I shall try to be quick and concise. Here goes my first post.
(( I have only recently started the beta. Played WoM extensively, and thoroughly enjoyed it even if it had some issues. Made my day when I stumbled upon the news that FE was in beta. I've skimmed through as much of the forum as i could, so I apologize in advance if some of the things I bring up have already been addressed, I must have missed them. ))
--Questions(<?>)/Suggestions(<+>)--
<?> Will dynasties make a come back? I rather enjoyed it from WoM and now with the very exciting trait system I can only imagine how sweet it will be to create the royal family now.
<+> In WoM you could toggle things like faction power, tile properties ect. on the HUD. Why not have a "Tile settle score" filter to alleviate having to leave the cursor over the 'settle' button, restricting you from shifting the camera simultaneously.
<?> After razing an opponents city, the influence radius sticks around. Not saying that is a bad thing but I do wonder if that is intentional?
<+> When creating a new sovereign/faction, may we please get all clothing/hair options? I feel like they are all 'just for looks' anyway, and it will help me feel like I am really creating my own custom sovereign/faction and not just a variation of one already out there.
<?> Why the single production que? I can understand how that makes it strategically more important to decide between improving your city OR improving your army but it does seem to be just a little too much to have one wait on the other.
<?> I recently stumbled upon this and it caught my attention, but when my influence range bordered an opponent and eventually overpowered it, I eventually overcame some free resources that were not connected to their city, and without having to build anything on those resources the game just gave me theirs. I don't know if that was intentional or not.
<+> I REALLY miss 'movement' technology. Being in the end stages of a long match I feel slightly perturbed by the fact that all of my non-mounted units are just barely trudging along still. I can understand why during the begining/middle phases how that keeps things in a bit of balance, but by the end having a repeatable 'refined movement' tech would be nice.
<+> As a caveat to the above mentioned, having a 'ranger' type trait for units allowing them to move through forests/swamps/hills ect. without incurring a movement penalty seems like a sweet idea.
<+> I understand that faction prestige is split equally across all of your cities for growth, and I feel that it is just slightly ridiculous. It deters city expansion to the point that having multiple level 4 cities means waiting what feels like hundreds of production-free seasons just waiting for my population. Now, not to critic without offering a possible solution, but I suggest maybe having an option within the city manager to toggle a cap to growth from faction prestige. So after my small newer settlements reach oh say .5 growth from the faction score, it will take whats left to split among the rest allowing me more control to choose which cities grow at faster rates. All that said I see that Mistwraithe's post on [.86 Bugs/Balance] Economics, Food and other comments covers a lot of my views on the whole 'food/grain/growth' issue so I will not go into that as it has been sufficiently addressed in my opinion.
<+> I appreciate the enchanted armor and weapons very much so. May I suggest maybe adding to that with armor/weapon sets? Sets that offer bonus stats to partial/full completion. It would appeal to the collector/grinder and could even maybe be something to add to the workshop down the line. Just throwing ideas out there.
-- Issues and Bugs --
<!> Sight is not always consistent. After certain tile-related events sight is reduced to 0 causing the possible and avoidable wandering straight into an Obsidian Golem with my level 2 questing sovereign.
<!> Roof colors do not seem to apply properly. I haven't tested it extensively but it appears to just apply 'primary' color
<!> I am unfamiliar with the terminology in the UI, but when you cursor over a 'strength/weakness' in the faction/sov editor it defines it in the box below. After you select a strength/weakness, that box freezes to your selection preventing you from seeing other definitions when you cursor over them. Fixable by tabbing out and then back in, but I feel that is something small just to let you know.
<!> Demolishing multiple buildings requires you to select demolish for every selection unless, it would appear, the settlement is bordering a forest tile. Then you can just click away.
<!> Just a small cosmetic bug, but I still have floating beards/capes in the sovereign editor. Certain faces just don't let you grow beards. Again, not a game changer by any means. Just simple feedback.
That is all I have for now. Thank you so much for giving this game another go. My brother and I spent countless hours on WoM, and when FE releases I will have quite the awesome late-birthday present for him. Sorry for the long post, but thank you for the opportunity to voice my opinion.