The game is very enjoyable but there are a number of annoyances and items that really should be fixed before the game is launched:
STRATEGIC MAP:
Need an intuitive way to stop city-spam. I'd be happy with a city limit you build (not conquer) based on research.
There needs to be a way to alert the player better when a city stops building. Forcing the player to keep pushing tab every turn to check what needs attention is what you'd expect from a 1990's game.
If wandering monsters destroy a city you really need to be able to rebuild back on the tile again instead of the beasts salting the earth.
If a hero is 'killed' while his army is successfully attacking a city you get two of the hero - one in the city you attacked and the other (along with the remains of the attacking army) in the closest other city.
Armour upgrades for units are way too expensive for what you get. Suggest nerfing the gildar costs of armour upgrades or allow the player to choose the items that need replacing. Problem is that a weapon is just a single item that needs replacing so doesn't cost a lot but armour is spread over about 6 items that all get replaced at the same time.
I had a situation where I'd stopped researching and the game let me play new turns.
Attacking caravans should just autoresolve (perhaps also vs Pioneers).
Would be good to have the map zoom to where caravans were destroyed (even though you most likely can't see through the fog of war).
Some caravans remain after destroying factions.
I chose the +25% XP option for my sovereign at an upgrade and afterwards it received less than half the XP of the other units in the stack. Not sure if this is a bug or some sort of game limit for units over level 10?
When you enter a Warg location you have the choice to raze it - even if there is nothing built on it. I didn't test what would happen if you tried razing it.
Need an 'Are you sure?' pop-up when declaring war.
I had a situation where ogres would keep building after the max had been reached - it may be a 'working as designed' feature based on getting new maximums after researching logistics, company etc.
The AI doesn't surrender.
TACTICAL BATTLES:
Berserk ability should not let troops have a second movement when selected (this is a game-breaker if you are Yithril)
Units should start tactical battles in defence mode.
Many of the maps have tiles that units can't move onto.
Melee units that move first in large armies start in the second rank or behind obstacles. Really annoying!
Need to be able to see units and terrain under trees and buildings in the tactical maps.
Das, I usually agree with you, but you got a lot of bologna here. First the bologna.
There needs to be a way to alert the player better when a city stops building. Forcing the player to keep pushing tab every turn to check what needs attention is what you'd expect from a 1990's game. [They already have this. The TURN button turns yellow].
If wandering monsters destroy a city you really need to be able to rebuild back on the tile again instead of the beasts salting the earth. [Nope... not going to happen].
Armour upgrades for units are way too expensive for what you get. Suggest nerfing the gildar costs of armour upgrades or allow the player to choose the items that need replacing. Problem is that a weapon is just a single item that needs replacing so doesn't cost a lot but armour is spread over about 6 items that all get replaced at the same time. [Nope... nothing to fix here]
The AI doesn't surrender. [Yes it does.]
Berserk ability should not let troops have a second movement when selected (this is a game-breaker if you are Yithril) [Nope, part of the Berserk ability should be an extra move.]
Now the non-bologna stuff.
Need an intuitive way to stop city-spam. I'd be happy with a city limit you build (not conquer) based on research. [They keep tinkering with how close a city can be built to another city. It's too close again. I've gone to setting my maps with sparse resources to try and curb some of this. I love the settler costs population mechanic ... that really helps. Now they just need to increase the tiles between cities limit again.]
Attacking caravans should just autoresolve (perhaps also vs Pioneers). [I don't really care about this, but caravans do need to stay out of my way. We need to be able to interact with a tile that a caravan is on without it launching the diplomacy window for example.]
Need an 'Are you sure?' pop-up when declaring war. [Totally agree with this one!]