1. Raze city
Make this a default option, not something to be researched.
Maybe there's a city that, in hindsight, is in the wrong place. Or I conquer a city that I don't want. I want to raze it now, not later. There's already a lot happening. Don't make research a pre-requisite for something that an army (or peasants with torches for that matter) can do. To make matters more frustrating to the player, there's no visible clue on which research allows that option. At least have the raze option grayed out with the indication of what needs researched.
2. Imbue Essence
Let descendants help sov spread magic. It's not fun to have sov's essence decline considerably while those spoiled brats have theirs intact. Alternatively, create a limit on the amount of essence a channeler can give. That limit could be increased with research.
3. Spell organization
Let players organize spells by element, tactical use, strategic use, and power level.
4. Merchant and Character inventory
a) At the merchant. Allow option to equip, right after purchase.
b ) Upon selecting an army or stack, press "i" to open "inventory and swap items" screen (with simple drag and drop to swap items among characters).
5. Global Item depot
Make a global depot where the player can deposit items and later give to any character within realm's borders.
6. Character's old items
Allow the original items of a character to be removed from their inventory after being equipped with new ones.
7. Family tree window
It's too narrow. Make it wider. The tree does not have to be all visible. It becomes too small when the family grows. Keep the default size. The player can simply scroll through horizontally when it gets too long. Have zoom in and out options ready for the player to control, instead of having the game make that option for the player.
8. Kingdom / Empire survival
If a sov dies in enemy territory, all of their cities disappear. No other options? What's the point of having descendants with essence in this case? How about territory surrender? Civil war among surviving family? Or other nifty options - besides an immersion-breaking mechanism from what is an RPG as well.
9. City leveling and building options
a) When a city levels up, a message appears with the option to choose a city focus. Add to that a construction layer in case of buildings that may have become unlocked to that city. Otherwise it gets confusing when (for example) more than one city levels up at the same time and then the player has to hunt for those cities.
b ) Highlight cities that have building options available (a halo hovering the city, for example)
10. Map orientation
I like to rotate the map to a certain view. When I load, I want the game to remember that orientation. Have also a 'reset orientation' via shortcut key.
Make them more visible and with more pronounced differences between levels.
12. Quest huts
a) Make visual distinction between quest huts that can be accessed and those that are above current adventure level. Indicate in hut's infocard which research needs to be unlocked to access it.
b ) Make option to "come back later" if player does not feel ready to enter quest hut, instead of having it disappear altogether.
13. Sovereign creation: gear problem
Who wants to spend precious points on gear that will quickly get outdated? Create choices on default gear that are independent from points. The player could choose between:
a) a basic weapon
b ) a basic heavy armor set (+hit points bonus -movement)
c) a basic light armor set (normal hit points and movement)
d) basic mage robe set (+ mana bonus, no hit points bonus)
14. Game options: UI appeal and useful info
a) The game options menu is functional but ugly. How about a bit of cosmetic love there? Thanks.
b ) On mouse-over an option, have a message pop-up giving out useful information.
15. Auto-send bug reports
Players who paid for Elemental don't necessarily want to be beta testers. It was fine before, not after release. There's many examples of games and applications that spare the user from having to learn how to post a bug report. Please add an automated option for this. There's sure to be a substantial amount of valuable technical feedback that is being lost due to the lack of such mechanism.
16. Bows (with patch 1.08)
On tactical mode, they simply don't work anymore. They ALWAYS miss the target.
17. Tactical mode
a) Frustratingly slow, hoping for improvement.
b ) With patch 1.08, when going from one battle to the other, my imbued champions and sov descendants now have their mana reduced to zero (or close to that). Sov's mana remain the same.
18. Automated combat (with patch 1.08)
The game crashes sometimes when I try to auto-resolve a battle with imbued champions in my army.
19. Mana not reduced with using spell on map
A few moments after continuing to use "lower land" spell, mana decreases no longer. Haven't tried with other spells.
Some of my Sovereign's descendants are getting 1000+ essence when the sov only has about 60.
21. Caravans on cities
Sometimes I'm unable to select a city because there's a caravan on it. The city selection should always be accessible.
22. City names
City names can hardly be read at the moment. They're too faded.
23. Arranged marriages
a) AI does not recognize gender incompatibility. AI shouldn't bother the player with the constant request of an arranged marriage if the only possible options are male with male or female with female.
b ) Player kills AI's soul mate in war for territory/resources, then makes peace. AI seems to hate player forever (-5 penalty in relations). Then offended AI keeps pestering player for an arranged marriage. Player accepts, but AI refuses marriage. Some turns later, AI renews request for marriage with same negative results.
c) Let AI marry again in case of companion death, and let player make amends with offended AI, somehow.