Mori_Yuki: What I would like to ask you is how is this game hard? Would you be willing to elaborate? :-)
tl;dr: You have to manage different types of dice that make different faces that various work spots need, while reserving some for combat, and constantly expanding and utilizing resources to refresh the dice so they don't decay and die. In real-time.
Let me explain the mechanisms:
* Dice have colors (classes) that determine what faces are on them. Peasants have gather and no research, soldiers have raid, and no gather or research, citizens can research, but not gather or defend... Some faces have numbers on them meaning they count as 2x of that face.
* Spots on the map (buildings, etc) require specific faces to use them (harvest icon to harvest, explore icon to get herbs, build icon to build). Sometimes you need multiple (a big building might need 3 hammers to build!)
* You roll the dice. If it doesn't have a face you can or want to use, you reroll. (Mandatory reroll when a die returns to your hand when its time to complete action is finished.)
* Each die has durability. Each reroll reduces it by one.
* Durability of 0 = dead die, discard it.
* Put a die in the cookhouse with food to replenish its durability. Hope you keep enough food around...
* Harvest spots run out, so you HAVE to keep expanding.
* Come winter, your dice freeze if you use them outside of heater areas (which consume wood, the most-used resource for which you need to keep expanding). Frozen dice can't be used again until spring, unless you've had enough extra food production to make beer to serve in a tavern that works like the cookhouse, but for frozen rather than durability.
* Eventually random raids on your base start coming in, so you have to keep some dice around ready to counter-fight. Injuries can happen. (Which get healed with herbs in the apothecary.) A die getting a 2nd injury destroys it.
* If you don't have sword-faces, the raiders will burn down a building (which will cost you resources and hammer-dice to put back).
* You can change dice between classes in certain buildings + resources. You can breed new dice by occupying two for a while at a location. But there's a maximum number of possible dice. (This is probably the hardest part of the management side: You're only allowed 12 total dice of any assortment.)
In real time. It's quite a frantic resource management/optimization game. I *like* it so far, but it's really challenging so far. I did only play it about 90 minutes yesterday, so there is a lot more to it I haven't touched yet, but this should give you the idea of why it's hard. Especially since you can't allocate things. I think I'd like it more at 50-75% of normal speed, or if you could allocate while paused.
There's a tech tree. I have not yet explored that yet, since I only just started knowledge production. I immediately took the first upgrade of +1 wood when harvesting wood. There's a similar for wheat that will be my next from what I've seen.
ALSO, please, developer, add control mapping. Let right click do SOMETHING other than "deselect'. Right click should at least be autoplace (rather than Lshift+click) or lock die (rather than Lalt+click; yes, left only).
Example production chain that I've seen so far from the wheat farm:
* Two "gear faces" (2 peasants or citizens that rolled that, or citizen has a chance of one of its faces being two gears at once) required to produce wheat. Wheat farm can only be used in summer, not winter.
* 1 gear + 2 wheat to make food at the mill. (Food + time with any die, any face at the cookery replenishes durability. Food + a peasant at the school morphs the die into a citizen.)
* 1 gear + 2 wheat at the brewery makes beer.
* Some wood + some beer allows you to
build the tavern using them.
* Frozen die + beer + time at tavern unfreezes the die so it can be used again.