Yes, eventually. Not only roads between villages but also little rivers too and bridges. However this needs to be done with path finding logic that doesn't consume the CPU budget.
For now I have to focus on sound and town generation some more (currently there are only two building types, and we can't have the chieftains living in hovels). Also I need to make the paths prettier at some point.
Also working on combat in my lunch breaks and height map generation intermittently, currently the game has no height map but one is required as a friend is looking at adding a 3D front end on Vangard. With another project contributor I also have to work more on documentation and coordination and separation of concerns.
I'm also haunted by the need to make economics more realistic, add in trading between towns so they are not necessarily self-sufficient, add in the ability for towns to grow and shrink in size...
@J0, I did quite a bit of work to make my path logic more believable after your WIDT feedback. I generate several possible street grids, pick the best based on a scoring system, then add in shortcuts based on a shortcut-finding algorithm, and then minimize the tree again - so the shortcuts replace any initial unlikely paths. A better road-generation algo was suggested to me on the WIDT thread, but it was less effort to initially hack around with what I already had.
It's all a bit overwhelming, but I'm pleased that I have got crafting working for both AIs and human players. I also have made the world resizable so it can run on weaker systems now. And I did some analysis of frame timings with has improved game smoothness. Under the hood I have added a lot of integrity checks to the game assets, so all the references between skills and careers and items and creatures and plants etc are guaranteed to be valid... And that enabled me to get rid of all the hard coding and move all aspects of game content into declarative asset files. So I am making progress, but don't expect the final version before Half Life III comes out