To-do Stuff:
1. Territorial Back-and-Forth
This is the current biggie. Nations need to start warring with each other during the early stages of worldgen. Once all corners of the (reachable) map have been covered by one civ or another, they need to continue warring, occasionally make peace, and so forth. The war/peace process should be relatively complicated. Many parts of it will tie into no. 2 on this list (more on that to come). Nations should be able to cede territory, towns, artifacts, places of religious relevance, or castles in order to barter their way into peace treaties. Peace treaties should be contractual with set time limits. Reneging on a peace treaty should cause trust with ALL other nations (and thus relations with all other nations) to deteriorate, and should be an action taken only by the most hostile civs. Successfully completing the terms of a peace treaty should cause relations on both sides to boost considerably, and thus the likelihood of war to between two nations to decrease. Allied nations should consider going to war for the sake of their allies, causing WWI-style chain wars. Records should be kept of all such going-ons, with a fairly detailed backstory being created in the process for the purposes of populating the World Atlas with information. Civs should set up trade agreements once the rudiments of economy are in place.
2. Worldgen Events
Next on the list. This should cover everything from historical battle events (heroes becoming distinguished in battle and making their way into the 'People' lists, numbers of deaths and results of the battles, any significant events that happened DURING the battles (a huge storm stopped both sides? intervention by a god(dess)?), etc. Adventurers should be able to find artifacts, uncover ancient shrines, and bring heretofore-unworshipped gods into the world (or back into it). Civilizations should change government types during revolution, or experience religious shifts, so on. Cults and/or paramilitary groups (i.e. Knights Templar-style orders) should arise and attempt to form new nations or gain power over existing ones. Natural disasters should occur and affect population and economy.
Lots more stuff to go in here, and all of it will take time to chew through, but these are some of the 'moving forward'-type goals. Since a lot of them are simply flavor, I should be able to pop many of them out in relatively quicks succession. OTOH, since others depend on their relevant systems being coded (i.e. the religious segments of code), they'll take a while longer to go up.