If the season dynamics are too daunting, it could be possible though to incorporate some parts into the game for realism. It seems pretty easy to me in conventional wisdom, this would be multipliers for seasons. Berries and hunts can be gathered at a faster pace during spring due to a plentiful amount of it. As spring and summer go by, the multipliers decrease while some others increase like lumber-harvesting and mining in the winter. You could have people choose a starting season in a game that would determine the early and late repercussions. Spring would encourage rushing and winter to turtling or careful movement due to unpravalent food supplies.