Sorry for being away for so long guys!
Hyndis: I'm hesitant to give you a lot of answers to these questions due to just how much iteration i'm sure is ahead of us. We want building destruction but it's a sufficiently modular task that we are delaying it while the rest of the systems come together. Beyond that, we are currently operating on the belief that if you queue up a bunch of high level items, their dependencies will also be queued, but if you just want to make a bunch of metal plates, you can do that too. Always nice to stockpile materials in case of emergency
Most of our work lately has been on the AI, as I think shows on the blog. We're hammering in character traits, working on job dependencies, and are starting to get over the hump where we can start adding all of this game content that we have been forced to sit on while the fundamentals come together.
Our latest tests involving 100+ agents run really smoothly (before optimization!) which I am really pleased with. Makes a lot of our tech investment start making a lot of sense
As we mentioned on the PCG thing and on our blog post, we are pushing release from later this year to early next year, due in part to how long it took to get to "production" from infrastructure development, and partially because of all of this game console madness. It'll be a better game for it though, and we are still on track to start pushing out a beta here or there in June-ish of this year.