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But yeah it's pretty oof that you can't 100% the achievements on a single file.
It's much more straightforward for someone to just start a new profile for their one alternate playthrough of the prologue and chapter one. The alternative is deep code surgery that would bring a halt to all the other work on the game (I am just one person), and leave things buggy for a long time.
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On starting new timelines, you have a ton of inspirations already pre-loaded, giving you close to the equivalent from chapter one. On top of that, you have a giant pile of resources so that you can build pretty much all of your major structures in a single turn, before even doing much else.
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On the buildings thing, a lot of buildings are not even visibly different from human structures, as in your stuff is inside a human structure. So there's no scenario where you can tell at a glance without icons what things are, universally, everywhere. It's also almost always irrelevant, as once you build a building, you usually don't have to go back to it unless something is wrong. And if something is wrong, there's a panel that lets you jump right to it.
For the danger types, for the most part I think that is going to be the domain of mods, but it was honestly just a thing I thought "you know, I may want to do multiple of these," and so made an option for both purposes.
As things have progressed, I've felt more and more like keeping to one set of dooms makes more sense, and having more things that swap out dooms for other ones based on your actions makes it more reactive, rather than choosing from a dropdown before you start a timeline.
In general, I don't plan on expanding much on "things you choose from a dropdown before you start," but instead leaning heavily on "things you choose to do once you're in there," as that's more flexible. But I wanted to have options for modders in particular, and you never know what inspiration might strike, too.
There are some things that also modders create and then donate to the game, and with credit I then vet them, make adjustments as needed, and include those. So sometimes even if I don't personally have a thing I am planning on doing, that can wind up making it into the main game if it doesn't throw off the entire balance or cause other problems.
I'm currently working on an alternative path through chapter one for people who feel like the current one is too human-centric and too rail-road-y, but that's more of an onboarding thing. Beyond that, most of my focus is on stuff that is for chapter 2+, and which just keeps expanding options more and more (some things I also add that are available starting in chapter 1, but are just as viable later, too -- so there's a mix).