1. Most of it really requires more intuitiveness, but I disagree on some points.
I'd prefer current interface to daily pop-up.
There is Hiergamenon or whatever it's called, which is an in-game encyclopedia... except it likes to give you crashes instead of information on 50/50 basis.
Also I'm concerned with auto-something features. Auto switch just pisses me off at times, and auto turn can leave me without a recruit. I'd like some override functions or even alternatives such as manual switching (sleep and "next character" buttons in HMM3 and disciples 2 comes to mind) and pop-ups asking me if i want to end turn once everyone is sleeping or unable to move instead of automatic turn skipping (although current systems accelerates player turns, so I guess overrides would work best).
2. Thats nice and tasty in SP, but in MP... err lets, just say that I don't want my opponent to be smelling flowers while it's his turn.
There's a choice - gameplay without story vs gameplay with story. I'm not going to name it a waste of text just because it's not to my liking, but it definitely has to be optional with a way to separate those who want to smell the flowers and those who don't.
3. Yep, testing order and coding order don't go together on this one. I guess we have to theorycraft and speculate and hope that it all miraculously works out in the end.
4. Naaah, I like my pacing thank you very much. Current pacing is suited for differentiation.
If the action does not start until later, then the game is about using your time and resources how you see fit, and then comparing this to what your opponent did with his time and resources.
If the action starts early however, then you have to constantly look back and focus more effort on military early on. I believe this saps the whole "chose your way of progression" and "chose your preferred path to victory" thing.
That said, there's already a threat of CR-focused sovereign rush, however the Master of All things Frog-like
have stated that this is an AI issue and not a strategy issue. (gee, now that made me remember Escape from monkey island... ahh... "good times, gree frog.." err... I mean free grog...)
Research and city building.
About research I've made a [sug] of my own, I'll just say that I want it to have bigger impact on advancement direction, give more randomization in strategy from acquiring rares, and at the same time be more flexible. (as it is now you can easily get all green/yellow and the rest barely matters).
Now city building...
Food limits are there for a reason. - To make player think twice where he places his cities and how big (read: leveled) he wants them to be.
Resource nodes aren't landscape-integrated for another reason - that is landscape is also a gameplay element. Limiting old growth and wild hunts to forests for example would mean that there'll have to be a forest near every third "resourceful" area. And the landscape, so to speak, is subject to "sovereignoforming". I think Master of All things Frog-like previously mentioned that they (SD) don't want any aesthetic environment to confuse a real environment with.
Also I find that there's to much micro associated with town building. I'm with alh_p on this one - snaking isn't fun. It's also aesthetically displeasing. And it's really irritating to wait for one building to finish because you want to snake another one off it instead of queuing them up.
I also think that there should be more impact from resource availability. I've got a region with lots of iron? Screw it! I'll go and place my city elsewhere because 3 iron nods and something aren't worth 1 food node and err... another something. But on second thought, maybe I'm not researching enough diplomacy...
Now let us all take another look at point 3 and take a deep sigh...