of work? Well, maybe mercenaries? These, however, cost a fortune, and their loyalty... is sometimes the object of business negotiations. So maybe you could bring a knightly order to his lands? However, they have their own specific expectations and are quite independent.
This is just one example of many. Here comes the second feature of the game that is very important to us. Freedom of choice. We want to enable many styles of play, including economic, military, diplomatic, a few others, and a mixture of them so that you can really choose your ruling style.
Finding your own ruling style isn't only a promotional slogan, it is an attempt to summarize the main idea of the game in one sentence.

We also focus on realism and intensity of non-linear experience, rather than gameplay stuffed with repetitive activities. Hence, our goal is to simulate the life of a landlord on a slightly smaller scale. According to the current assumptions, the player won't be able to become king of a great country or control huge cities, such as Paris.
We know this may not explain everything, and may even generate another question, but we wouldn't want to reveal everything right away. We plan the game release in 2023 so there will be plenty of time to discover more information. Such a distant date also means that we are at an early stage of work.
Probably another dev diary will appear in a week. It will be about our approach to the realities in which the game takes place.
Best regards,
Gentle Griffons
