From the various answers you are so kindly giving me, I am seeing that almost all of the content is meant for those who have already reached the end game. I also saw it in the summer event, which aims a lot at those who already have an already developed top-level civilization (eg: high-level missions or the request for high-level materials).
If on the one hand I understand that you have to focus a lot on creating content for those who have already finished the game for a long time (and perhaps are particularly good at it), on the other hand the accessibility to new players is an important point, especially in a game designed for a large "amateur" audience therefore not focused on taking as much money as possible from the players (which is the mentality of today's "corporations" ... which I hate).
So the questions to ask are, in addition to the canonical "how can we keep the attention of longtime players", "how can we make the game more accessible to newbies and to those who perhaps want a less" hardcore "gaming experience?" . The answers to these two questions are simple (in words, in fact it is a little different ..). To make the leveling more accessible and less tedious, to allow even non "pros" or "with a lot of time" to access the various contents.
This would mean, even in substance following the examples above, to, for example, allow the purchase of the recipes of the materials in some in-game store and not leave them at the "rng" or even allow you to play all the missions "legendary" even to those who are not so good, perhaps putting an option that can make them easier and at the same time with a lower reward (which can be, half difficulty = half money and 50% of receiving a legendary item compared to 100% of the standard mission).
This last point is somewhat felt, since it is a pity that there are good people who think about new missions but then maybe only "a few" can play them, since it would be nice if everyone, even the less skilled ones, could play all, with the right reward based on the chosen challenge level.
You are doing a really good job with this game, with a lot of dedication. I am only sorry to have discovered it late and that the gap to be bridged to try to "catch up" is quite huge .. Thanks again for what you are doing

If on the one hand I understand that you have to focus a lot on creating content for those who have already finished the game for a long time (and perhaps are particularly good at it), on the other hand the accessibility to new players is an important point, especially in a game designed for a large "amateur" audience therefore not focused on taking as much money as possible from the players (which is the mentality of today's "corporations" ... which I hate).
So the questions to ask are, in addition to the canonical "how can we keep the attention of longtime players", "how can we make the game more accessible to newbies and to those who perhaps want a less" hardcore "gaming experience?" . The answers to these two questions are simple (in words, in fact it is a little different ..). To make the leveling more accessible and less tedious, to allow even non "pros" or "with a lot of time" to access the various contents.
This would mean, even in substance following the examples above, to, for example, allow the purchase of the recipes of the materials in some in-game store and not leave them at the "rng" or even allow you to play all the missions "legendary" even to those who are not so good, perhaps putting an option that can make them easier and at the same time with a lower reward (which can be, half difficulty = half money and 50% of receiving a legendary item compared to 100% of the standard mission).
This last point is somewhat felt, since it is a pity that there are good people who think about new missions but then maybe only "a few" can play them, since it would be nice if everyone, even the less skilled ones, could play all, with the right reward based on the chosen challenge level.
You are doing a really good job with this game, with a lot of dedication. I am only sorry to have discovered it late and that the gap to be bridged to try to "catch up" is quite huge .. Thanks again for what you are doing