Ok. We have fire damage, ice damage and electricity which comes from staves, wands and spells - so if you have crystal to spare you can outfit units with wands and staves. Now my question is, does armour defend against elemental damage ? or do we have items and enchantment to provide that ? This is not very clear on the damage descriptions.
My sugestion for the level up screen for cities: Why not combine this info with the city descritpion screen so you have a clear idea on what impact your selection will have ? It uses a similar pop up window style and doesn't get in the way. Other wise can we minimize the level up screen so we can look at the city details - which is clunky. I understand cities are getting a rewrite atm.
Can we turn the panel on the left which shows us our quests, units and cities into a double column ? Or make it more clear you can scroll it. The details button tends the block the bottom most icon on this list. How about cutting out a tiny of the moon to make this more clickable ?
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An oddity on the tech tree -
Blacksmith provides you with a mace and shield (i think that's the right tech) on the civ tree, which i very much enjoy - however rushing for it seems to give you a large advantage when combined with leather armour. On the other hand, if i have lots of crystal i might rush wands, so we'll see how it works out.
To be more clear, the advantage is that you have an established infrastructure to better use the new equipment. Will be intresting when the ai improves, looks like froggy found some intresting and funny bugs in the ai iq wars.
edit: oh also - when I set a unit to "guard" can you please take it off the column list, or perhaps let the "guarding" unit go inside the outpost, that is why the outpost is there in the first place, i mean other than it looks cool, and is necessary for my zone of control, and i happen to build a 2nd outpost beside the first one in case a random monster comes and knock it down, i mean, it's not like it has any ability to defend itself, right ?