I just won Hamlet Idyll on Torment difficulty, with 17 turns to spare, by mindlessly placing whichever building would net me the highest score. I think something is wrong.
In more detail:
At a first glance, it looks like the optimum strategy is to divide the map in half, pile all the nobles and banks and temples in one half and all the peasants and peasant workplaces in the other. I might be right about this, I might be wrong, but if I were going to try playing smart, that's what I'd do.
It's difficult to assess how much the spawning characters (peasants, nobles, etcetera) are harming my score, because the game doesn't display how much score you WOULD get if they weren't in the way. It would be nice if the game would display this, ideally greyed-out or struck through, at least during the beta-testing phase so we can work out how much effect they're having.
Several times, without planning to do so, I found myself in the position of placing in the same space repeatedly, because there was a group of buildings - usually Noble housing - surrounding one square, making that square intensely lucrative for temples, banks, and more nobility. The proposed "builder" would fix this, but again, I'd like to be able to see the score cost incurred by these.
Despite the stack of five buildings, it seems difficult and pointless to plan ahead. For one thing, if you place a building at the static, low-scoring end of the queue in the hope of getting a combo from something at the high-scoring end of the queue, it had better be a bloody good combo because not only do you get fewer points for what you just placed, you've just cheated yourself out of an extra pile of points when the building you intend to place next moves along the queue into a lower-scoring box. It almost feels like the scores scale the wrong way along the queue!
Let's think about this. If the scores didn't scale with queue position, would there be any tactical reason to play from one end of the queue or the other? Answer: No. Wherever you play from, you get one replacement building, and the only building you lose from the queue is the one you played. This was rather different when buildings would fall off the end of the queue every turn: There, you could potentially be in a position where the building about to fall off the queue was something you needed, so you'd play it straight away rather than lose it. With points scaling down as building options get older, you'd have an incentive to play things quickly, before they get stale and eventually vanish.
If the scores scaled the other way with queue position, so they'd move to the high-scoring end, which tile would you preferentially play? You'd still aim for the highest scorer wherever possible, in order to bump the others up in score. However, you'd actually have more reason to plan ahead - with the two spaces at the high-scoring end of the queue being your preferred choice, you'd be able to see in advance which buildings you were going to want to place next.
As things stand, you're preferentially playing the newest tile, which means the building you're going to want to place next turn is the one that hasn't arrived yet. You can't plan ahead - or you can, but you're planning for tiles you haven't seen yet, and taking a big risk in doing so. I don't think it pays off.
Imagine, for a moment, that the queue only had three tiles in it, but you could see the next two tiles that were going to be added to the queue: greyed-out and unplaceable, but you know you're going to get them next.. Would this encourage more forward planning? Yes, I think so. Now, scaling the scores the other way - highest scores at the static end of the queue - works in a similar way. You WANT to place the tiles at the high-scoring end. The tiles at the low scoring end aren't actually greyed-out, but they might as well be, because you don't WANT to place them yet: they score too low. Would you ever find yourself wanting to place them anyway? Occasionally, maybe to score a combo (maybe placing that noble house first and THEN the temple will score more than doing it the other way around, even bearing in mind the noble will have a higher multiplier if you place it second?); to clear out civilians with a slum; or, when you've painted yourself into a corner and you've got something that's going to give you a negative score no matter where you put it, to get it out of the way before the multiplier racks up.
Am I waffling a bit on a subject I don't know much about? Maybe. I haven't yet made a serious effort to approach Hamlet Idyll with a mind to building combos and getting high scores.
Edit: Also, the Mayor's House never showed up. Can you code this so it has a somewhat higher chance of appearing, but will never be added to the queue if there's already a Mayor's House in play?