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Yeah I agree. I feel like it would need to be someone familiar with the old tech Majesty used to run on. Newer teams have a different view of what's fun and what's not - every game is about marketing to the masses, not the few, lately.
For me that wasn't very fun. I like the fantasy kingdom "SIM" aspect more. Making heroes then watching what crazy adventures they got themselves into. The original dev team looked like they were going into more of a city builder direction with Majesty 2's old in dev screenshots. I think it would have been better. One good example would be that new game "Manor Lords" that has started advertising on Steam. I could imagine a fantasy version of that where instead of hiring small mercenary, and miltia's you hire heroes.
I'm not sure anyone but the original designers would be that great a fit to be honest to address the topic.
Making a clone is a tall order of course, but I think you could knock out a "design doc" for a simulation game and put up all the decision trees for your new hero/monster types - Even on paper the ones in Majesty act more "independent" in game than their actual tree's suggest (human gambler fallacy I suppose to always assume 90% always beats 80% etc)
Deciding what kind of "frame" game to put the simulation you would get out of that design doc can be difficult, but - Majesty still has some trappings of an Age of Empire 1 era RTS in both good and bad ways (the get coordinate pathfinding system) and as we know, has a difficulty cliff thing when going from level to level instead of a "smooth progression - I kind of think that the best thing to do is to assume (like the original dev' apparently did) that the simulation IS the most interesting thing and to just go forward with the rest of the game without worrying about polishing it's rough edges.