Brainstorming ...
Possibilities, most of them rehashed, for assessment. Primarily for a clean game.
1. Happiness, assessed monthly, quarterly, biannually, annually, or a annual average read off of the happiness-of-life graph window, eg from two save files on 31-6 and 31-12 (there are plenty of programs out there to turn graphs into numbers). Higher frequencies / averaging make cheap fix-for-date-x tactics harder (although so does making players poor by removing arbitrage)
2. Structure, as for #1
3. CV. In a game without free-money-generation, that should be challenging to achieve.
4. Likewise, the old ones, population/production, which lend themselves to lots of poor.
5. Automation - who's Hanse can continue to do x for longest after a save:
a. Grow in population (lends itself to cheap trickery)
b. Turn a profit for the company (with money returning from loans, meditteranean etc. either somehow excluded, perhaps by just looking at monthly buy-sell-produce net profits or else forbidden)
c. Stay above some level of happiness
d. Keep the player as Aldermann for the most years
6. Reputation; read off the graph as who can become most greatly revered. Would require starting from some sort of pre-played game to calibrate the graph I think.
7. Militaristic: Who can successfully defend the most seiges, judged eg by wins minus losses (see lots of people trying to encourage seiges!). Bit silly, but could be rewarding.
8. Militaristic/security - alternatively, play would be similar to a production/population goal, but a contest designed as a race to achieving full walls/towers around every Hanse city by the earliest possible date.
9+. ...
Some of the side rules are likely to have as much affect on play as the contest goals. Most possibilities below are obvious, the first a bit wacky:
-Shipless; can build ships to auction them to an AI, but can never control a ship leaving harbour, hire captains, etc. Reduces a player's control of a game to that they can exert from within towns. Would obviously start with trade offices in every city.
-Slightly shipless: Start the game with no ship owned.
-Clean; no money generation other than normal goods supply (and maybe loans?) and no constructing buildings without paying the full resource cost for that building.
-Unclean; opposite of the above.
-Loanless; either no loaning of money allowed or no impounding of goods/ships. Using loans as in contest 2007 makes it much easier to supply a Hanse with both goods and ships.
-White; no player-induced combat (including tavern missions) other than destroying on-map pirates or aldermann missions.
-Light Grey; combat allowed, but cannot obtain new ships from any source other than the shipyard / auctions. This might well allow town raiding for money as it does not result in new ships. Would probably require a restriction on loans.
-Dark Grey; no attacking of AI ships.
-Very Dark Grey; all piracy allowed, but no use of save/reload to avoid indictments
-Black; none of the above white/grey options, ie unfettered use of tavern/pirate/patrol missions and capture of AI ships as in contest 2007.
And ... I'm out of silly ideas.
For now.