Well, I've been continuing to work at it. The camera controls are working now, and can Pan, Rotate, Edge Scroll, move with WASD keys, and Lock the Mouse Cursor to the screen. Been running into issues with the second tutorial, and thus haven't gotten very far with it yet. My two biggest gripes is that one, the tutorial is LONG and two, its highly disorganized, and thus the tutorial maker often makes a mistake and deletes things, and then I accidently delete the wrong thing and basically have to redo that section of the tutorial all over again. I'm about 30 minutes into the 6 hour long tutorial, and have had to repeat it three times now. However, hopefully, with enough persistence I'll get through this one as well; the tutorial covers User Interface creation, Building Placement, Ghost Buildings, and Building Selection, for those wondering what I'm working through right now.
Gameplay wise, I have "plans" for two asymmetrical factions; one plays like the Campaign-Outpost 2 (Human Faction), and one plays like the Multiplayer-Outpost 2 (AI Faction). The initial game prototype will have only the AI Faction, and play out much like Outpost 2, but without combat/conflict, so basically a city-builder like Eden Starship, but without any enemies ever attacking you. How I want it to work is that, the Human Faction must cope with Morale while the AI player does not, and if the Human Faction manages to maintain high morale, they can actually do things faster and better than the AI faction. Though, if their morale drops, they perform worse than the AI faction, and thus the player who plays as the AI Faction, will constantly try to exploit that problem by destroying civilian structures (and thus kill that player's morale). While, the AI faction has its own shortcomings that it must deal with, in particular it's "Brain" requires constant maintenance in the form of circuits (as it burns them out regularly, just like an Overclocked Computer would) and thus needs a steady supply of resources to perform this maintenance. So, the Human Player would be focused on destroying the AI player's supply lines and thus attempt to blockade them and kill them by attrition from lack of maintenance.
I realize that this will mean that I will have a Design Document #3 (DD3), as this changes quite a bit of my original ideas. Many of my original ideas from DD1 and DD2 will return, but as each faction will function quite differently gameplay wise, changes need to be made.