Ahah! [url="http://magicduel.invisionzone.com/topic/11445-summon-by-tag-what-to-how-to/#entry101135"]Found it.[/url]
From that post, it seems that Mur wants an automated leadership system to take place. (Yes, it's much more complex than that). I'm thinking that this might be in line with that, somewhat. The only case where one quite loyal person would dictate citizenship policy would be either when no one else votes, or when they have enough loyalty to outvote everyone who votes against them.
I agree that just one somewhat meaningless number such as loyalty shouldn't make someone effectively a King. Therefore, there should be a place where you can vote in favour and in disfavour for a citizen. If a citizen is favoured, then their loyalty for voting purposes effectively becomes greater (it'd be almost a similar concept to adepts). However, if a citizen is disfavoured, their loyalty for voting purposes becomes lesser. So, someone with 1000 loyalty could have two people with 300 loyalty in disfavour of them, making their effective voting loyalty equal 400. This could be an expotential process, so there would be a bonus based on the number of people who favour and disfavour someone, makine two 500 loyalty people's favour/disfavour be worth more than one 1000 loyalty person's.
Ex. Total loyaltiesx(1+number of people in favour/disfavour*0.10) = total effective loyalty of the group in favour/disfavour.
Thus, with the previous example, 500+500x(1+2*0.10) = 1000x1.2 = 1200.
I just came up with this off of the top of my head, but the point is that two people with 500 loyalty would outweight someone with 1000 loyalty, preventing the 1000 loyalty person from just disfavouring all citizens to make their effective voting loyalty useless. (Note, the disfavours/favours of citizens do not affect a citizens power to favour/disfavour a citizen, otherwise it'd just be a rush for people to disfavour everyone that they can).
The formula for favouring/disfavouring could be changed so it's more expotential (thus making 20 people with 30 loyalty have a huge effective favouring power) or it could be made less affected by the number of people in the favour or disfavour of someone.
The specifics of my examples are just quick suggestions that I came up with in a few seconds. Rather than focusing on the specifics I give, you should focus on the general idea of what I'm suggesting.
EDIT: Yeah, I just realized how giving the number of people favouring someone too much power could make it open to alt abuse. That is, a 1000 loyalty player with 10 alts, could get the 10 alts to favour/disfavour someone with it, and thus more than double the influence of his or her 1000 loyalty on favouring or disfavouring someone. This is why the specifics are not as important right now as the general idea. They'd need to be determined if it is going to be implemented though.