There are defenitely still balance issues. I suspect the difficulty lies in the interaction between the wildlife and the AI factions. In Beta 3, the monsters were very aggressive to the player but tended to ignore the AI. In Beta 4, they ignore everybody. I would prefer aggressive monsters as long as they are equally aggressive to all factions - it should be a struggle to expand, clearing the wildlife before establishing a city should be a requirement. Defending cities and resources from wandering monsters should also be a requirement with resource management a key component in the game.
Trained units need to be more than cannon fodder in the early game. Given that the opposition in this phase will usually be wildlife, I'd like to see a few changes that will let the player field a balanced, combined arms force fairly early in the game that depends on trained units.
- I believe that spearmen, archers, mages and defenders should be unlocked by the first 4 military technologies (not necessarily in that order).
- Defenders should be garrison troops only -useless outside the city walls (unless it becomes possible to garrison outposts) - but extremely powerful in the defensive role. A defended city should discourage attackers and have a reasonable chance of surviving if they do attack. Cities should have an early (level 1 or 2) defensive structure they can build for additional protection. There should be resource management implications - defenders and fortifications need to be expensive.
- Archers, spearmen and mages should travel with their sovereign (or a champion) to explore and clear the land for settlement. They can also escort pioneers who should not be able to travel unmolested through uncleared regions. There should be a bonus for a combined arms force and a penalty for any force that contains more than 2 champions.
- When horses are unlocked, I think it should be possible to purchase mounts for mages. spearmen and archers instead of requiring a special horseman unit.
- It should also be possible to upgrade existing 3 man units to 5 or 7 man when those technologies become available.
- The ability to choose weapons and armor and re-equip to exploit the weakness of different opponents should be restricted to sovereigns and champions but the weapons and armor available to trained units should be equally effective against all opponents. Mages should start with a basic defensive spell and a basic offensive (ranged) spell they use in tactical combat. These spells should get stronger as they level up and additional spells unlocked by magic research.
- Trained units in armies led by a sovereign or champion should get bonuses for accuracy, initiative and dodge proportional to the leaders level and leadership skill. That includes garrisons in cities where a champion is stationed
- Monsters need to be tough but manageable at all stages of the game - not easy, just possible. Deadly monsters in the early game add nothing to the players enjoyment, nor do easy monsters in the late game. The current policy of increasing the number of monster units in a lair should be modified so that the player needs to fight them all, either at once or sequentially with no opportunity to recover between engagements. Start with a baby dragon and end with a flock - giving the player a consistent challenge.
By mid game focus tends to shift from clearing monsters and expansion to relations with other factions. I'd like to see a defensive mage to defend cities from magic attack and possibly a structure to reinforce their power. Right now it's way too easy to take a city. If the factions are evenly matched, you shouldn't be able to take a defended city without a 2:1 advantage plus seige weapons. I like the new upgrades for outposts - it makes territorial defense a lot easier. Current upgrades confer bonuses for friendly forces. I'd like to see a couple of upgrades that penalize opposing forces.
Late game epic monsters need to be truly epic. Elemental lords that I can defeat with 3 sunder casts don't qualify. I would like to see late game trained units that act as force multipliers. Perhaps a unit that channels mana to strengthen their leader and mages - similar to the evoker attribute. Or a C³ unit that allows the player to stack armies and take on a flock of dragons. Defeating the epic monsters should require a well managed combined arms attack - you push auto resolve, you lose.
I know that most of these ideas aren't practical at this stage of the development process but some of them are and there may be other ways to achieve the same objective. Food for thought anyway.