Downloaded the latest version to give it a go. Nice cloud graphics.
I think the latest version is bugged (v0.38.03). Everytime I build fields, soon after the field tile is removed. A little tricky when the God of Little Worlds keeps confiscating my food producing real estate.
 Nope, happens because I forgot about the windmills. All good. Perhaps a notification of this deleteing in a future version could be useful as it's not obvious what's going on if you've omitted to read the info on fields, or, like me, have read it previously and just plain forgot.
Feedback on new version...
Some good improvements here.
Pirates were much more of a concern with multiple pirates turning up at once.
Resource depletion seemed to happen faster. The notification of these was excellent, especially the skull and cross bones symbol.
The help for the rain, eg. what it does, was good and I noticed an effect on the crops. Rain is now a game consideration whereas before I ignored it.
Approval rating tended to fluctate between 50 and 100% which is a big improvement on the previous version (sat pretty much at 100 most of the time). Nothing to worry about but nice to see it in a wider band. At least I was watching it, before I didn't.
On the downside all of the above slowed me a down a bit, but not a lot. Once I'd built a ring of towers and got the storehouse up and running there wasn't a whole lot to do except watch the resource numbers fluctuate and tweak accordingly along with a gradual expansion.
At no point did I build an archery barracks or wall and I'm pretty sure I didn't ever lose a tower. I saw both options as redundant.
I felt that the challenge hadn't increased, instead the game had become more drawn out which is probably not a plus. The current challenge is busy work at the start, rather than difficulty, until you've got the towers and storehouse and after that it's simply process (or 'grind'). I'd visualise it as a difficulty curve that went up a bit at the start and then went into a steady decline, till the tipping point (towers/ storehouse) whereafter it flatlined.
If you took away the time pressure there probably wouldn't be any difficulty there at all.
I wouldn't get perturbed by my comments above as they relate, more or less, to your core game design which is still evolving. Give yourselves a pat on the back for heading in the right direction.
Your basic game loop is pretty good but I'd be thinking about a way to give the player a few more balls to juggle and to keep the difficulty slowly ramping up rather than down.
Keep on keeping on.