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Alright, been enjoying this one a lot. The systems are a bit hard to work around, not horribly intuitive, but they are satisfying. This would make a pretty solid game even if the sex aspects were entirely off camera. My suggestions would be as follows:

- Skill training options across the board, expanding the courses available and number/variety of books. Right now trying to build up Survival is an exercise in conjuring RNGesus to your aid, and not very much fun. 
- Recurrent courses for the PC in addition to the slaves/servants/mercenaries. It would make later game advancement more feasible.
A Retreat/Withdraw button in Combat! This one leads to frustration, because while you can choose to engage on most fights (click on person on map, choose to either Engage/Withdraw), there's a few really tough fights that you don't have any option to back out from and are forced into combat by clicking on them (the kaiju sea lizard thing, the coilgun snipers in Stokke or Kelsey, and a couple more that I'm forgetting now).  There is also no way to identify these other than a good guess or bitter experience.  I'm fine with a risk/reward option for the player to allow them to decide if they can or can't face down what's waiting for them, but not "Oh ho ho! You've clicked on my trap card sea lizard thing, and now it's mudhole stomping time!".
- If the backers involved are in love with 'no retreat', then just add an additional designator to the overmap icons for the encounters that will force a fight. We have them for Elite enemies (the crown) and for the people who are extorting money for passage (the dollar sign), so something like a skull or an exclamation mark so that the player knows not to click on that thing unless they're ready for an unavoidable fight.
(that's not the same thing as being in a dungeon or mission and getting jumped by bad guys, that again comes under player risk/reward - you know you're going into the sharp end when you choose to go on a quest)