Some Balance problems from my ealry experimenting with elemental.
Traits
Counterstrike +2: When I read this i naturally assumed that this allowed your champion to counter twice in a turn against two opponents. Instead it allows you to counter every attack with doublestrike. Seems quite overpowered, especially if other traits or items give even more counters.
Finesse: Gives +3 accuracy if you have higher initiative than target. This seems underpowered as percision trait just gives +5 accuracy. Also it would make more sense for it to work with higher dodge not initiative, as stands ability is more like unstoppable speed than finesse. I would make finesse a seperate trait that looks at dodge and adds dmg.
Rage: This would work much better with a % instead of just + 8 dmg.
Hunter and Bandit Lord: Underpowered and boring.
Impulsive: Should be removed from Sov creation menu
Beast Lord: Op, maybe if you cant control beats higher than +2 your own lv.
Evoker: OP and boring, spell damage/resistance needs reworked badly. Evoker seems part of a larger problem where anything that deals with spell dmg has rediculous high numbers, like +-25. It is not necessary for a ring/leather chest piece to resist fire by 25% or a trait to increase spell dmg by 50%. With current system it's easy to get +200% dmg and resist 75% of fire dmg.
Monsters
Monsters seem more agressive towards units and that is great, GJ. They still avoid cities too much though, even when I build cities on top of them they dont attack.
Drakes and death demons still seem to block me at every chokepoint.
While it is good that I need to defeat monsters too expand it would be better if the monsters werent the toughest natural monsters in the game. Currently I run into more death demons and drakes blocking me than enemy factions and that makes for a boring early game as they dont spawn troops that threaten me and i can just build up until I can defeat death demons. At which point there is nowehere on the map that can threaten me.
Right now only troll camps spawn any threatening monsters but only once and they just wander off if you ignore them.
I think the game would be better with fewer high level monster and more monsters that grow stonger over the game. A monster camp near you (5-8 tiles) that you cannot take out with just your Sov but spawns weak troops that will actually attack your cities and threaten them with progressively stronger troops would really be ideal.
Technology Tree
Random Techs are a bad idea and should only be rewards for quests or fction specific.
If you are playing a fire mage and you do not get book of fire you will just restart, same for other situations. Its stupid to put such a random limit on people, it doesn't feel like a reward but a punishment.
Technologies like Tarth's master chainwork shouldn't stop you from using other tech, ie platemail.
Faction Differentation:
Good work so far, the races feel much more diverse. Magnar however feels much more unique than the rest because it's trait actually changes how it plays the game instead of just making them better at something. I would strongly suggest that you consider how you can change the playstyle of all races as much as you did magnar.
Also It might be a good idea to throw in some unique buildings for the races.
Racial blood attributes all seem really badly done and horribly balanced. More on this later.
Misc
Plz dont kill Umber and Capitar. 10 races is pretty much standard for a 4x game and I really feel the lack. Looking at them you seem to have had good ideas for them.
Thanks to anyone who takes the time to read!