Alright, I've done my first playthrough of this game, and I can't agree that this is a 5-star game. Sorry, but here's why.
1) WTF Learning Cliff!
There is no learning curve to this game - because it's not a curve but a cliff! There are some hints for new players in the zipfile that are woefully inadequate. What character tags do what, and how do I get them on an NPC? How do I tell when it's better to make someone love you, or make them your slave? What SLG skills work best with which characteristics? How do I set up an NPC to be a defender, or an attacker, or a switch-hitter? What do I do with NPCs past the 10-NPC limit for labor? When does family or clothing matter to a character? What activity should I be choosing for each prisoner, and how long should I keep prisoners? WTF are all these options, how does each one work, and when should I be looking at doing that option? How do I parse the walls of text between each turn?
Seriously, when I downloaded this game, I took one look at it, said "fuck it", and quit on turn 1. I came back a couple of days later, but only because I was bored and didn't find anything better to do instead. That alone drops this game to 4 stars.
How to fix this? A wiki that laid out all these answers would be good. An in game tutorial, presented as a 1-on-1 skirmish with another nation, would be even better; the tutorial could start out with a very limited selection of options, that expands as the turns progress.
2) Sexy Became Grindy.
This game has the most complete sex mechanics I've seen in a strategy game. Other games like Girl Life delve deeper into impregnation mechanics and whatnot, but those aren't strategy games, and are missing some of the options you can play with here.
Having said that, you can only fuck women so many times before it gets boring, and boring is not sexy. Boring then gives way to grindy. In my game, I was actually skipping the entire base phase because I was bored stiff. The game became something like dwarf fortress to me, and this was a letdown. I knew that skipping that phase meant I wasn't playing optimally; I just didn't care anymore. And since we come to F95 for the sexy, this drops the game to 3 stars.
How to fix this? In certain situations (like the punishment option), I was doing the same things over and over. Having a "record" / "playback" macro ability to move things along would have reduced the grindy. Then all you need is a summary at the end; so-and-so got pregnant from what you did, while whats-her-face got the <Whatever> tag, etc etc.
3) Incomplete Translation.
This actually doesn't hurt the gameplay any. There just aren't that many spots where this is an issue. Still, it'd be nice to know what was being said or done.
4) No warning for certain events.
Your character becomes heavily pregnant, but you hit the End Turn function, and the game doesn't check for you to make sure all your people that can work are working, so if that drops your laborers from 10 to 9, it's up to you to remember to add a different laborer before you move on.
5) WTF Walls of Text!
When you end your turn, you're given alot of crap to filter through, and only a little bit of it requires input. I found myself not bothering to read any of it, unless the game stopped me by requiring me to make a decision. It would be better to provide a summary for what's actually important to you, that didn't require input.
6) NPC lovers have no agency.
I found a function in the sex minigame that let the npcs do something, but it appeared that only one npc would do something at a time, and there was no option to have them continually do things to me or each other. Sometimes an npc would feel so neglected he/she would leave, just because I wanted to do things too. There needs to be an option to let your lovers continually do what they want (with you or another NPC), as long as it doesn't interfere with something you are doing.
Or maybe I missed something? See issue #1.
7) Moody NPCs. NPC moods are given, but not why they're in that mood. Initial moods probably don't need a reason, but when a mood changes it would be nice to know why. Then, bad moods can be more easily corrected.
Or maybe I missed something? See issue #1.
* For issues 3-7, I said they individually weren't worth pulling another star off. Collectively, however... The final reasoning I'm pulling a third star off is that I don't think I'll be playing this game again. What replay appeal it does have for me is lost in these details. I don't want to disrespect the obvious work that's gone into this game, but if I'm only going to ever play it once, is it really worth 3 stars instead of 2? My take is that it isn't.