I personally would be rather more interested in the single player game than the online one too, at least to the extent that online always comes with pvp, though on the economic angle once some of said lowly peasants have sorted their production they should theoretically be able to drive prices down.
My main concern currently is that if your not on the online game, what is the direction of the game over all? I love the idea of tasks to perform as goals in the game like the castaways missions, and of being able to expand to the point of a hole huge empire, but the business of league tables and scoring more just isn't my thing, ---- although obviously there are people who enjoy it.
I will say one thing I really do miss in Castaways 2 are the worker personalities. People who got pregnant, had jobs and real lives and such, indeed I was hoping that this aspect of things would be expanded somehwat in Castaways 2 rather than the workers just being reduced to effectively units of how many tasks can get done at a time.
I'd actually love to see the workers be a little more like the ones in Pawprints, people with names and at least one like and one dislike which affect their happiness.
So for example "Jane, likes farming, dislikes mining", or "jo, likes fishing, dislikes wood chopping"
If a worker is happy, she/he does their job more efficiently, however if a worker is unhappy, the job gets done more slowly and if a worker gets too unhappy she/he will leave and go and find a job somewhere else (likely taking some resources with them).
(this also prompts the creation of items to increase happiness such as nice foods, decrative items, clothes to ware etc).
If two workers (probably though not necessarily of opposite gender), are happy, they will go off and create a child. The child will have the same likes and dislikes as their parents.
Once a chapple is built, people instead of getting randomly pregnant could get married. When two workers are married, firstly they're more likely to produce children, and secondly they can be assigned to jobs as a family. The family works basically like a huge worker with a like and a dislike that can get jobs done more efficiently, for example "the Jane family likes farming, dislikes building"
This makes it possible to create tasks with larger efficiency requirements, by having the option to use workers in families as well as individually, ---- after all it makes sence that parents pass on their skills to their children.
This could mean the game then could expand to producing much larger things, for example just one stone mason probably couldn't build a huge castle, but a family working together might, thus opening up much larger build opportunities, eg, plantations instead of fields to produce more food and seeds, fishing fleets instead of fishing boats, coal refigneries instead of smelteries to produce more coal and smelted metal etc.
Plus I have to say, I love the idea of watching my population stay happy and seeing what people like and don't like to do, declaring hollidays when everyone has cake and the like and seeing them expand and grow and thrive, not to mention Hapiness as a stat has some really fun possibilities once things like disasters are added back into the game, or even seasonal weather (maybe everyone gets more depressed in the winter?), :d.
With our dreaming and singing, Ceaseless and sorrowless we! The glory about us clinging Of the glorious futures we see,
Our souls with high music ringing; O men! It must ever be
That we dwell in our dreaming and singing, A little apart from ye. (Arthur O'Shaughnessy 1873.)