Just a comment on the 'historical!.

The Interactive starts with a historical startiong point; what follows leaves 'real' history. It has to be feasible, but does not have to stick to the fact.

In our case everybody knows when a 'historical' person dies. So it is no surprise and this is certainly not historical.

For example: If my strategy bases on the fact that Wiliam will die in three years, than this is very unrealistic. Death should come as a surprise.