I reached the point where I finished every quest I had and can make over 1M$ with my fully upgraded workshop which I guess is the point where you put down the game and wait for updates.
It was a very fun and addicting experience and I'll be calling MoR as Kinky Kenshi from now on as it does remind me of Kenshi a lot. I'm only chagrined by how grindy the stat acquisition is. To be clear, I've no problem with slow and incremental increases over a long period of time, Kenshi has that too. What annoyed me were the UI and the ungodly amount of repetitive clicking, and the probabilistic nature of it.
Say you want to train yourself and your followers regularly, you need to click NPC menus, click on each one to select them, click to return to main page, click Actions and Events, click training, click basic training, click the stat, click the trainer, click push it, click start twice.
You do that for 30 days and you start hearing your mouse's laments. Furthermore, other options are even more annoying to get at. The pool party is excellent but, it is also hidden under two menu layers in managed yard. So is the workshop. And did you know you can study 7 times at your library for very small incremental gain? That too is hidden in three menu layers under manager house, the window where the library is built, and the library window itself. It's fine the first few times but do it enough and it saps the joy of it from repetitive clicking.
I see two ways to remedy it. One would be to revamp the UI a bit and drag some options out of submenus and into the main screen. It may not look neat anymore but there is a lot of unused real estate on the screen that could get extra buttons. Alternatively, expand on the Favorite NPC section and make it a Favorite Actions&NPCS section where you can assign hotkeys (is it hotlinks for html games?) for both actions and NPCs. Maybe reduce the image size so it can fit 9, 12? buttons.
This bit here:
Smaller profiles or buttons for more favorite links. And you'd be able to go directly to your workshop or launch a pool party from the main screen by clicking on favorite button you add there.
Another improvement would be to have more ways of automating the skill gain. I don't know how feasible this would be with SugarCube so apologies if the idea is far-fetched. But basically, it would be a way to set-up a routine like the button you tick for morning Blowjob that automatically takes care of that. It would be a window where you can plan your day:
8am - 3pm Teach at the academy
3 pm - 5pm Throw pool party/ Socialize with household
5pm - 9pm Train X stat with followers
You tick all that and once you hit a click on conclude day, you don't start it at 8am the next day, but at 9pm with all your gains and stamina expenditure automatically done and calculated.
This is a solution for those long patches where you need to hit some milestones. However, it is divorced from the rest of the event system and might tank engagement with a playthrough.
Finally, tying most of the passive gains to probabilities is too much of rng in the long term. I'd rather an NPC earn 0.12 point of discipline per day through their academy course than have 12% chance of earning a full point per day. Again I don't know how feasible that would be as I suspect making the skills floats instead of integers might be a lot of work indeed.
I hope those are helpful ideas and I'll reiterate that I enjoyed the game very much as is and I'm looking forward to see it expand and develop!