Few suggestion might benefit trades and longevity of worlds
* The access to the world is way too "instant" over land. Jumping TH one can get to another side of the map, but it may takes RL hours by boats. Scale down the ability to travel over land and make TH jumps more will expensive the further players go away from their hearth fires.
* Bring more variance to seasons:
-- Each seasons has different RNG roll for crops and trees (animal node variance was already pitched )
-- Make some crops grow better (or worse) by major biome with no quality caps.
-- Each winter accelerates decay of unclaimed stuff
* like WWW may carry high q seeds, make a small chance to find high q eggs to hatch and young animals alive. I assume q could be randomized in the range between 75% of the worlds highest to 10, I believe anyone can challenge small animal dungeons eventually in the game. It also gives real opportunity to catch up as well
* allow a chance to find small amounts of higher quality ores or stones in the killed boreworms (they chew rocks to for living, right). Qualities scale with mine depth