Oh snap (excuse my very mature expression). That's fricking genius! So, you intercept the SettlementSelected, and if such and such conditions exist (user's authority variable is too low) then you disable the build and recruit buttons. Makes sense to me now, I'm just impressed you thought of it!
And then, on the next turn, scan through all settlements and add up all control buildings, if there's a few short, all less-controlled settlements are allowed to build the next control building! Sorry if I'm spilling all your secrets here, I'm just very impressed with this whole idea, someone finally putting the persistent script to good use.
EDIT: I think you should really emphasize the disabled building and recruitment, since it's so new and different, and people will be really impressed by it.
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