Yes that was what I was thinking of, a feudal society, like in the middleages of Europe
But atleast, if you make one(or more) rich farmer, wouldn't it be more possible if he also "evolved" in society, like he became the "master" of other farmers so he in the end, as an upper class citizen, did no work in the fields, but worked as an employe for the lower class farmers?
Any working NPC will accumulate experience points over time and eventually go up one step in the class system (it there is room in the next class)
I am considering (not sure it will make it into the first version) that when an NPC makes it into the upper class, he/she would hire employees to do the hard work. (Maybe having employees should be a requirement to enter the upper class?).
So, a farmer would start lower class with a small farm, upgrade is farm to medium size, become middle class, upgrade the farm to large size, hire employee(s) and maybe, become upper class (not necessarily in this order).
For the raw material production (food, wood, metal and stone), the community will need several facilities of the same kind.
So, you are suggesting that, when the time comes and the community needs a second farm, instead of the player hiring a new farmer, the first farmer would hire an employee and open a 'branch' of his farm business creating a second farm ran by the hired NPC?
I like it. I will keep it in mind.
This way, the first farmer, miner, lumberjack and quarryman would have the monopoly of their respective trades.
This mod sounds really nice. Any approximate date of launch ( month, year, anything )?
Probably first semester 2011.
Whether it will be February or June will depend on how many people will volunteer to work on the many side quests necessary to keep the player interest in the island.
If I accept only half the suggestions collected for almost two years in the three WIP threads, it will be A LOT of work.
Thanks for the suggestions; they will be considered, of course.
Corruption is an interesting concept for including in the main engine. I will keep it in mind.
I hope these ideas are not to far fetched for your mod, and keep to the essence of your vision. But as I said they are ideas only

, and I wish you luck in making this massive project. It is at this time I wish I could be of use in actually helping, rather than just commenting enthusiastically, however I haven't tried my hand at any mod making for Oblivion, and my knowledge is very limited in this regard. I have made addons for other games, so I am capable, just Oblivion daunts me abit

that being said I am itching to learn the more I play this game again after seeing how the community has grown and the standards that have been achieved. So perhaps soon, I'll be able to seriously offer help if needed.
Welcome to the community. I hope you enjoy modding Oblivion.