Fiefdom:
Oh, fiefdom... I will recode that one later anyway :)
Crops history is quite interesting (from the deigner's perspective). First I made some fields the player owned and would harvest daily. But it was not so great and confusing so I removed it and made fiefdoms - mini village you own and upgrade. But... it is not so great either :) So finally I made Fields buildings, just like a forest where anyone can came in and harvest wheat as any other resource :) Players liked this best (consistent, not confusing, balanced, and SUPER EASY TO IMPLEMENT :D), I plan to also recode fiefdoms so these grant instantly gold daily without any action.
So... My questin is, why, why have I tried to make that part so original/twisted!? Couldn't I just make it like all other gathering resources mechanics from the start? Why, o why, in my stupidity I needed to code two complex systems before I dumped them and went back to the trivial simplicity I could code in 5 minute!?
Tell me, WHY, why I did such nonsense mistake :D Why I made my life so difficult!? It was so completelly unneeded :)
Edit: I think there's also a sub-forum for these kind of announcement, and also the indie awesomesauce sub-forum for indie stuff. Might be considered cross-posting though, but it appears more fitting than 'game design'? Plus you'd probably get more exposure in announcements methinks.
Designers sux as players, so I don't count on much promotion here :) I posted here because there are a lot of people I know here.
(and I posted in the forum you mentioned too, of course, no one read these fourms - that's the whole point of these, so people can post things no one wants to read :D)