Stuff I like:
- Ressource grabbing and exploration is fun and feeds my powergamer gene.
- The growing "beautification" of the territory I control - seeing the world go from grey-brownish to lush and green is really amazing
- City evolutiion is fantastic - that is the feature that Elemental does much better than the current Civ games. I love to see all my "wonders" and special buildings, especially when my capital grows really large.
- The RPG aspect in general is nice, although it needs to be heavily retweaked. Some stats, like Charisma, are borderline useless. With a good economy, the recruiting cost benefits are negligé... um neglegible. Maybe add in a skill tree to further differentiate your heroes. I don't know about other people, but most times my hired heroes just end up wearing the toughest armor and best weapons and work as elite guards for the sov, which is a waste of talents. So why not give, say, a merchant master special abilities that improve upon his 1g/turn bonus? Maybe adding influence when parked in a city or some such? Same with Assassins. What makes an assassin special? Extra movement? Yeeeeeeeaaaaaah. When I think "assassin", I either think "Ezio Auditore da Firenze" and imagine a one man swiss army knife of death, or, being a bit more traditional, a guy who sneakily kills stuff. But in Elemental? No improved crit chance, no "backstab" flanking ability (btw, IS there any benefit in flanking people in Tac Battles?), no poisoning weapons...
- Unit creation. Too bad there's only human(oid) units to create. Apart from the critters, Elemental is rather light on "fantasy" races. Can we get more please? No need for your "typical" elves, but right now it's more or less the Star Trek approach to races, you just don't use the usual face ridges and go for slightly differing skin tones, which is a shame.
- Cloth map. Awesome.
- Music is nice, although more is always better.
Stuff that needs to be fixed:
- Tactical Battles. Boring. Clunky. Not. Fun. The only reason for me to ever enter a tac battle is to keep a wounded champion out of the fray and have my sov nuke everything to death. (Lightning Storm does that, often enough). Where are special terrain features apart from blocked tiles? Unit tactics? Flanking? Zones Of Control? Attacks Of Opportunity? A working morale system? Oh yes, one other thing: DUNGEONS! Or more generally - other battlefields than open-air locations, which again could provide so much more to the tac battle system. An underground cave, bisected by an uncrossable lava stream. Only way across is a narrow bridge, just wide enough for one unit. That's practically the Basic 101 on "how to design a thrilling encounter" from the old D6D Starter box set. And what do I get in Elemental? Boring, not fun tactical battles. Meh.
- More sounds would be awesome. Ambience. The healing of the world could be so much more powerful with cleverly used sounds, going from forlorn wind blowing over the arid wastes to rippling brooks, herd animals and whatnot if the land goes green (or grwoling earthquakes, the moaning of the dead and dying and the bubbling of LAVA when the evil guys take over!). Same goes for pretty much every aspect of the game. Tac battles could get much more impact by using more sounds. Beasts could get much more menacing by actually giving them sounds. Just fire up any Heroes Of Might And Magic game and see what I mean.