Lots of interesting words
Sorry for the slow reply, I've been in total no-life maximum-work mode the past few days. So:
What awesome ideas. I am instantly excited! Some bullet pointy thoughts. Firstly, devlog/twitter/B12 seems like a good combo - if you are really committed to the project, and it sounds as if you are, I would think about investing in a domain name as I did. It seemed like quite an investment when I was first getting started and nobody read anything I posted, but now the blog has reached the level of popularity it has reached, I'm very glad I bought it three years ago and worked steadily to turn it into quite a nice little community (in my case, both for game updates and general games criticism stuff).
Random little-known fact: when I started URR, I tried to enlist someone else. This person was my closest friend from when I was around 6 until I went to University, at which point (though I didn't see it at the time) our paths started to diverge. I tried to enlist him into making "a game" (the specifics were unknown) as a way to rekindle the friendship, though I now realize it was already beyond saving at that point. In hindsight I'm very glad he said no! But, there's no doubt that things would speed up immensely with a second person. I do have an ideas-bouncer, who I'm moving in with (again) in a month to start my full-time year - she thinks the exact same way as I do about game design and has a lot of historical knowledge in areas I don't, and it's invaluable to be able to say "Is this genius or idiocy?" to someone who knows your game's design well, but isn't actually the one coding it. That distance is incredibly useful.
Agreed on WW1. I think your bodily functions idea is interesting, and actually, I quite like it. I agree that it could produce a lot of interesting time/turn decisions (is this intended to be grid-based, RL-ish? I assume so). Breaking down into chunks is the thing - for my part, world gen is the only logical place to start. It is the basis for everything, really, and I have found that generating the world I want has influenced the future gameplay I want in that world. Glad to hear re: insight! Although the first year was a fair bit of flapping around, since then I think I've gone about things in a fairly logical order, especially in URR's case the next three releases - settlement exteriors, building interiors, NPCs - which could only really come in in that order.
I've a lot of ideas for how the "strategy" layer of a game like you're describing could work, i.e. the movement between different battlefields. I love the idea of a campaign (I'm thinking something like, er, the Sturmovik (sp?) games - I know little about them, but I know you basically play a permadeath "career" through battles). However, one issue is the battle swaying or not due to their actions - I'm sure you have thought of this, but that brings with it a major possibility that players feel like they have no control. Of course, if you emphasize that your objective is SURVIVAL, not VICTORY, then this could actually be very interesting. Perhaps you can risk looting soldiers to sell their stuff to buy yourself better kit for the next battle, or you have ample options to retreat, flee, abandon the battlefield but then try to join back up with the army, etc. Or, possibly, you can influence victory but in subtle ways, rather than command. Maybe you know there's going to be approximately x turns until the battle resolves, but you know that in a locked safe in the other trench is a piece of information that would hugely aid your side in the next battle; is it worth going after it? Some risk/reward stuff in battle n that influences battle n+1 could introduce some interesting strategy, and could work well with a purely "survival" outlook - you're navigating the battlefields to enhance your own chance of survival, which sometimes may be through helping your side, but sometimes through retreating or otherwise. Let me know when you start the devlog etc, I'll give you a shout out on my blog/twitter/etc! I really enjoy talking over ideas for new games, there's something very exciting about someone else embarking on a huge project. I have a blog entry written about this I intend to post in the near future, but I can honestly say working on URR is pretty much the best decision I think I've ever made for my own happiness and creative/intellectual fulfillment.
Ah, yes, burial grounds (to rewind the clock by three centuries). For the time being I'm sticking with graveyards, but that's partly only to keep this release to a manageable level - there's a huge amount of detail in the cities/settlements/towns etc and more on the list to finish off, but I have put different burial grounds on a future list. Ah, now as for cults, well, hmm... I can't really speak to that...
I really love how the cities are shaping up - they're better than I could have ever imagined!
My one issue is that I'm unsure why cultism would be a civilization type. Is this more of a 'religion is banned' civ (which obviously causes cultism to spring up)?
Hmm, I see your point. The cultism policy is meant to be something more akin to an idea of a civilization that would actively encourage things like Mithraism; they might lack an official religion, or if they have one, many of the highest-ranking members of society are in the cult, and there's maybe little legal oversight to prevent cults arising, or cults are accepted and tolerated. I see your point though, maybe I should reword it. Hmm...
^ Also, yes, entirely re: ASCII and CPU usage. I ran a test of URR with a hundred or so reasonably brainless NPCs a little while ago, and they used up a couple of milliseconds to do all their combined computing each turn, which is welllllll within acceptable limits.