I. UI Changes/Fixes - Tons of people have already put forth my general ideas here, but I find the UI to be rather restrictive in general. On top of everyone elses suggestions, mine are;
Make it easier to build buildings. Yes, picking a city and pressing B and then clicking twice isn't all that hard. But I typed that whole sentence out before I'd be able to do that. Use QWERTY hotkeys or something even, that'd make it super-easy. Or just make improvements more visible, make them stand out from one another more, particularly when you're choosing which ones to build. I'm sick of accidentally picking Town Hall whenever I wanna build a House.
II. Balance Changes - Give me a reason to play both Kingdoms and Empires. As it stands, I don't genuinely have a reason to play either besides the fact that they're different playstyles. Hand me a Kingdom, and I'll go for any victory other than Conquest. Hand me an Empire, Conquest every time, and usually in 200 turn, on a Large map, with 6 players total. 250 if it's 8. Still 250 if it's 10. And don't even get me started on the tech trees... And yes, I know most of it is planned for 1.1. I was in Beta, I've been waiting a LOOOOOOOOOOOONG time for this.... I need to vent that bit.
III. Spells and Quests - I lump these together for no reason other than I want to. I like the Air and Water trees. I know that they aren't going to exist anymore after 1.1, because of how Magic Research is gonna work... But dude... Having 4 level 1 spells, 5 level 2 spells, 1 level 3 spell, 3 level 4 spells, and then NOTHING until level 7 playing with Water... REALLY... REALLY... SUCKS... And quests... Yes, some of them should just immediately tell you where they are. But as it stands, they're all... Well, mundane. They're all the same. There's no real flavor to them... Sadly, the most flavourful quest in the whole game is "Escort Noble(wo)man to Estate." Let me explain my reasoning for this.
EVERY OTHER QUEST IN THE GAME IS A FED-EX QUEST! By this I mean, "Pick up quest at Point A, turn in at Point B. Turn in at point C or D, or maybe even E if you're unlucky." Yes, the Escort Quest also qualifies as a Fed-Ex by this definition, but there's one key difference... You can mess it up. Why, just this last game I played, I was escorting a noblewoman back to Daddy's Vineyard when we were attacked by a wolf. Now, since I'm not a moron, I killed the wolf, but imagine if I hadn't taken Warlord, or I had just not killed the wolf anyway, or if it somehow got by me and both my Sentinels and killed the girl? There's an actual quest in there... Well, half a quest at least, but you get my point. What others have said to this end I totally agree with. Throw in puzzles, Search and Destroy's, Mystery's... Heck, give me a friggen 'Who-dun-it?' quest, that'd be better than what their is available right now. And the Notable Locations? Puh-leeeez. Sure, finding extra Materials and Metal and Gold at the start is nice..... But that's the kind of crap that should be random events. You don't see a Wagon from a simulated 400 miles away and go, "Oh look, I wonder what's inside of that tiny little broken dot on the horizon that I can't possibly actually see clearly?" You don't see a freakin' PURSE ON THE GROUND FROM THAT FAR EITHER! *Rage-twitch* Make it more random, please?
IV. Animations - Now here's a pretty big gripe I have that isn't just a pet-peeve. The Ice Bolt animation is quick, efficient, and simple. It's also boring, but it's a level one spell, so it's fine. And then there's Blizzard. Oh... My... God... Please, do something about the animations like this one, where the spell's cast, the damage dealt, and then you sit there for 5-10 seconds waiting on the stupid freakin' animation to S-L-O-W-L-Y fade out so you can cast again. Yes, I know the snowflakes are pretty. No I don't wanna watch them melt. Yes I've seen snow before, I live in the mountains where we commonly get 4 feet of snow in a week once winter hits. I know what Spring Thaw looks like, stop making me watch it over and over and over and over in SLOOOO MOOOOTIOOOOON. I already do that every year. Blizzard isn't the only one like that, but it's the only need I need to make my point. Oh, and, fix the mounted animations while you're at it? Pretty please with a cherry on top?
