At this point in the development cycle for Captains of Industry, we are focused on the tech tree and the game timer. I ran another playtest on Saturday.
My variant of the game timer (where each Real Estate built counts towards the timer, however only one per round can become active in counting towards it) had an impact in preventing the second age from lasting 10+ rounds when all four player built real estate in a single round, and then none bought any more for the rest of the age. This tweak definitely only matters in edge cases, but as it prevents a game from going too long, I think that's an important edge case to guard against. Someone whose first game is too long likely won't play a second.
The tech tree activity wasn't very instructive, but it generated some ideas for techs that are more interesting and fit the overall design goals.
I will try to get another test this month, otherwise the next try will be at DexCon in July.



