jorb wrote:Endgame content, by definition, can't very well allow you to do very many new things, can it?

I am not arguing that the game doesn't have both design flaws and a lack of content (endgame and otherwise). I just wouldn't equate the two.

Jorb here is spot on, more content will not generate more endgame.
But lets face it, animal husbandry would be another turkey coop, daily repetitive tasks, the complaint is that the end game is just daily repetitive tasks.. more of the same is not improving matters.
The type of game itself does not lend itself to end game philiosophy.. there is no grand finale, same as in other sand box games, If you finish task A you have to find your own task B to move onto. IF you have built a base and got it as you want it.. build another grander base.. The thing is.. the purity system is what Task B is, and due to its mindnumbingly tedious nature, does not lend itself to be able to handle grand projects such as Task B.
IF soil quality mattered in crop purity, IF the mining system wasn't drop a mine and get ore, IF as you play the game the game prompts you to have to move elsewhere (exhasuted ore, lower quality of soil or other thoughts), otherwise you are left to choose your end game.. which may or may not be the enjoyment of plant, feed, compost, plant, feed, compost, alchemy, until your biles resemble the bank balance of a corrupt politician.
The end game at the moment is.. you have a decent amount of biles, you gather a few likeminded folks.. and you attack other large collections of people.. Losing your character and even base will provide plenty of game to play.. We can all sit around farming materials and stats, but if you dont go and face the big boss, even if you lose, you can't really say you are playing end game.
End game would be you standing in the middle of the tribes base, surrounded by the bodies of your enemies, with no one left to challenge you or kill you. (And even then you can go and bully some noobs).