Some comments from the latest playthrough:
Fey moon:
- This is quite an awful woe to have in terms of score-attack. It's excellent on disturbing player safety, but it also channels players to just build more towns as they don't want to be producing military building or slapping down most tokens. Design goal achieved, but perhaps at the cost of fun if seen for more than 6 turns (i.e. once?)
Various resource rebellions:
- It's my opinion that the rebellions which prevent you from doing any constructive work score zero on the fun-factor when repeated ad nauseum. I have had 5+ resource denial/theft woes all directed at Blue Norse. All of benign woes like serial killers have been at red Greek.
- Are the blue/red woes meant to be 50% randomly targeted? From my two/three games so far, this just doesn't seem to be the case at all. Every game, blue Norse gets battered and the red Greeks thrive with no problems except for bandits.
Lack of woe variety:
- The game on Expert/Insane doesn't quite work just yet. You quickly run through the various types of woes, and end up with repeats or variations on the same theme.
Interaction with the fun-factor:
- The meta-game is a little schizophrenic in this regard. Having those resource-depletion woes can shut-down run-away town-building, but many other woes just plain encourage run-away town building (all woes that affect a single town you statistically counter by distributing amongst many towns).
- There's not enough different varieties of woes to sustain a prolonged interest when woes come at very high frequencies like I have been playing. I actually feel a little exhausted.