Guys, what Iituem said about trade routes is something that boils the trade managment down to a level of land ownership, and that's a good thing. the only thing needed are the potential revenues per route and the rolls to determine your success each season on that route. More risky than land, but (marginally) more cash.
As for Hans, if the kingdom is to collapse, I want him to move back to Storm Coast( Vasir most likely) and have a family there. Nothing fancy, just a quiet ending. If anyone feels like having a grand continuity though, they can use Hans as a starter of one of the merchant dynasties and play around with that. I won't object because I won't play a merchant this time round, unless I get offed. My second character might me a descendant of Hans.
A hundred years into the future, is safe to assume that we have things like cannons, muskets, galleons and such? I am happy to leave the details and the world building to you guys, although I would love to request a small thing: some overseas exploration. I think that having an expedition into the hatcuri lands and all that that implies would be fun. But not to make it a focus of the game of course; I think I and CG created enough problems last time when we hijacked the game and turned into merchant simulator.
BTW micelus, the hatcuri character you played as, is he long-lived? I mean would he be able to live for a 100 years? It would be fun to have a cameo like that.
E: I also think we could cotinue using the same wiki, since its all part of the same series. Just create a new sub-section for the new stuff and keep the land and manpower rules the same. The only thing needing change is trade, and creation of some rules for the gunpowder combat. Having each other simply shot is not fun to roleplay, so it would be nice to work out SIMPLE mechanics for that.