The Complement
The new LP system is great. My group of villagers have done less pointless basket making and instead, have concentrated on more valuable activities such as killing rabbits and raiding ant hills. During world 4, it was simply more efficient to mass produce something for LP gain before reaching farming level 10 or building a boat to fish. At the start of world 5, a friend of mine and I decided to brave the new world. We had two objectives, locate a supply of food (in this case, apple/nut trees) and find a cave for access to metal later on. Upon finding grassland with apple trees, we built a camp for the night and slept. The next morning, we were more ambitious and sought out fishes to augment our food supply. We were successful. With the new surplus of food, we decided to find a better spot to found our permanent settlement. By this time, I had enough LPs for Yeomanry and my friend had Boat Building. After scouting out multiple areas by boat, we found a cave nearby a fishing hole and built our claim.
The Critique
The initial LP gain rate is too low. At least 1/3 of our play time was spent wandering the wilderness which was extremely unproductive. If it were not for the exploration LP reset the next day, I would have been short a couple hundred LPs for Yeomanry. In addition, I only had enough LPs because I had died twice by wild animals (small resolution didn't help) and inherited my previous characters. A simple fix would be to simply raise the LP gain from curiosities relative to Yeomanry and Boat Building. Alternatively, certain skills could have their LP cost reevaluated. Or perhaps more curiosities can found at the start to further speed up the initial progress (waiting on 1 pine cow is very tedious). While raising the LP gain from exploration would seem more logical, it also promotes the potential abuse of killing off early characters and inheriting experience. All that is needed is to make it more accessible for starting players to advance beyond the forest wandering stage.