Wow, been away for a few days from this thread, apologies. So many things going on at once, it's just insane. But lots of progress on a lot of pieces of the design. Most of the questions I have seen here have already been answered in the document I put up a few days ago:
https://docs.google.com/document/d/16y5lsKgd4FYgjBjnS3GprYfwO99kNa6Uj4EBE43vEh8/edit# So I won't just repeat those. But some good questions put up in general:
1. Midgard Serpent functionality... that might change, or might not. Hard to say. On the one hand, it could be made to just act on building ruins actually in a living town (aka, not stuff valid for a hamlet yet). On the other hand, I think that this creates an interesting disincentive to use it if you don't want your potential hamlets shrinking. Right now I think it makes the most sense to leave it as it is, but it could certainly be changed later if needed.
2. In terms of the resource produced by hamlets, yes, I'm figuring it will be for the purposes of some new abilities in the Direct Actions section of the menu. These will likely be a part of the base game, and trade will produce smaller quantities of this resource. Possibly some of the abilities will be added only in the expansion, I'm not sure. Possibly it would be a good idea to have the entire set that you have available to you (for both factions) be randomized per game out of a larger pool. So yet another source of randomness, which is cool.
3. In terms of the bandits being way too easy to exploit here by them getting distracted... that is a super good point. Bandits just can't be attacking these or that's not going to end well at all for the general balance of the game. I've thus revised the document to instead have a "looting" mechanic whereby bandits do not attack or target the hamlet buildings, but instead have a negative effect on a single stat (same as before) if they happen to cross a hamlet building as they move on their merry way to whatever other destination.