Yes, that’s a very nice perspective. I considered many times how I would implement something like that, because obviously it takes a huge amount of processing to have a whole world running by itself, with AIs loose around doing as they wish.
My solution, and one I will one day implement (Maybe Exiled Kingdoms II ) is to run detailed and real advancement in the areas currently around the player, but only applying a statistical/simplified evolution over the whole world.
Example: you divide the world in blocks, similarly to minecfraft. It can look seamless to the player, of course. In the sector where the player is, game entities actually are updated and have their AIs active, and do as they wish. Level up, steal from neighbor, build a castle, etc. but on the other sector, you make them remain inactive, and only when player visit, you apply a “statistical evolution”. For instance, depending on conditions or circumstances, you make some die, some level up, some cities conquered… it’s like if the world freezes when player leaves, then you can fast-forward when he returns. Instead of polling all gameentities individually, you apply some formulas to see what happened. If you’ve played dwarf fortress, and see how it builds/makes the world evolve over eras, that’s more or less what I mean.
I know it kind of spoils the “purity” of your idea, but when you make things very complex/big, it can be the only way.