I'd like to give suggestions now that my first win is on the books. I believe the devs want to keep this focused on gameplay mechanics (not on AI and such), and I'll try to be brief.
***The settlement categories are a nice touch, but they still need balancing. For example, I could have easily won a Spell Mastery victory without building a single conclave. They are very much unnecessary (the research they add once fully developed are a case of the too-lates). I suggest making all research buildings beside the school/library ones unique to conclaves, making the first 2 tiers of tech cost slightly less research, and then more steeply ramp up the costs of later research, especially those associated with the Spell Mastery win (so that conclaves have an important focus rather than the fluff they now are). To offset this further specialization, consider making the conclave buildings construct easier (less requirements), so the player can quickly get at their research/mana/crystal benefit (thereby making them necessary to a thriving/balanced country and critical to a Spell Mastery victory).
In contrast, the towns are nice foundations (money/growth, just as advertised), and the fortresses give great military/defense benefits that should aid close contests. Everything can use fine-tuning, heh, but these designs work pretty well as is (as far as I can tell with a single game played).
***Sure, the building auto-placement serves for less odd shaped towns, but the code should be optimized enough to build toward a forest instead of away from it. I had a forest one space away from the starting placement (with nothing but plains in the other directions) and it wasn't until it had built in 2 other directions that it reached out for the forest and allowed the important lumber mill structures (by then the town was size 3 with about 10-12 unique buildings). I suggest making the auto-placement AI first look for rivers and then for forests.
***When upgrading things like mines or outposts (great addition, by the way), the progress bar under the town name does not update for 2+ turns. This can lead to confusion and cancelling/re-queuing the job.
***I noticed some research tweaks, yet I still can find no compelling reason to go very deep into the Warfare tree (the end of it seeming worthless); both the other trees have vital improvements (civilization-required things, and the best weapon/armor/allies/spells).
***A minor UI bug: the Faction Power display box can't seem to stay locked in place, and in some cases, the events listing for some turns makes the box try to hide off screen.
All in all, I'm firmly in the camp of testers who believe this game is moving steadily in the correct direction, adding more polish, fun, and replayability. Thanks for the effort.