That one post idea wasn't so great lol.
Have to say I like that idea. Your own little private paradise.
That said, it's not exactly social, being bundled up in your own place. In some regards, you'd kinda want to invite other people to see it lol.
Guilds MIGHT solve that problem, and I can see a way you could combine it all together, bearing in mind people can leave and join guilds:
1. Each ACCOUNT may purchase one of several types of private islands. This is to cater for the single player / solitary type.
2. Each private island has ONE build slot on it. All that really needs to be stored is the Island Type per account.
3. On that plot, via tasks, resources and quests, a play may develop a house within a limited set of plans / extensions and styles.
4. Any character in that account may visit that island and access the property fully.
5. Guilds. Each guild may purchase a single larger island type. For the guild, the island type must be stored.
6. There will be X number of player housing plots on that island. ONE can be allocated to each ACCOUNT in the guild.
7. When a plot is allocated, that player's house / empty plot will be presented in that location. ie stored as:
GuildNo, PlotNo, AccountName
8. Players may walk around other players houses on the guild island. They will be unable to interact with any items however, exceot for sit in chairs (?) / sleep in beds (?). This is primarily for display purposes. Players like to show off their hard work! * SCRUB THIS PERHAPS * Or always reload the island for all guildies present on it if property ownership changes.
9. The guild facilities should include unlockable extras, via hard work / online guild representation, resources, money etc including:
Wayshrine
Market / work area with:
Trade stalls. Internal sales, External sales / trade ship linking to auctions, Market stalls, Smith for repairs.
Notice area.
Stables and other ambience extras with associated NPCs. Choose from several buildings.
Tavern area / community area with:
Interactable NPCs. Guild trader, barman / supplies, Supply Workforce (see crafting skills), Musicians / ambience Stores.
10. Taking a wayshrine or boat: All guild islands appear the same place on the map. Only your ACTIVE guild will be considered.
11. If you do not have an active guild, you will be unable to take the wayshrine or boat.
12. If you DO have an active guild with an island, your point of entry will be stored (POE).
Note the POE cannot be updated from within the island. Teleporting to the wayshrine from your island will not update your POE.
12. If your active guild changes ie leave guild / select another / log into game, the guild island will be loaded:
If your active guild does not have an island, or you are not in a guild, you will be teleported out, back to your POE.
Otherwise, you will automatically be respawned at the island central point ie near the notice board / stockpile.
That seem workable? Quite a bit of work I think though, but one way you could tackle both the housing demands and the guild side in one big hit. Then you just have the atmosphere and ambience to add etc.
You might add some guildie influence to the island. Perhaps each player housing spot come with with ability to PICK a service or building type. If you pick a ranger, trees may appear around a plot. A miller, and a windmill pops up etc. You could use that roleplay approach to determine what your family do for a living when you're out exploring and braving the wilds.
SUGGESTED DATA:
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#PrivateIsland
AccountName, SingleIslandType (Null / 1 / 2 / 3 etc)
#PropertyState
AccountName, PropertyState (Null / QuestState), FamilyTrade (Null / BakerMiller / Dairy / Crop / Smith / Ranger etc), BuildingVariant (Null / 1 / 2 /3 etc)
#GuildIsland
GuildName, GuildIslandType (Null / 1 / 2 / 3 etc), HousingSlotsUnlocked (int), NoticeType (int), WayshrineBuilt (binary), MarketStyle (Null / 1 / 2 / 3), MarketStage (Null / Basic / Advanced / Expert), ServiceOne (Null / Smithy / Stable etc), ServiceTwo ( Null / Tailor / Leather etc), ServiceThree (Armorsmith / Alchemist etc), TavernStyle (Null / 1 / 2 / 3 etc), TavernStage (Null / Basic / Advanced / Expert)
#GuildIslandSlot
GuildName, SlotNo, AccountName *Take family trade from #PropertyState unless inefficient
Loading the island: Load features from #GuildIsland, then step through housing slots, loading them with appropriate scenery from TradeType, and building styles. For each, populate a scripted NPC in town centre? Add an extra unlocked NPC list or just add more as buildings develop.