Replayability is why I haven't really played it since it came out even though I logged a lot of hours in the game before it game out as a beta-tester. To be fair, there's a lot of games I've beat and then come back to play when new content come out.
Ironically, this is the same issue that presented itself back in May in this thread: http://forums.sorcererking.com/466063/page/1/#replies
My suggestions, which are on the first page, still haven't changed but the same concerns about allocating resources in an undesirable direction still exists I imagine.
If it was me though:
1. I'd want to create a set of separate goals/endings that any sovereign can achieve in under specific circumstances. Become the Sovereign King, make SK your slave, go through with the spell, make friends with all the allied factions and become king, enslave all the allied factions, destroy all the shards, abuse the shards for the win, use them for good and cast the superfriendly win spell.
2. The above list is the set up the second most important goal for the game: make the steam achievement mean something. I have 85% of the achievements done and the last five I didn't do out of not having played the game lately. There should be at least twice as many achievement and all should be totally doable but possibly hard or only possible in several playthroughs with different factions. For example, there would be achievements for the list above, one for getting all the shards, or even do twenty inn quests without failing.
I play Europa Universalis 4 in Ironman mode because I like setting a goal. Sure, playing as France is different than England, but a secondary goal is an achievement I can do. I've only reached like 25% of their achievements.
3. Ideally, for this series, each faction is playable in someway. I see this taking a lot of resources though but it would make me want to play through each faction as long as they played differently and perhaps had different goals.
Major question that I've always wanted to know: it feels challenging to know what to improve on the game next knowing the limited resources. A lot of this problem seems to stem from not knowing if the end result will make a profit or even break even. For example, I know personally, that I'd buy a sovereign customization DLC as long as it was priced fairly. Could you do almost a kickstarter type circumstance where, like the example above, you get pledges to create a sovereign customization DLC. You then quote the amounts and how many people would need to pledge to make it happen.
I think I understand the challenge in regards to scripting/writing/art and balancing the current load with the possibility of hiring new people who have benefits and time to learn the process. This altogether with hoping the dlc will continue to make money.
Thanks
http://forums.sorcererking.com/466063/page/1/#replies