Greetings,
difficult thing. Some recommendations and opinions to the actual game and its structure. (spoiler)
I personally have problems with the tradition thing. If I once activate it somehow it can't be changed afterwards, which lead to one time decisions. If you want to change something it is over, equal to the slavery part which one needs to lower specifc favors to shape your society it leads to a tradition most likely. Some preferences which are established can't be efficiently lowered like boods, ass and stuff. So if you want to have no males only futas you have a problem because you don't want to enslave men generally but you want to speed up the process. So you activate stuff. Maybe a possibility to show when it is a tradition or an ability to deactivate it before. In this case I don't know if slaves are affected by preferential changes because who wants to pay for it, the owner and release someone into freedom - loss of money?! An additional problem is the game has a specific cultural development speed and clash of "cultures" strike too early to confront a possible enemy with your culture.
On a game this scale, kind of simulation (cities) and "ideologies" (player envisioned preferences) it is important to feel the impact in your surroundings, dislike and support. Some are scripted which is fine for initial but later it get more and more irrelevant through a missing enemy which "respect" this. Another aspect is to delegate leaders for the conquered cities. I would use an Age of Wonders 2 kind of system to define size and density of cities to each other. I don't like the outpost thing, it don't feel right. You can limit the possible placeable buildings in a greater influence scale around a city to use the actual system furtherly but with a more selective balance of resource building opportunities. Out of the limitations of max. buildings you can define influence space with growing population and link it to a base resource production. The only thing a player would do with every additional building paced this pace production gets scaled additionally for 100, 200 and 300% of base production. Means the building allow to exploit the surrounding.
I would use a hexagonal tiling environment this could be a better way to simulate a more detailed world and options by an equal textural detail level, means you can simulate mountains and meadows in a more natural way in combination of another city and building system. I would prefers bigger building Icons for the opportunity
For loyalty of the leaders you should be able to use the dungeons. And how to define your fellowship or cities delegates or leaders it would be better in my opinion to have a Stellaris solution (you have a set of possibilities and pic the ones you like and which fit into the "ideological" looking - if one don't have bimboism, one don't have the choice for it in leaders). This applies to the bodell equally. If we have favored it, the majority of worker should be based on it.
The bimboism thing is problematic in the elven lands which define it as an connected thing to appearance changes which isn't reflected in the tradition or influence part of this ideology if one supports it. Means if I rise bimboism it would automatically rise the other appearance features. Sure it is fiction but I would set the invasion of zombie bimboism not as entirely zombied because they need to eat and stuff. Means this virus is only an offensive invasion strategy of more or lesser affected individuals, means it has to be possible for them to change the infected to min. farm work somehow. Furtherly I would restrict this influencial opportunity with resistance (maybe not all women like it and see the subtle changes - education higher class), so you have to enforce it through slavery or use drugs and stuff to reach it. This mean maybe that you need firstly get an overpopulation of men to get this to slavery, which require that you have already enslaved enough women to supply their needs, but this is to much detail for the start.
The best actual map is if the player is the relative center of it which let one better identify with its position into the world. This would require a lot too much stuff like a world generator, so it's only something for later or to avoid completely. The most simple way to simulate borders in your place to use water in the corners and on all places use out greyed frame space which suggest more but ends it equally (WarCraft 3 has it like this) - I just feel claustrophobic at the moment. This should be fastly added able. You have a big over map to select region just imitate it on the lower level.
Basically if you want to show and implement economically dynamics you have to let the player chose his starting point but this isn't possible out of a scripted game environment. To have an environment which allows a fresh start you have to do lore which wiped out entire continents as example, this allows to justify no surrounding over strengthened enemies or fractions where you can only bow or kneel and trade. Economic dynamics can only be achieved with trade and dependency to others, there you need to get your key resources to influence others and spread your culture.
If you want to enlarge your concept I would focus on this elements which are related to culture, economy, trade and war as you did it. I would retract the story as far as it is a linea construct and add it if you done your core mechanics. The only exception are in further cultural encounters (bimboism zombies) which feeds the game construct. Cultural conflicts occur only where war isn't possible out of a status que. Which lead to science and/or strategies like you created with the bimbo zombies. You need dimensions like mana streams, praying to manifest and stuff to surpass this status que. Which indactes mana and this possiblities are something new in this world. Like in The Witcher after the sphere convection where humans learned to order the chaos from the elves and used after it against the elves.
I find the idea of gods nice as long it helps to put a start to the body modification reason but later on to give the player ability from gods to be half god isn't most efficient. It would be better to suggest or turn it to the player himself. His actions lead him to it, he shapes his own fate as he does with his culture, he is king and logically he worked himself to a god, equally to the social belief of a self made man. But this raises further questions, do we have magic and how does it manifest in this game world. Sure you have a sexual fantasy approche (it exclud itself from seriousness) but with a better fondation it can be useful over a longer period of time and changes in the game.
Further problem with the demos is that the player played earlier in game nor good or bad guy with the opportunity to enslave which would have defined this, relative to actual social beliefs or morals, but now he is the good guy again, I think this logic don't apply into the consistency by the player defince its shape, his culture. Basically he has to be potentially a demon. you have to be there beyond good and evil! The connection to a holy resources and gifted changes is on a in first playing rebellious character or self sustaining character contradictory. I would change it to a resources one can gather or achieve by train his mind to a specific view. Temples are a collective measures to sustain the god strive and ascent of his people. (Highborn in Warcraft)
As example soul stones in Elder Scroll are in connection of the there existing gods and maybe soul grave degraded but excluded from this the opportunities rises to use it as power variable chaos and struggle in a fantasy world.
I wouldn't use gods we know, they are preoccupied.
An example, If I play a smart character, I find a soul stone, or a premanifestation of it which is highly unstable, I can choose between different option, put it in some wooden, metal different types cheats or openly in a room. Last you get it stolen, second it explodes and first it is safe. If you are an average character you can only put it into a metal chest. Then why to store it because you don't know what to do with it until you find additional phenomena etc. The most problematic and important thing is to simulate sciences. I mean nobody know what he really is searching for until he found it there or did proofing it. So your ambitions could always be described as, you declare the requirement aquitating more wood for your building undertaking. First the problem or a couple of problems then the search and finally the solution or nothing, impossible. If your character is lower than average someday someone gets to you and gives you a recommendation. You need to surround yourself with people which participate of your fear regain. You did this requirement on one place in the actual game but basically boring. For me it is like "Vampire The Masquerade - Coteries of New York" not in actual game mechanic but it stimulates your the problem in a good manner.
You should think about the speed the game processes this is most important, if one reach it to early the content is depleted. Better to have it ti difficult or heng it on requirments to have multible towns and some building which geather some streang material, just lore over lore.
Furtherly I think the sizes of the body parts on maximum isn't everyone's ideal but the game suggests it in small parts of it which indicates this would be the only "true" solution, which is annoying in my op. Like by Helena and her proportions.
One player problem for me was to adapt to the population preferences with the player out of investment of resources in growing, means you don't life your stuff. I would disconnect this stuff and give it other dependencies.
A player clothing system would be nice to simulate slavery (domination) or bimboism and stuff based on "culture".
To the building Icons would it be nice to have cultural changes but this isn't core stuff which is just refelting furtherly the players decisions or preferences.
I don't like the transitions between the player genitals and body by a futa, it don't looks correct.
To make this work I would focus to make the stuff which is in to work well and generalise some stuff like the player portraits. If this and the story works, I would focus for some additional improvements I mentioned.
Now I did lose my track, this is all I could get together.
Have a nice day!