Here is a preview for what I am thinking for kingdom stats. Basically I want to make things as open as possible.
Clearly the new things to note is the idea of 'investments' (shamelessly stolen from kkmo) and 'factions' (which are not all that unoriginal and kind of a NES staple) and 'units' (an element of the military).
My goal with 'investments' is to provide the player with some idea of what they can pump their EP into. They will function similarly to the idea that kkmo has laid down, with players assigning amounts of EP to each category each turn, and 1 EP being spent each turn regardless to maintain the 'status quo'. This way you will always potentially have something going on!
What does this mean for Action-Capable-Characters (ACC)? Well, in your orders you are free to go in depth on your various investments, assigning characters to those detailed investments you want to focus on.
As for factions, this is basically just to represent the elements of your kingdom not entirely under your control. All ACC, save for your monarch, will belong to a faction and in turn represent the 'prominent' members of the various factions. The stronger a faction the more ACC it produces/attracts.
In my previous model for stats a player's military was kind of just a bunch of numbers that had no meaning. In an attempt to give some definition to this lacking stat I am dividing the military into a two-fold stat: a description of the typical army for that nation, and the 'armies' and 'units' within those armies.
Armies are attached to characters and are either High-Low-Broken in their morale. Units are part of the armies and each unit = 1,000 men. So an army of 2 units = 2,000 units strong. What those units are exactly depends on the army description. Players can influence the development of their armies by investing in their military and dedicating ACC's to specific innovations.
No changes for races yet, though I am thinking of adding 'factions' to them as well to spice things up for race players.
edit: All changes will effect the NEXT turn, not the current turn, so send in orders as normal.