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Hey, I'm glad you got the notes. was thinking of writing you a settings and savegame wrapper for making things persist -- basically just so that you can test this stuff.  none of my tweaks were ultimately good enough as available free housing is still the most significant factor in population growth, and my efforts at reducing the enemy strength can't fix the algo which will have soon enough have you 'fight tanks with sticks' again; a few log(reducers) may help, but a test-simulator and tuned formula for battle-strength may in fact be needed to make military more viable (without the player being under or overpowered at any time since combat is ultimately just a thing you want to have to manage until you can treat it as a cash sink in case you dont want to leave, right?)

the best revision to my notions may be to have controls on the card to let you set '3⇵ of 11⇵ [x] active' to encapsulate [de-]activation/building and salvaging (those last 2 would want/need keyboardable popups i guess)  and a '[x] show' or '[ ] hide' element so one can zap the clutter -- this way you could open up the idea of having resource icons as 'filter-tabs' and include a filter for 'hidden' elements.  perhaps filtering by 'tier' makes [more] sense, idk.

keep up the good-work; 'd love to see this become playable!

mid-run saves vaguely work now, from the latest version (although still need to improve it)
settings I have only a few notes about and will probably wait a while longer to add them. 

military is likely to scale even more in terms of variety and skill expression (ex: tons of specialized units in army building, more tactics, more upgrades variety, more traits, leader on the battlefield, raid boss style threats, white/black teams from affinity, more city stats affecting unit stats and military stat, more intricate triggers for invasion events, more ways to handle them, etc.) so the current form is only vaguely balanced in anticipation of that (currently working on connectivity/morale stats which can affect military, for example).  It might be that I know all the details ahead of time, but it currently feels way too easy, so with more variety it would also require more threats. 

I was also theorycrafting ways to scale building variety without having an endless front-loaded wall of buildings and have designed a vague notion of a blueprints mechanic that would allow naturally forming available building selection to some degree (ex: imagine there are 999 different buildings, and you have to de-select all the ones you don't want rather than drafting ones you do). I'm not sure how the details of blueprints work exactly, and I'm not even sure that I prefer it that way since personally I enjoy the giant megawall of options approach, but it's on the table for another game system similar to prefabs except unlocking new building types (one issue is that balance of progress becomes 10x more complicated if everyone has different building options). I like favorites/hidden or even changing the ordering of things, but not sure yet how the actual implementation would look (prefer not to have keyboard controls required, even if optional ones are added later)

idk if I'll do that yet... stats are the basis of everything else so for today I have been thinking a lot about how to theme more stats, what kinds of influence/scaling they could have, and what level of viability each one has in combination with the doors it opens. ex: connectivity allows concepts like transport/roads to be a part of the city without hijacking some other arbitrary stat. small city has high connectivity by default, and the larger it becomes the more roads/transport are needed to keep the stat high, making the 'spam small buildings' approach less overpowered in an indirect way. Morale has some similar balance impacts, scaling its value from victory/defeat or positive/negative events, which alters the value of all other event chance scaling and makes perpetual defeat-rebuild form of progress reflected in the city stats through morale/trust. This is the synopsis version of what these stats do, so they are taking a while to sort out. (currently involves stat itself, influence mesh, research, icons sync, character trait, governance, events, buildings, etc.)  

with connectivity/morale and more the game becomes even harder, so I'm starting to consider some kind of casual mode, or eventually distributing complexity across ascension tiers. The thing about these city stats is they do not always help you. They are good at high values and bad or neutral at low values, so the more of them there are the more intractable it becomes to have all of them high, which inevitably results in a complex series of pro/con influences. So, while I have no desire to pull any punches or simplify anything, it might be unreasonable to have the most complicated version be the only available option.

It is likely to become an absurd learning curve, if it isn't already. 
(some of this is 'note to self')

note to self; yes, got that.

less-is-more .. may be a useful inner counter to the notion that more options are better .. especially so if you invest some time into factoring out the many numeric factors to also give then hint and help text and make them set/load/nameable 'configs' one can play with. from there you can't just check your own work, the configs will become a foundation for settings, scenarios, flavors and all of that. i mostly mean 'get rid of the hardcoded bool/num values and let players alter/save/export/share settings in plain text so you can get some balancing help from outside.

as for building generation .. idc. what maters to me is discoverability and if that in part means auto-generated help and hints and way to many things to look at, cool. as long as they wind up having good names and filters (like tabs as filterselectors for buildings) that are easy to operate so one never has more than a full screen of choices, then sur, go .. but _that is an aspect of the game that's going to hinge on 'genes' that make up the existing buildings .. and there will be a core set with aggregates and params bound to your 'buildings'. so, it really doesn't seem to give you anything to autogen buildings atm imo. i'd not even consider 'evolving them' until they become issues, and they work fine, no? at least fine from my perspective -- of not having had more than 300 residents.

military.. no.. i got tired of turning thing on and off to juggle workers .. and without a 'save' _and a _save-as that one can use to game the game a little bit by branching experiments from some working base-game, i can't say that it worked for me, but i never upgraded more than 6 or 8 or so aspects of it either - and was so outgunned that i could barely ever use combat options

as for my tastes havng .. save/save-as (gamestate), save-settings(-as) (doctrines), save-parameters(-as) (now hardcoded) .. with loaders that show 'new, removed fields, outof bounds-values' generically so that one can know on-load what's new and changed in the game - could free you from having to write too many change-notes while keeping players informed and potentiate what you can do so the complexity wont crash down around you.

if you supported just [tab when there are buttons] [arrows when there are sequences] [space to dismiss/close] [enter to confirm] most practical kb concerns would 'go away'. but i can dream :-)

nice round, catch you maybe next week, looking forward to it.

oh, just to be clear I only abstain from keyboard controls being 'required', which means any/all ideas for QoL keyboard shortcuts are still on the table as viable (and in theory could show up in settings eventually), I just want to avoid a scenario where certain functionality is gated behind keyboard and mandates tutorial instructions for what keys to press or w/e. 

also the toggle workers on/off I consider a minor 'expoit', not really the intended mechanic (need to be able to salvage existing buildings at some point, but before you could permanently brick your own city by building too much of something so the disable toggle was added to prevent that). Disable is also somewhat placeholder, which shows from events disabling a building and you can just enable it again immediately. The actual disable mechanic is supposed to have a little cooldown wheel with dynamic duration, which would mitigate some of the awkward toggle behaviors, make various events more impactful, and allow traits/tech for recovery speeds.

anyway I have a backlog of things to sort through and some other projects starting to divide my attention, but I'll keep these things in mind along the way. At the very least, I would like to add favorites/hidden toggles/filters to the building list at some point, which I did not plan on adding before. I'll probably try to squeeze in a little heart outline and [x] to the building info cards somewhere and use something like the ruins filter to show/hide them (have to be able to show hidden in-case of misclick or mistake).