isdel wrote:The issue I see is that while these things are interesting from a realism standpoint, anything in this game that is less than optimal ends up being no more than a trap for noobs who don't know better. Even if conditions change across seasons, the optimal choice is still to settle wherever the sum of bonuses and maluses across seasons ends up being a net positive. I don't see why hermits would choose to gimp themselves by purposely settling in a bad area, the game can already get tedious enough as it is.
To be clear, I'm not saying seasons are a bad idea or that they shouldn't be implemented. It's just that the practical outcomes of these features tend to be different from what was envisioned. Cf. localized resources, which were presumably intended to create conflict over specific areas, but once the optimal strategy of vclaim + palisade was figured out, became just another thing for people to complain about.
Hermit lives in harsh land to remove himself from civilization. The sort of person who likes to do this one is not the sort of person who try to play game optimal.