For next update I will be focusing on mainly two aspects: tutorial and 'counters to placidity'. Tutorial is pretty self-explanatory part - you'll get short sequence of forced actions to introduce new player into the game and main mechanics. Yeah, its a kind of thing which is not terribly exciting for those who know their ropes, but strive being so heavy on so many mechanics obvious gets somewhat out of hand for new players. Even without of combat I've seen too often people struggling with food not realizing they should just send their first slaves to forage. It will also allow me to push game into the 'beta' stage.
Now the second part is a bit more interesting. I don't think strive is being very good management game right now, mainly because with enough loyalty and good setup you can just spam 'end day' all day and swim in gold and food. Two new quests somewhat broken this routine with small timed events in them, but that's not nearly enough. I mainly planned two things for now:
1. Cleanness: your mansion will get dirty with time. The more residents, the more dirt. To counter it you will either have to issue manual cleaning (probably costing energy/gold etc) or assign a slave to 'maid' job, which will make them take care of cleaning. The rate will probably be about 1 maid per 6-8 slaves to keep mansion clean and perhaps some actions will increase 'dirtiness' too. High 'dirtiness' will be affecting residents' stress and health. Overall it will be slightly similar to JoNT concept if you are familiar with it.
2. Slave events. Basically every few days one of the slaves will do something or ask for something requiring you to react to that in some way. Events will be good or bad and your decisions will be influencing resources, stats and so on. This should mainly break the routine and end-day button spam, although (naturally) it will require quite some number of events to not feel repetitive. Right now this idea is very sketchy, but hopefully it will get enough ideas to get going.