I've adjusted the concept and overall roadmap for the project's further development. What do you think is the best order to implement these systems?
General Concept:
A peaceful world simulator with the "my home is my fortress" philosophy, where it's fun, safe, and worth living. Alternating settlement management and mission-driven travel. Events, good and bad, change the settlers' lives, but don't destroy everything, as the settlers stabilize the situation after a while. Winning is either building/researching a superstructure or running away to try again next time.
Direct control of your group of characters, and indirect control of everyone else. You can issue long-term orders to your characters (mining, processing, crafting, studying, healing, training, etc.) while others are engaged in more active activities.
General Development Roadmap:
* Advanced Needs (entertainment, communication, sleep, etc.)
* Actions to satisfy advanced needs
* Basic RPG stats: strength, agility, endurance, etc. Combining different foods improves various basic stats.
* Skill and Ability System
* Trait System
* Crafting based on recipes and item volume and quality, taking into account tools and skills
* Building Construction
* Automatic and manual crafting equipment
* Simple robots that can be used for mining, crafting, security, combat, etc.
* Item Wear (recycling broken trash)
* Object and Tile Pollution (cleaning, washing, scrubbing)
* Aging, rotting organic matter
* More Advanced AI for Characters
* Reputation and Relationship System between Characters, Communication, and Persuasion
* Soul Resurrection System: Characters don't die, but temporarily become spirits. Reborn child characters gain spirit talents.
* Factions/clans and their relationships
* Recruitment, luring people between factions
* Traveling the global map with events along the way



