So after reading that topic about capping stats, i thought of this suggestion which attempts to cap stats in way that would suite the game better:
-change / tradition sliders removed
-you no longer have multiple ancestors, just an ancestor pool
-characters age based on game time, each character has a life expectancy and you will die randomly around their life expectancy date.
-life expectancy is based on food eaten, if you have a balanced diet, you life expetancy is 100%, the futher away you are, the shorter your life span is. (so for example you can afford to have a specialized diet early in life however if you attempt to pump str through the roof later in life, you life expectancy could drop below your current life and you could drop dead from a heart attack)
-life expectancy could also be modified by time played, however iam not sure how this would work
-you can die naturally of old age or from being murdered
-if you die your characters stats go into the ancestor pool. your stats higher than the stats in the ancestor pool replace the ones in the pool, the others are dropped
-you can access *ALL* you ancestor stats by sacrificing stuff to an altar. some stats would be easy to access and last quite awhile before you need to pay an upkeep. Others, such as combat stats would require alot, and last a short time.
anyways, i think the above suggestion could work good for this game. it would basically put a max on everything, as a player could only raise a stat so high during that time frame. it would make it so a new person could come into the game and raise their combat up really high and be on par with the vertrans.
it would also promote people picking different specializations after each death, as that would benifit them the most.