I haven't played this in a long time. Thought I'd check in on it. It's on the right track, but there's a lot that needs tuning and some tooltips need to be hashed out.
A few examples:
**Witch Doctor Huts + Shaman supposedly give a stackable (as it says in the tooltip) 35% chance to heal your girls. So 3 Huts should make you immune. It doesn't. Girls still (unrealistically) get sick and die constantly. The cost for curing them with faith is absolutely ridiculous, and increases every time you do it. The alchemist won't produce potions fast enough to keep up with how often everyone gets sick and dies. Basically, it's easier to just let them die and hire new ones.
**Centaurs storming in and wrecking shit that costs just as much to fix as it does to buy new. What the hell is even going on with this mechanic?
**You must have a full guard envoy. If you have 100 rooms available, you will need 8 guards. GOOD guards. Not huntresses. It's impossible to pay their wages early on so you spend 2 hours with a "High crime rate" notification on your screen.
**Faith is not explained. Where it comes from, how much you get for what actions, what you can do to increase it, etc. I only found 1 spot in the Factions dialog where it specifically said that one of the perks gives +5 faith per day. Other than that, all you know is prostitutes reduce it by -1 per day.
**Ghosts possessing your buildings when employees or prisoners die if you don't have a dungeon once your town reaches a certain milestone. Why? This is just stupid. Why is my ghost whore cow lactacting tit-plasm all over my hotel? What does that have to do with a dungeon? And 50 Faith points to call ghostbosters? To build a dungeon, you need a workshop. To build a workshop, you need a Tavern (the Level 3 flophouse). To build that, you need a few thousand gold and something like 50 reputation. Ghosts show up long before you meet those per-requisites.
**Employees just don't give a fuck about using their own quarters that costs you 130g/day to maintain. You might get 1 or 2 in there. But most would rather use a flophouse or inn.
**The pub tooltips, I noticed, STILL doesn't tell the player they need a building making booze (beer, wine, etc). This one pissed me off a year ago. The Pub becomes available a lot earlier than the brewery (and ever still earlier than the alchemist or vineyards).
**The marketplace for buying/selling needs a significant amount of attention. If I have 12,000 vegetables, I should be able to sell those. Not just 200 of them. If selling them all is gamebreaking, then fix it without injecting some weird limitation to how much you can sell.
One thing I do like is the cash management in this game is very on-point. You never have too much until after about 8 hours of playing. You're always on the verge of going bankrupt if you're not careful. So you actually have to manage in the management game. If you use cheats to give yourself money, you are ruining the game for yourself. If you use cheats to get rid of centaurs and lethal sprained ankles, I feel you.