Some sugguestions for later period of gameplay and setting

Gunpowder&Firearm
The gunpowder is great. The cannons, matchlocks and hand cannons could be produced in Artillery workshop and Gunsmith workshop. These buildings is in tier 4 of resources type.
Firearms using need gunpowder and projectiles. This means that lead mine is needed.
The Gunsmith workshop could be use lead to produce lead shot. The Artillery workshop could be use lead to produce lead cannonball or use stone to product stone cannonball.
Hunter can use matchlocks or hand cannons in hunting cabin with tier 3 .
When the compost yard level up at tier 3, or saltpeter mine is worked, it can produced niter. The Sulfur mine is produced sulfur.
The Gunpowders workshop is produced gunpowders which needed niter, sulfur and charcoal (5 niter + 1 sulfur + 1 charcoal = 5 gunpowders) .
The Charcoal kiln changed to produce charcoal, not coal.
New defense building: Musketeer Barracks. It would be armed handgunners, musketeers and cannon team.
The raiders also use firearm when tech Gunpowders is activated.
The gunsmiths required basic education.

Other battle sugguestions
Add new building Equipment workshop to produce trebuchet and ballista.
Add new building Turret to use trebuchet, ballista and cannon for the fortifications with tier 1, 2 and 3.
If lookout tower is at tier 2, guard could use matchlocks or hand cannons.
The crude weapons should be produced in firewood splitter.
Villgers should gain weapons, armors and spoils from killed raiders.
A new careers - commanders, they responsible for organizing attack and defense, use advanced formations.

Agriculture and Animal husbandry
Add grapes, beets, cottons in field.
Add sheeps, pigs, geeses and ducks in husbandry.
Add trawlers. When Fishing shack level up at tier 2, fisherman would make and use trawlers to gain fish.
Add building millstone to grind flour, but it need horses.

Public Security
Add new building Prison. A new careers - sheriff would employed by town center and arrest crimes(e.g drunk villagers when they aggressive) to prison.
The sheriff would equip crude weapon and hauberk.

Terrains
The map should be generated rivers. Why it is lost?
If map has river, hydraulic mill could be builded and used to grind flour.

Nice write up!
My thoughts:

  1. Gunpowder & Firearms
    Not my thing personally. I draw a mental line between non-firearms/firearms as a delineation between ‘ages’. Also, non-firearms have a fairly well defined range of weapons while firearms can be extended to include all types of weapons up to cartridge based. I prefer not to go down that path.
  2. Other Battle Suggestions
    The use of siege equipment was largely devoted to just that, siege warfare. I can see it being useful against raider camps and as defensive weapons. Gunpowder based siege items I still would prefer to avoid.
    Trebuchet were cumbersome and usually assembled on site. Not sure how they would play out in the game but certainly could be defensive weapons. Balista and catapults could be either defensive or offensive.
    Crude weapons production would be helpful.
    Obtaining some weapons/armor from defeated opponents would be nice, but we do get them when we defeat a raider camp already.
    I hope they introduce battle formations and tactics without requiring a special class/item to employ.
    [Edit: One suggestion would be to link tactical formations to a knowledge tree advancement, such as veteran soldiers or the fort.]
  3. Agriculture and Animal Husbandry
    Good suggestion and most have been suggested before. Hopefully they implement additional crops and animals in the future.
  4. Terrains
    Also good suggestions. Rivers have been requested and suggested by others and apparently it is possible to create a ‘river biome’ using specific seeds, although I have not personally done so.
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