Implemented & planned mechanics:
- Procedural landscapes
- Resource extraction by foraging / farming / mining
- Production chains with varied automation level depending on the state of the game
- Grid-less settlement planning
- Complex building system where materials of the building determine its parameters
- Player-made buildings with customizable interiors
- Unique knowledge system
- Personal stats affecting productivity of a particular villager and their preferences
- Health system
- Lifecycle simulation
- Market simulation
- Coinage and banking system
- Trading with other settlements
- Settlement policies and different government types
- Political opposition
- Guilds
- Inter-settlement traveling
- Second game mode
- Other features to be announced