First of all, I want to say thank you to the developers; and to avoid boring everyone with my praise, I will leave it at this: Clockwork Empires brings me great joy and I constantly look to the gamelapse to see if new content and articles are written.
Now to the suggestions:
I am not a tech guy, in fact I am taking the BAR soon, so my line of expertise is so far from game development that I wouldn’t dare scrutinize things I cannot understand. Instead, I want to limit my input to conceptual matters based on my love for H.P. and the macabre in general.
1. RNG: One of the best parts of this game is the RNG, or as I understand it, inability to break the game (not terribly) by exploiting. My main suggestion on this matter is to expand SUBSTANTIALLY is this department.
a. Add more variables to the variables. You are all on the right track, by implementing things like “should we kill the crybaby who doesn’t want to keep the suspicious goods” or “only teach the fishpeople not to damage crops.” However, it seems as though there needs to be more choices and more random occurrences/events within the colony (we can call them pop-ups for now). Even something so, seemingly mundane as “Jon Smith has been harassing Jake Doe by waking Jake up to try and get him to leave the cot. Usually Jon proceeds to harass until Jake gives up the cot in favor of trying to fall asleep on the floor unmolested rather than in a cot being constantly berated.” (Sorry that was a longer description than needed, but I hope you see my point.)
b. We also need more difficulty in the game…I am not entirely sure how or even where to increase the difficulty—but I definitely am NOT suggesting that it become more difficult to gather resources or take longer to turn nodes into bricks. Instead, I mean there should be more difficulty in what events occur. As some others have mentioned, I can currently get way too far in the game without anything bad really happening. Even the Obelisks only killed two of my people before leaving, never to be seen again. It’s not that I feel having a totally random event kill your entire village in a frequent manner is a good idea, but I try to think in terms of the entire premise of H.P. Lovecraft’s mythos and world. This is a world of doom and the never ending struggle against the ancient ones (and more as you all know). It just doesn’t seem like the game is difficult at the moment. As a last point of clarification on this issue, I DO want more difficulty, in part, as a result of RNG; but in a form akin to Call of Cthulhu tabletop games. I suggest that the developers act more like GameMasters of CoC and don’t allow players to go 30 or more days without consequence and little decision making (that likely leads to consequences).
P.S.: Yes, this is a copy and paste of my discussion. I did this in hopes of Developers and other players will read it and chime in.