User blog comment:Stormlilly/Late Night Insomnia Jam Session I/@comment-4332975-20130618102950/@comment-7706473-20130619222304

All right, so: To answer your questions, Head Phone; I'm thinking the city simulation aspects would be pretty similar to two, or perhaps three. You'd have a list of areas or tiles to choose from where your workers could go, and perhaps what jobs or tasks they could perform. The possible yields from such a tile (which might change depending on the job of the worker, or even if the tile is left on it's own for some time) are displayed, as well as perhaps the 'risks' in a tooltip or pop-over. And yeah, the more we talk, we might just want to have the feel be 'civilization-ish'. I'm not sure I'd be the best at creating a UI, but it can't hurt to imagine...

You lived in the hills, Kefke? I can imagine it must get pretty rough when heavy storms come around... I live in a pretty hilled/mountainous area, and have seen just how much even a relatively harmless (to humans) landslide can change the landscape. And I *love* the idea of caravans attracting unwanted attention. ! Perhaps some of the things that live out in the wilderness specifically avoid the goods you've painstakingly acquired... And target the weakest, most unprotected members of your group. Those who've already caught a disease from working in the strangely empty-seeming mines, for example.

Perhaps some sort of entity that is actually attracted to the group because it smells or otherwises senses disease.