Very nice, polished strategy game, entertained me for long. I have a few comments:
- You can't cut down mud forests, the tree and saw icon appears when you select the city, but when you click the tile, it only shows "improve farming".
- It looks like in smaller settlements, I can only build Hospice I when I have Hospice II already researched, I think. The same goes for other tiered buildings.
- What are BCV, CCV and SCV values of a terrain? I haven't found them in the encyclopaedia
- Why does adding ranged capability to a company design make it drastically cheaper (in some cases)? I created the following two companies, each with the settings: Human, Flying, Offense High, Defense High, Armor High. One company was Close Combat and the other was Ranged Combat with Ranged High. The ranged company costs roughly 0.7 times as much as the melee company, even though it is perfectly capable of doing melee combat too.
- Bug: I was able to build a road on a water tile by loading a worker that was currently constructing a road on a boat
- I think you should be able to remove roads if you're forced to pay upkeep for them, sometimes you don't need a road anymore (you built a more efficient one).
- I appreciate the auto city improvement feature, it saves a lot of time. But it took me a while to find the button to turn off reports about auto improvements. To reduce the amount of boring actions you need to take, I think workers should have functions to automatically build series of roads between two distant hexes (two cities, mostly), and also to automatically find and upgrade all roads in your empire to a higher tier. Roads are really everything in this game, when infantry moves 0.25 - 1 hexes per turn without them :)
- Also maybe cities could have waypoints where newly trained units are set to go. This is relevant especially for settlers, because you need a lot of settlers to make a settlement that has any military value. You can only recruit from settlements from about 10 000 population, which is 20 settlers, that can be a chore.
- Sometimes it's a confusing whether a race bonus refers to the population (city population and company race) or only applies to the "main" race that is being played. For example, when you conquer a city, forced Ende soldiers get their necromancy and Elven-majority cities can grow forests, but do they get double food output as the encyclopaedia says? I think they don't, because I conquered an elven capital and it was suddenly starving due to being surrounded by forests (because it was now managed by humans).
- It seems you can't reinforce forced labour squads and soldiers from conquered races even in the cities where you recruited them, why?
- From experimenting with company designs, it looks like the same designs get slightly more expensive when made in a later turn, even if you haven't made any combat research. It seems like a pointless feature that slows down the game?
- The modifier Recruit is very strong to the point that I use it on everything, leads to massive savings especially for cavalry and flying. The downside is not much of a downside. Recruit companies run away when they're down to 300 or less men, I think, but taking that many casualties probably means you're losing the battle anyway and running away earlier is a bonus.
If you built an army with the same amount of gold as your opponent, except that you used the Recruit modifier, you'll probably have something like three companies to each two of theirs, so you'll inflict many more casualties and they will run away first anyway.