The way I see the node system is roughly encapsulated in this paper:
https://arxiv.org/abs/1301.2281
What I'd LIKE to see is math models like the one linked being used to make games that are player driven, not mechanic driven, story driven, law driven, culture driven, or actual behavioral emergence boxes in which explication is part of the mechanic (i.e., only explicit contract is enforceable).
All it requires is as much attention to the behavioral economics of social exchange and a means to report/measure a given territory's economic and crime stats. Maybe some community tools for law enforcement that are open democracy driven.
Imagine a game where you were more motivated to solve problems than to fight over them. But when you did fall into conflict requiring war, you choose "Just" war or "Total" war it actually MATTERS if you're killing non-combatants because they're bound to contract not to fight as much as you are to defend them. And there are COSTS for all of them.
You know, the tools by which any society manages long-term civilization, and of course, all the Machiavellian appearance play around plausible deniability. Heh.
Long game hopes in a short-cycle (and often short-sighted) market, me.