Hathra is correct. Skip to the red "ANSWER" point if you want the short version or "TL/DR". I suggest you read it all at some point, but if you're wanting the succinct answer it's note below.
Quite frankly, I know a lot about D&D, but my "expertise" comes from about 40 to 50 people I've played with. I have tried, and twice succeeded (many, countless, times failed) to GM on RPoL. I see one common failing that I have solution to. My failing it I give out lots of awards, be they XP to level quickly, leadership to gain accessories, and what I think "should" be common, which is treasure by level. The last matters "less" so at epic, but at mid level 11th or so, I see GMs not using page 54 of the DMG, and instead just looking at 235 (IIRC--I still don't have my physical books) one is capitol, or investment, the other, the former, if gross gain. Too often GMs assume since 3rd level character should have 3,000, that 4th should have the 235 amount, which is wrong. 4th should GAIN gross what's on pg 54 (again IIRC the page). The end result is this, it can be work to mark down every treasure item, purely mundane but with character. I give out alcohol, sweets, masterful containers, designers clothes, etc... this have innate value. That is, they are worth to sell as liquid assets, they are worth what they are to sell as they are to buy. They are in high demand, but players often wonder...do I need to keep this? Is it going to be pivotal later in the game, like a piece of a puzzle. People can hang onto "neat" items I mean to be just that "neat", but they hang on because they assume it's got to have some purpose. My solution is to give out containers if a I give out ornate keys. I give out maps of things that give a +2 survival or knowledge to region, that by rights is only really useful to what it is clearly useful at.
So onto the big "offenders" XP first. I always give generous XP. In one game, the group gain three levels, for having had very deep conversations, plans, and "Sorties" that weren't conmbat but only four combats, each a brutal and very long affair. I did this because I wanted the players to know a few things. I award what I appreciate. I appreciate interaction. I appreciate cooperation. I appreciate beauty, and creativity. I also appreciate participation. The problem is some people got tired of doing the
paperwork so my solution is and had been, don't level if you don't want to. It is literally work, and quite frankly I'm not a master of craft. People have said I am, but I know I'm not. I have both the statistic of every single Epic GM to have dead game early on. I also have my own history of short lived games. So at no point do I watn player fretting "Is this...is this WORTH my time?!" or "IS this a good investment of my time" It's for fun. I do a lot of work, but I as GM get to pick and choose, veto or redact what work I do. As player I want you all to know if something is given, it doesn't have to be taken. It can still be claimed later. I hate to give an immersion breaker, and I hope it won't be that, but in certain ARPGs, you can get mailed items to you. It's up to you to accept them. Because online ARPGS can't store them indefinitely, they expire, but that isn't the case there. If I give out ten levels in two RL years (for reference look at this post date
link to a message in another game) you may find yourself say "naaaah. I'll do that later" which I'm saying, is fine. If you are in a combat, or serious non-combat conflict, I may not you level then (I may if I think it's easy or fitting) but you can start the process and then just apply the changes when the conflict is over. That said, I will count you, for purpose of "fair" challenges at being the XP level. I will
not however, award
new XP on your projected level. So you have an incentive, something that helps you justify that waiting, for not leveling. It's not optimal, but it allows that options to not be ALL downside. Because, like I gave the example earlier, if you gained ten levels, and five of your are 31st, but two of you are closer to 23rd, that affects the party level! Which means there will be MORE XP. Is is not mostly upside, but it...it is some small consolation to say "It's alright to not want to do work for a game if you're player and not the GM". I never want it to be like grinding. I always want the optimal decision to be to use what you have, but I want it to be considered that there are other options.
Finally we get to your question.
ANSWER
Followers can be work to make sheets for. Cohorts can be work. Making a stronghold are also quite involved. I won't allow you to get an alternative freebie, but you can hold off until later to fully develop these feats. It's work, and I want you to weigh if it's fun, a plus, or more of a "I have it, so I guess I have to do this. *sigh* Wish I didn't have to...but I guess I am". In this case, unlike other situations mentioned, these are "free" so they don't affect the projects difficulty. They do, however, affect the scope and scale. Scope, because if we're doing city planning, you may have fun working with followers, and managing structures. If you don't develop that, you may have to sit idle while others that did get to play that out. For scale, unless you're like Hathra, who also has undead as part his inborn character power, when mass combat or simultaneous combat occurs, you may only be able to participate in half the threads.
The focus will also be twofold, the plot and the PCs. NPCs have backseat, be they played by you all parttime, or solely my playing. Events will be cues to prompt action, that is not planning but acting, taking...doing things!...taking action. Not gonna lie, there will be combat in this, so action does also mean high investment battles.
So if you see nothing else, it's about you wanting to work on these aspects. To be rewarded for doing that, but remaining focused on the PCs as group of only you all.
*Double post incoming*