@aria Ultimately there has to be a lot of sinks, but I want them to be interesting ones that people might find fun. So sure, let me talk a bit about what I have in mind and I'm tweaking.
So about prestige becoming relevant, essentially prestige is going to be significant in most interactions with NPCs, and particularly leaders. It will be a modifier to income, and it will be a modifier for any character on the amount of resources they generate. So, for leaders in particular, it will become a chase stat, even if other characters uninvolved in running orgs might opt out and largely ignore it, since their interactions with NPCs in any kind of automated way is probably a lot less frequent. Similarly, commands to permanently increase domain statistics (and thereby raise income), will also heavily play off character skills and their prestige. Economics, stewardship, propaganda, war, agriculture for example would be significant. The actual domain skills I kinda despise from an implementation perspective and will likely be reworked, because dunking resources in them for a flat mod is terrible from a design perspective.
Prestige itself is being broken up into three parts. Legend (an extremely hard to generate pool that does not decay normally), Fame (what will actually be raised, and raised quickly, but will decay very significantly every chron), and Grandeur (a percentage of prestige gained from assocations, such as family, patrons, orgs, etc). Almost all of the new prestige gain mechanics will be focused around fame, and be individual minigames, and the social skilled characters will be very, very good at them. Donate reworked, praise reworked, event prestige reworked, all the current options reworked with significantly more new ones, such as a fashion minigame, and eventually things like performances, champion duels and so on all being potential prestige gain options. The goal, ultimately, will be to have enough of a spread where at least some prestige orientated options someone will find fun and engaging, and failing that, at least being able to get the help from social characters or other PCs that do, and someone could keep a significantly high prestige in grandeur due to the association with people that are engaged.
Now, aside from that, I'm going to be making AP into a much more of an economic model than it is now, by creating org pools that can be generated by social characters and then traded/given away, and making a lot more consistent and spread out costs, so characters working on building orgs will be able to engage in more avenues to increase them, particularly with the help of social characters. That does mean that the vast majority of minigame type stuff will have AP costs.
Resource wise, I think that it just needs a lot more avenues to generate it in ways that make characters feel significant and that their skills matter. So the task rework is one, running off character skills. Characters being able to barter at the market is another, and trying to get good deals at them, or just gambling AP to try to turn a profit if they roll well.
Ultimately, the intention is to have a number of characters all specialized in their areas be able to contribute meaningful to developing orgs, or just in pursuing fun minigames that interest them, and generate RP.