Wonderful game! It’s been my favorite for quite a while!
I have a few suggestions that might interest you.
When we select a certain type of building (for example, a granary), all similar buildings could be highlighted on the mini-map in some color (at the moment, all occupied plots are just black). This way, we could distribute resources more evenly across the map or see that there’s already a school in this area, so we don’t build another one unnecessarily.
It would be useful to have the option to hire an additional advisor who activates an urgent notifications panel (for example, when a family can’t buy shoes or find water, when the coop has less than a month’s supply of food, when a new building is completed but carts/workers are missing). The map is quite large, and such things are sometimes easy to miss. Often you only notice when you get a message like “a family has left town,” and by then it’s too late to fix the situation.
Another advisor (or a church worker) could allow automatic financial support for families who run out of money, or for individuals with broken bones. Sometimes a broken leg leads to death years later, but if you provide a family with a large sum at once, it can sometimes be avoided. Payments could also go to widows or widowers with more than one child, since those families often struggle financially even in a fairly wealthy village.
And one more thing – which I suppose is too good to be true… but maybe? Food production on household plots is randomized, but not well balanced. I always have a shortage of honey and always too much onion and carrot (either I don’t buy it, or I do and it spoils).
Would it be possible to hire a kind of advisor who shows which types of products each household produces, and allows subsidies for switching one product to another – so, for example, a household producing onions could switch to peas next year?
P.S. Even if you ignore all of this, the game is still amazing! Thank you!