Hi, here are my small ideas. Some of them have been most probably already shown by others as well.
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More orchard variety: other than apple, peach and pear, “game-friendly” orchards would be plum (aug-sep), cherry (may-jun), walnut (sep-oct) and chestnut (oct-nov). This would also increase a little bit the general availabilty of food variety.
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More livestock variety: other than cows, good livestock would be chickens, sheeps and pigs, and goats perhaps. Chickens give eggs and very few meat, sheeps give less milk, less meat and wool (for warm clothes), pigs give meat (same level of cows), and goats give less milk and less meat.
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More house variety: 2-3 more variants would help the town to look even more real.
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Buildable candle lantern poles at roadside, which won’t require a free cell available. They provide light so they could give a +1 desiderability on a very small radius. You should be able to rotate the lantern pole so it will always be placed at the edge of the cell: this can be done by placing the mesh pivot at the center of the cell and the object itself at the edge (or at the corner).
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Walls: the best ever would be the ability to build walls whose “building behaviour” is similar to roads, that means click&drag + curved. If this turns out to be a real pain developing-wise, pieces of 30°, 45°, 60° walls would be absolutely a lot easier (just like some buildings already are, like the smoker or the sand pit, which are not perfectly 0° in their shape, but slightly rotated).This can be a very good compromise between the need of “curved walls” and the developers’ mental health.
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The ability to attach towers to walls, again if it’s not a nearly impossible job.
These are my ideas so far. All them should be relatively easy to implement with not much efforts (including walls using my suggestion of rotated pieces).