I've never made a secret out of the fact that I'm never going to finish everything on the future pages. I remember the Dawn hoax -- that was amusing, although I'm sure a lot of people felt cheated. I've been posting releases since 2000, and the game is what it is after that amount of on-again-off-again effort. I'll be starting up the civilization part of the game after the next release (whenever that is), and we'll see at the point if some of the plans are too far-fetched. I don't think they are, but it will take a long time for me to be in a position to prove it. I have kind of vague implementation ideas for most of the plans in the civilization page, and I'm practicing some of them with a dwarf fortress "Moria" simulator I'm writing now.
Creating random situations and having actors interact in (limited) reasonable ways isn't that hard -- the stories and situations of a lot of RPGs seem like they were generated by a computer operating under a very restrictive set of rules One of the larger problems is that it will take some time to get dialog and descriptions of events not to sound too repetitive or "cookie-cuttery". After all, even if the story is a rehash, in a fixed plot game you can work and improve the writing, so that "kill this and retrieve this" is somewhat concealed.
You have "making games" in your profile. What are you working on?