PLayed it a bit (the new version ran properly or at least without gamecrashing screwups).
Your project is obviously unfinished and there are bugs (a guardtower i built spawned guards endlessly filling up the area around it like a zerg creep colony.
I also couldn't build any farm additions for some reason but that might be because i had no wood or stone in my stocks in spite of having a hauler... i might have screwed up somewhere tho so i'm not complaining.
Also the game kinda reminds me more of Alien Nations than Majesty.
Well it says pre-alpha on the sourceforge page, although for this project it may be more alpha by now, minus lacking a lot of content.
The Guard Post had the unit limit in the wrong place in the XML. If you go to the folder and type guard_post in search and open the text file and then search "units-owned", move it out of the units-created tag, like cut and paste it right above that, then it will recognize the limit is supposed to be 2 and stop spamming guards.
You can build farm additions, you have the necessary resources in the farms when they are built. A hauler is for intra-guild/order hauling. Quartermasters are the ones who buy things from other organizations. Haulers are green and quartermasters are yellow.
Note that farm additions do not have a visual representation, they are represented as items which you must then equip to the building as demonstrated in the video.
The version of the game you downloaded lacks most of the final content. The reason it feels unlike Majesty is probably because the Growth scenario lacks enemy buildings. Thusly you have no reason to build Order Motherhouses. The only one I built in the video was the Defenders Motherhouse so you could see him purchase a sword from the blacksmith. Because the game involves city building similar to Stronghold or Emperor the early part of the game somewhats lacks a Majesty feel as you construct the stuff necessary to support your settlement.
The Provisional release was more for Glest type people who lack some of the burden of knowledge you have going in blindly. It only contains my two hodgepodgey test factions.
I hit something of a wall at the content adding stage even though I had pretty detailed plans for it. Since I started being serious about EVE and got a part time job that averages like 28 hours a week, I have had a lot of trouble working on the game.
I have the models and slightly outdated XML for most of the units, just gotta update the XML. That is still only basic functions, I'll have to add some XML stuff for the newer features. Modifying hundreds of XML files as the XML format updated/updates is time consuming and tedious and I have pretty bad concentration issues generally. A moderate amount of tedium can often totally derail me for days.
The other thing is I lack flower/herb models that form a moderately large amount of game content. As well as cosmetic stuff. For instance I'm sure you noticed the icons for the various GUI windows are all the same and aren't exactly conveying the ideal image for their functions. I've gotta work up a set of icons for that. And finish the stats panel, which is the panel that deals with the fact that a standard RTS GUI can't accommodate the myriad data and stats of a more rpg/city building game.