This is just my opinion:
1. Games which requires spoilers (small or big) are badly designed.
2. Frustration from chasing game spoilers is something very different than frustration from advancing in game skills.
3. Good games distinguish between tactical and strategical aspects with regard to time pressure.
4. Good games give possibility to dynamically change time pressure, by player's choices and skills, not by rigid scripts.
5. Good games don't need advertisements.
I see around a lot of games which trying to ease my game experience and spare from frustration. When such attempts finally reach its destination another game becomes another casual pressure-free munch.
XPiratez will never attract 1000000x more players this is niche product by nature. The best way of further development for XPiratez is being XPirates and follow XPirates' developer vision. If you want to attract 1000000 new players you need to invest $1000000 into promo campaign and release game in Eastern Asia region, China I mean.
At the moment I don't see why the story of native insurgent group on backwater planet should be freed from the time pressure. The response to protagonists' activity determined by factors far beyond player's control which makes course of events mostly predefined until the major bifurcation point which is victory game end.