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I also noticed that I had areas where people didn't go, so I did a test. The area with lots of monsters didn't get much attention, but the completely monster-less area with lots of fluff objects like houses, plants, etc. got a lot of visitors despite the transport system to get there costing gold. Both areas had an equal amount of quest givers and shops of each kind. The players that did go to the monster-heavy zone tended to hang around.
It seems as if it's the beauty and detail of an area that attracts players, not the quests and shops available, but it's the monsters that keep them there.
I also set up strange little outposts (with high beauty) in inconvenient locations on the other side of monster zones. People pretty much didn't go there until I built a monster-less road. I think that that's all to do with the "convenience" stat, I'm not entirely sure how it works, but it seems to not just be for an individual building (in fact for individual buildings it only seems to be "how close am I to an Inn?"), but to affect the entire zone.