Cheers yeah no worries, I got so far and thought the same, I was thinking I have the placement, the tiles, the buildings and the resources, that's a start, is want the little villagers, the outer islands to be unlocked with the resources you gained, and ideally some deck building core progression like replacing earlier tier buildings and tiles with upgraded versions and the 'chase' to unlock a fully upgraded set and build the fully upgraded deck and world where your toy civilization is thriving trading and 'complete' - my inspiration is games like tiny glade, dystopika, and dorfromantik where the game is about the joy of building something, influencing and watching it grow, whilst having some more deck building oriented choices along the journey. Balance the early decks to limit the amount of combo adjacency you can trigger, opening up the progression to enable you to eventually min/max your combo adjacency scores - even things like building a unique structure that offers landscaping to remove mountains and replace with a different tile to post edit the world - I wanted to avoid combat originally but maybe in a full game also add some concepts of little bandit camps and strongholds that popup in your deck that you have to get a military camp in proximity to, spawns little guys that auto run over and test x vs y combat strength until you have enough nearby military power to keep the little villagers and kingdoms safe - I'll have to experiment with it to find a satisfying cozy feeling simplistic intrinsic motivation as I don't want to impose extrinsic goals like 'get 10k points' ie tiny glade is just a game about enjoying the building - walking sims are games about enjoying the journey - I want this to be a toy you can chill out to