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Also thanks for the game, you're great.
Bit of a broad question but to relate it to something - would world building kind of similar to what Dwarf Fortress does where you can see the history of the world you've generated when you're putting a settlement down or have played the game a while be considered?
I did some googling but I haven't turned up anything.
Also, on my most recent save, I started a new city on a small-ish archipelago, and there has been 0 trade. No imports coming, no exports sent. Is this a function of smaller island-y maps being more difficult to caravan, or have I screwed something up without realizing it?
Yes, in general. I can not promise specifics about ships and such, but there will be more flesh on the trade bones.
Yes, although I have not worked out the details. The player will most probably not have a king, but the other factions will have leaders, and their history will most probably be recorded. The single player campaign will be missions based on how you played previous missions, so it will be unique for each player. I can't promise the campaign will make it in, but it's the plan. Players will also be able to upload their cities and "personalities", and they will become AI factions in the game.
You can put other jobs to sleep in the tool panel. A work camp should also prioritize the jobs closest to it.
I know that the custom maps can generate worlds without trade, it will be fixed.
Perhaps a wood/stone/grand bridge type that also doubles as "Awe" source?
Yes, most probably there will be bridges as the only option to cross deep water instead of filling them in. Because boats would need deep water to navigate.
An addition to that, which you may already have thought off: Building walls next to deep water automatically makes it into shallow water instead.
An option for that would also be nice so you could have a river running through your city without walling off the river.
No, but there will be tourists that will be attracted to your city based on attractions. They will live in the city and buy some trinkets before they leave.
indeed.
Or will performance be an issue, and or memory? A city could go into a "low cost" simulation state when not in focus but due to the complexity of the game i'd think it would be hard to balance and could be prone to bugs/balance issues.
Still kinda curious about the idea
Also thank you for the excellent game, haven't had this much fun in years.