*Tooltips (that display on loading screens) longer than 2 concise sentences in length are most likely wasted information, since no one has time to read and digest lengthy help/instructions in the time it is visible (roughly 2 or 3 secs, though my SSD storage device might affect that a bit). Think short and helpful, like newspaper headlines.
*Tutorial vids are a nice touch, good hand-holding for the beginner. Anyone who needs the vid might be confused when it simply stops. I suggest putting a "Replay" and "Exit" option on the screen, ala YouTube style to make it more clear that the time to stop watching and start playing has come.
*There is no explanation of "Prestige" in the Hiergamenon. It's not an intuitive concept, especially when encountered on a building tooltip that simply says it adds to that stat. Consider an info page for it under the Game Concepts section.
*I suggest replacing "seasons" with "weeks" or "months" to make your builders seem less lazy/retarded/stoned. 
*So, my guy was roaming around and found a random spear in a case on the ground. Consider making it more realistic/in line with the other goodie hut texts (such as having it stuck in some bear's skeleton).
*Any reason you cannot switch the build order in the town's queue? Would sure be handy (and in line with similar games) when faced with the alternative of losing progress on one item to build another (unless there is an non-intuitive way to already do this?).
*On certain tactical maps, there is some kind of bird or winged gremlin moving around the bottom right corner of the default view. It adds nothing but distraction (and you ought not to assume players will scroll the screen down), so consider changing its flight path.
*Also, most humans on this planet view items from top-to-bottom as a natural orientation, so the initiative queue in tactical is mighty confusing until you realize that world is upside down! In all seriousness, consider revamping or at least mentioning the orientation in the tutorial vid.
*Not sure why the seemingly cosmetic choice of warg mount takes extra research. Since they run lower to the ground, perhaps making their arrow dodging ability higher (say, +15 instead of +12) to justify the separate research item (or make it a research choice parallel to horses).
*Negatives to initiative (like weight and the slow debuff) seem out of balance with the character customization choices, where the one-time buff is only +1 yet you get -4 or worse from certain weapons on top of other factors. Consider doubling the buff line to not be so insignificant.
*I'm going to slip this [BUG] in here since it's so minor: For the city improvement "Training Yard," the info text says it adds +15 accuracy, yet the tooltip popup from hovering your mouse over the building states +10 accuracy.
Keep up the great effort. 