V. Heroes, Champions, Adventurers - Much has been said on this subject already as well. I'd like to add my little bits and pieces. This is more suggestion mode than gripe mode, finally. But before I get to that, I agree with what's been said already and think that at least most of those suggestions should be implemented. Onto the real deal.
Notice the wording of this section. Why not actually make a real difference in what's what? Have all three, Heroes, Champions, and Adventurers? Heroes would be your mundane-ish Special Guys. Like Janusk, if you still have him on. He's a Hero of Commerce! Lol.... But seriously, Hero, by definition, is someone who's extraordinary in some way. Heroes, in this case, would be the people who handle are your usually mundane tasks, Taxes, Research, Production, Farming, etc, in an extraordinary way. Have them level up over time, just for doing what they do. Have them get better at what they do, albeit very, VERY slowly. Since they aren't putting themselves in harms way, they don't deserve to level up every 10 turns... Or even every 50 turns... Or maybe even every 100 turns... I mean SLLLOOOOWWWW. Make it slow enough to have hiring a higher level version of the same type still worth it, so that when the one you do have levels up, the bonus will compound.
Then Champions. Champions should very obviously be your Combat Special Guys. In this setting, that would be the most common definition of a Champion; "Someone who fights for/on behalf of someone else." These guys are putting their lives on the line, every day, so they should level up from combat, and on top of that, they should get some handy combat-related skills along the way. What someone said about attaching them to your troops for a morale boost would be one good way, or having them train your seargents, or both of those thing, on top of being able to actually receive things like Crushing Blow and Assassinate, depending on the type of Champion you want them to be. This is supposed to be a TBS/RPG, I think it's only fair that you give us some control over the 'Characters' skills here.
Lastly, you have your Adventurers. These guys should fall into the same vein as Champions, though in a different capacity. Champions are your people-slayers. Adventurers are your real Dragon-Slayers, and as such, they would also be the kind of Special Guy that gets XP through combat... But they should also get XP for completing quests. They are Adventurers after all. By that same token, since your Sovereign is the one hiring them, something like 5% of all XP gained by Adventurers for completing quests should be given to the Sov, as a non-stackable bonus in the event you use like 4 Adventurers to complete a quest. 5% of the XP from that quest, not from each Adventurer, but the XP is only given in the event that an Adventurer actually finished the quest. Keeping to the idea here, Adventurers should also gain combat-related skills like Champions, but they should be geared towards slaying Monsters as opposed to people, though not entirely. Adventurers would still be useful for fighting people as well as Monsters. They shouldn't be as skilled at slaying people, barring Bandits, as a Champion, but they should come close, everything else being equal. Where a Sov should be able to decimate an entire enemy Platoon with Magic, a Champion should be able to decimated 1/2-3/4 of an entire Enemy Platoon just on sheer skill, and a well-trained and well-equipped band of Adventurers should be able to take a Dragon with just a few of them there.
To these ends, giving these Special Guys tendencies towards certain behaviors would actually become a very helpful mechanic. While some thing are too complicated to do, others are not. Giving one Adventurer a special bonus vs. Darklings for whatever reason, and another a special bonus vs. Spiders is simple and efficient. It also gives you a reason to search far and wide for a well-rounded team of Adventurers. In that same vein, having one Champion get a special bonus when working with Mounted Troops, and another a special bonus when working with Melee troops would repeat the above, but for Champions. And as a nice last little bit of differentiation, having even the Heroes have certain traits would be nice. Let's go back to the Janusk example... Maybe not Janusk, but Merchant Heroes. One could have a 'Trader King' bonus, giving him a small percentile bonus to gold produced via Trade-Routes. Another could have a 'Gem Appraisal' bonus, giving him a small bonus to gold produced from Gold Mines. Or with Researchers, 'Academecian,' receiving a small bonus for each research building in a city, vs. 'Archaeologist,' a small bonus for Lost Libraries attached to a city. With the Heroes in particular, this would go very, VERY well with the new idea of needing to specialize your cities and be more civic-minded in 1.1.
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TL;DR - Good for you, go to the next post.
That's all folks!