OPTIONAL NPC's, Something that can be turned on or off when a game/server is set up, In my opinion, would be very good for small servers with few people or for those who are playing alone. Have NPC's perform specific jobs and sell and trade their good to the player or players in the world, perhaps something where the players would have to build houses to "attract" NPC's to the area and then the NPC's could build their own "workshops" onto the house.
It would be interesting to see if aircraft could eventually be added into the game. It would be cool to have to build a landing strip for said vehicles, and use them to transport goods, equipment and people. Plus it would also add a nice alternative on larger worlds or reaching remote area's
Steam traction engines were more than plowing machines, you could hook a belt up to the flywheel and run various forms of equipment, in fact some traction engines are often mistaken for plowing engines or threshing engines when in fact they were used as a mobile power unit. I'm hoping the devs look into these often overlooked machines when it comes to video games.
And for something completely different... How about the idea of burying barrels of toxic waste?
Horses used to be the muscle of Pre-Steam-Engine Civilizations, I think they would make a perfect addition to the game. The tailor would play a more important role by manufacturing saddles, headcollars or other accesories. The farmer could produce food, that is perfect for domestic animals. The carpenter could build bigger carts only movable by Horses and furniture for a horsestable. Choosing the Hunter profession would be more appealing by adding a domestication speciality to tame horses and breed them (maybe even other animals). A horsestable could function as a additional room to gather skill points. And the best part is, that they do not cause pollution but on the other hand need alot of food.
why not be able to set the size of the meteor before starting a new game (admin/server host)? This would allow to go much deeper with the meteor dilemma. Let`s say we have five different meteor sizes to choose from:
Each diameter sets specific pre - and post impact challenges for the game. e.g:
If >= 400m size was set, two and more anti meteor weapons are required to destroy the meteor successfully. If meteor was not destroyed in time and hits the surface, depending on meteor size a part of the planet is burned and a crater appears (the player may find gold, iron and rare materiales here later?). Instead if the meteor hits the water surface a tsunami will arise (strength / size depends on meteor size). If this is not enough an ice-age could occur afterwards with less sun and the timespan depends on meteor size again and shouldn't occur for an smaller meteor.
If >= 1000m - Game over? or like the 400m meteor just more badass. Also consider if just 2 anti meteor weapons are ready (of required e.g 5 for this size), when time elapsed the meteor could break apart (randomly) into more pieces....some may miss the planet....
The visual ingame appearance of the meteor depends on its size. The diameter is not visible to the players. A new devices can be researched and built to measure the meteor and give the information what is needed to defeat it and the impact it may have to the planet if that fails.
And yes, i didn't play or own the game myself .....yet. Just watched some short vids without to much spoilers ;-)