As far I'm concerned we could do without a demo. I don't see the need to spend the resources on it since the game has been successfully funded and that it will be available through early access on Steam . Again, that just my opinion.
It might be a bit premature to talk about other stretch goals, there's still a lot of ground to cover until we reach procedural generation. However, it's still a lot of fun to do so. I don't care so much about graphics. I saw above the opinion of the experts but that's still the way I feel. I would like to know more about the game features that were scraped during development because of money constraints etc. So far religion and gods were a pretty good idea to say the least. Maybe you had a few other ideas that didn't make it and that are worth developing.
Yep, I completely agree with every point you make.
It's really hard to talk about what was lost in the game because of the prototyping stage, where the essence of the game shifted a lot before coming into final focus as That Which Sleeps. If we ignore the prototyping stage and set the marker at about a year and two months ago, the first thing to go was Multiplayer - but that was less a feature and more a design choice that let us go into so much more simulation detail than if we tried to make the game support multiple players.
Cities originally had a lot more detail then they have now, we were going to have a very simple district system that let you slowly corrupt areas of the city, wage guild and thief wars, and be able to secure a district as your stronghold. Heroes would have to retake districts from you, slowly fighting for control. It was actually a very fun system and pretty lightweight for the depth that was offered, but the supporting elements to really actualize it would have cost far too much - and the asset requirement was fairly high.
The next thing to go was the Agents playing out their unique desires - originally you had agents similar to units like in a normal Civ game (recruit multiple peddler types) and then you could bring into being some of your Forsaken (that term was obviously meant to change), who were extremely powerful and could perform Schemes that affected multiple POIs, but required support to do so. More critically, these Forsaken may or may not do exactly what you told them to - they might fight against eachother, gather support for themselves, or seek ancient artifacts. You would have to control them through punishment or enticement to keep them in line. We somewhat regain this functionality with the Lesser Evils.
We then took a critical look at how we were building out influence and corruption - this was back when we had corruption as a currency for all actions. At this stage we had the entire political system charted out per government, similar (though not as complex and certainly not as realized at this point) to Crusader Kings. We went through the situations an Agent would ideally find himself in, and realized that without really developing these minor family members and political figures it didn't make sense to have them, as an Agent operates at a much higher level of political intrigue. There are remnants of this in the advisers and immediate family of the royal family you will encounter, most notably with the Barons of a Feudal system.
After that we lost Religions, for reasons I've gone over in depth. Very excited to have it return.
The underworld was taken out, we had a very simple extra map similar to Master of Magic, but it was meant to represent the caverns and people that lived underground. The benefit of taming it was that you could move your forces quickly between POIs, under the water, and circumventing armies. It ended up not entirely making sense, would have required even more graphics for the map, and at the time we didn't think we'd be supporting underworld races (though we have since implemented most of them).
We had animated combat on the map itself, so instead of the battle screen you see here the units actually fought. It took too long, and the animation requirement actually restricted our ability to diversify heroes - so that was removed and replaced with the current, much faster, battle system.
There's doubtless more but these are some of the larger ones off the top of my head.