@owl76 : According to ElvenStats, your [Forum] ID has one large Live City and one small Beta City which is part of an active Rank 88 Fellowship.
Assuming that you're commenting from the viewpoint of one/both of those Cities, and if you have the time/inclination? - I'd be interested to know whether your Beta City is using the new or old Tech Tree, and if the new one, whether your FS is supporting you in terms of Goods Trades (and other FS-related benefits, e.g. Tourney/Spire rewards)? I am online for many hours, on most days, and most of the early-game Cities I see near me on Arendyll EN1, several of which play solo or belong to all-new low-level FSs, seem to be growing very slowly, if at all, and even those which are genuinely new players (not 'Spire farms' run by established players) appear to Trade only rarely, in very tiny and infrequently increased amounts, and they also post Trades at 1* or even 0* rates, far more often than before the new Tech Tree was introduced; all of which suggests that these new Cities, perhaps contrary to your own experience, are neither progressing quickly nor prospering in Goods production. To me, this repeating pattern amongst my own local start-up Cities implies a lack of Coins and/or Supplies, even with the repeatable Quests.
Does your own experience contradict my perception on this?
In more general terms, Seasons-wise, I would be interested to see whether and/or or how frequently Weekly Tasks, especially those refreshed by the player (which could reappear immediately as their own replacement Task on Beta; I very much hope this has been altered on Live!), tend to repeat, particularly those which depend upon time-gated and/or other hard-limited aspects of the game; off the top of my head, these would include Tasks which require Event Quest [or other Event element] completion, the spending of Event Currency, and the completion of Spire/Tourney Encounters. However, I think we'd need MUCH time and data to identify any such pattern(s), and even on Beta I've seen no info as to whether any weighting is applied by the RNG to some, any, or none of the possible Daily and/or Weekly Tasks, which would obviously be a relevant factor, too. The Crafting Rotation, for example,
does use various [and apparently not always consistent] weightings within its RNG function.
Another point of note, at least to me, is that on Beta, a refreshed Weekly Task could randomly reappear as its own replacement Task, which would presumably influence the content of the Weekly Task queue over the course of any given Season, and/or require players to use more refreshes to remove these Tasks again; in fact, I don't know whether this process can even repeat indefinitely, if one is RNG-unlucky enough. It's not clear from
iDavis's Season Tasks list alone whether there are more conditions controlling the random generation of Tasks than those he has specifically noted (see above link), but I certainly hope that it's not possible to end up with (for example) several queued Weekly Tasks which all request 'Complete 10 x Event Quests', especially towards the end of the Event in question and/or if one has already reached the Daily Locked Quests.
In fact, to judge only from the data presented by iDavis, and assuming no further RNG-limiting conditions than those stated, it appears to be possible for a particularly RNG-unlucky player to end up with several [for that player] difficult or even impossible Weekly Tasks which have either been refreshed or just player-postponed, all queued up, and all asking for (again, just for example) 'Negotiate 10 x Spire Encounters', which many players don't/can't do. This could certainly be problematic, as could the corresponding Quest asking the player to win 10 x Spire Encounters by Combat.
This seems rather extreme, though, and I'd assume that even if identical hard-limited Weekly Tasks
can stack in the queue, Inno would at least limit how many times this can occur, to avoid the situation where a player's queue ends up asking for (e.g.) more Event Quest completions than there are Event Quests, or more Spire Encounters than a [normal] player could reasonably be expected to complete over, say, a couple of weeks.
I could go on, but there's no need; anyone who's played the game for a while can easily deduce the potential implications of the info provided by iDavis as to which/how Season Tasks are generated, and I personally don't have any other useful info at present, so I'd only be speculating.
However,
@Herodite : Can you perhaps shed any light on some/any of the above...? Never mind, if not - just thought I'd ask the Oracle!