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The difficulty thing is easy: just increase it! I bet you'll feel differently when you play on Veteran. Also, I feel you're mixing difficulty with complexity or content. The big 1.1 patch was just released last night. Did you try it?
Either way, I'm still enjoying the game, and looking forward to more upcoming patches!
Starvation. A town is dying and about to shrink. Send 25 units of any food to it in less than 3 months. If you do: cash reward and pop boost +10%. If you don't, pop -25%.
Also, the "click building to select target" is almost done :)
I love QoL suggestions, so keep them coming!
I've mostly always sold to the state until I saw Alex mention that it basically wasn't worth it. It may be worth it on my small map that I'm running now because my town is basically at the edge of the map where the state runs off into. However, there are events that drastically reduce the price of imports and exports from the state, and that's the time to really give in.
I think what's needed is some creative ways to spend money that provides pleasure to the player, but which don't improve the player's wealth-generating ability. Buying new 'skins' for vehicles and buildings seems to work for some players, but it wouldn't work for me.
Maybe investing in research opens up new, more interesting business opportunities. Not more profitable, just more interesting. You could win the game by growing and hauling wheat and wool, but if you sacrifice some (a significant portion of?) your wealth in research, you might gain the option of selling fancy shoes, or opening popular sushi bars, supplying them through a more interesting set of resources scattered around the map. More expensive and challenging to develop and supply (more small sources, more intermediate businesses) with higher revenue. Not a significantly higher rate of return overall, but more personal satisfaction.
When I think of games with satisfying economic systems, Imperialism 1 comes first. In the early to middle part of the game, you were always short of several resources, and had to decide where best to invest what little you had. In each turn, you could buy resources (logs, cotton, etc) and sell finished goods (furniture, clothing), but you had limited shipping capacity. If you sold 6 clothing, you wouldn't have room to buy resources; if you bought 6 wood, you wouldn't have room to sell clothing. Everything affected everything else, and you were always wishing you had more of this or that. Around mid-game, you suddenly had money left over each turn, which quickly rose to ridiculous levels, and you didn't have shortages of anything, and the game became boring. I do wish other games would capture the feel of desperate shortages that the early game of Imp1 had. Imperialism2 simplified the economic system, and it was boring from the start.