I usually only use the auto resolve combat feature if it is an easy battle. Only problem is that most times, the AI will cast spells using valuable mana when it was not necessary to cast spells at all. Is it possible to teach the AI when a spell is necessary or not?
I am also noticing that trade caravans go where they want, even if no trade treaty exists. I do not think that the caravans should be allowed to pass through lands where no treaty is in effect.
The tech tree times need to be tweaked a little. I think the times to learn a new tech are too long. Example, I was generating 234.31 tech/season, not great, but decent. Having everything in all three trees researched up to the same level, my next goal was to learn War Colleges. It was still going to take me 346 seasons to learn it. That is a total of 81,071 tech needed to learn that science. A little high, don't you think.
After a turn ens, messages appear telling you of certain events that have taken place. One is when a resource has been destroyed. I think this message should stick around so you can find out which resource was destroyed, instaed of scrolling around the map to try and find it.
When capturing a city, any caravans that were there seem to get stuck in the city without the ability to move, or disband them. Instead of suspending their trade route, why not allow the route to be altered, or, simply destroy the unit.
The Hiergamenon does not define crystals, nor does it tell what that resource is used for.
I was also thinking that when you capture a city that has a tech that you don't have, why not give a bonus to learning that tech. I mean you now possess the fruit of having that tech, why not allow the player to learn from it.
On the battlefield, why not allow the obstructions that are present, ie, trees, rocks, barricades, etc., provide cover from archers.