I got mentioned on the blog post! :P I appreciate your renewed efforts for public communication. There seemed to be a direct correlation between twitters, blogs and build releases and the amount of user activity on the forums. You need to keep communicating to make this project viable and keep people interested. Postponing a build is not a killer, but neglecting the curiosity of you fanbase is. I like what your thoughts are on this in the blog!
Since the forums are somewhat more quiet now, I guess this'll be the only reply for the moment, but take my opinion with a grain of salt. I'm no developer. I'll go over the list item by item.
Warfare / Military
"Ability for militia brought with you to add to the chances of success in explore events."
In addition, I think it might be a good idea to let the number of miltia be able to increase succes changes of events in general.
I'm thinking here along the lines of the ruling event where you suddenly hear rumbling outside and there is a monster.
Now it's just about the heroes military skill. More military is no advantage, because you just got more to lose, since it's a fixed percentage or a fixed number decrease when you fail.
However, something like this might already be implemented with the new warfare system. :)
Trait Set
"More traits, better ones, and an improved structure to them."
I think that the trait system could be improved by increasing its interlinkage to other elements. (Which would be strong element in the game overall). For example: A 'library structure' in your city could enable the trait 'scholar'. A dead/murdered parent could enable the trait 'vengeful'. It shouldn't be too difficult to implement, but since the traits are so crucial, the system should get some more love.
"Keywords (utilizing current system)"
Keywords? What keywords? :P Confusion!
Diplomacy Design
I think that a simple point system a la civilization or europa universalis would suffice. Please let more races be moddable though. :P
Explore / Map
I think exploration is a particularly difficult element, which you still might want to subject to a major overhaul. I'm still vouching for a system where you don't select the individual hexagon to explore, but rather send an exploration party, since the choice which hexagon to explore is arbitrary at any rate. The explored hexagon would simply be selected for you.
Families / Marriage / Children
"Add ability to have a non-slotted family member gain traits without player input."
This. Extended family is a must. The options are endless.
Ancestors / Spheres
"Ancestors / Spheres is currently clunky and may not scale well to our content plans. Need to revisit design & revise."
Whatever the end result, I think it should not be neglected. Ancestors are a cool way of keeping your heroes in the running. You just need a solid system what their stats are and how they contribute. Not very related, but I want to stress this again. 1/year per turn is too long. You cannot properly connect to the heroes when they die so quickly. Seasons would be awesome, and generate a 4x longer game. Though more numbers are possible (semi-annual, montly, bi-montly).
Agency
"Track a global Agency pool, collected when heroes die. The total adds to incoming heroes' XP totals at a conversion rate."
I need some more elaboration on what this is, just like keywords. :)
Reputation System
"Hook up and revise as needed."
What are your plans with this? I wonder what the design philosophy is on reputation.
Starting Houses
"Implement starting house choice during character creation."
I wouldn't prioritize this just yet. One house works fine for the moment. All in due time.
Ages
"Change name of age based on the tech choices the society makes."
How do you imagine this? I don't follow.
Society / City
"Current plan is to revise the tech tree to represent the placement of structures in your city."
While this is possible and feasible, don't neglect the endless options of society traits, which can also represent buildings where appropriate.
"Other minor houses, guilds, crime, etc in your city - tracking their state."
This could be big enough to justify another control tab for your city! :)
Tooltips
"Discuss and settle on a solid design philosophy behind the tooltips: how much should the player know, etc..."
Just want to remind you of your own idea that there could be an in-game option how much tooltips reveal. I would imagine something like None/Normal/Extended
None doesn't show anything (just go on the description of the choice a la KODP), Normal shows percentage change of succeeding and which skill is utilized (as the current system nicely provides) and Extended shows the name of the next events when succes or failure occurs. This would be very useful.
Modding
Don't forget the publish at one point the list with all possible conditions and consequences and stuff.
Event Engine Enhancements
"Ability to condition events based on if & how many times actions have been taken by various heroes (in aggregate or specific) in the past."
Event Engine enhancements are crucial for the long term. Mods crave for this. Moar options is better.
That's it, I hope it's useful. I really like what I see here. Can't wait for the next build. :)
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