Hey.
Some things have come up during the first 20 hours of play and I figured I post them, because it amazed me that none of these came up during not just beta, but over the course of making the now three games.
They are mostly about overview, comfort and features.
Some questions I asked myself:
Why can't I delete outpost addons from the outpost queue and have to go to the city instead?
Why don't troop details show the projected values of the place where they are built and their own bonus from level via veteran, i.e. why do I see the values for level 1 when the troop will get level 3 from my city building and +1 from veteran => level 4? I want to be able to see what the actual troop I will build will be like in THIS city so that I can compare it to how it would build in others, including not just the unit bonuses, but also the local building bonuses(armourer, training halls etc).
Why don't I have a better way of comparing my own designs so I can see what value changes what where vs what? Why can't I overwrite a design with the same name and instead have to retire the same-named duplicate?
Why aren't harvestable resources highlighted in some way? There is a single "tip" once that pops up, saying "why dont you build on that clay pit", then it is forever some smudge on the map I forget about. Resources do not visible stand out enough and it seems there is no "highlight resources" option?
Where is a ledger overview which lists which resource buildings like clay/crystal/iron I can still build/upgrade?
Enemy enchantments are counted towards "my own" enchantments in the "govern" ledger, making it useless for finding which city isn't using its max slots, because it will show 2/2 even thought it really is 1/2, but 1 enemy enchantment.
Why can't I preview the major leveling up skill tree choices(Assassin, Defender, Mage etc) before committing?It feels random and uninformed this way.
Why does upgrading units from different starting points(Upgrading from both the wood shield or second shield, I think iron, to the third shield costs exactly the same) cost the same amount of gold and resources both times with some equipment?
Is it possible to settle in a field of "good resource tiles" with resources in a way that will allow a second city next to it? If so, why not create an outline for the tiles that will become unuseable BEFORE I press settle, so that I can see what becomes unuseable?
Why is there no pathing / "turn count needed to travel here" projection for units selected within a city I am about to move out of?
Why does sometimes my hero unit remain in place when trying to move out an army from a city or encampment(usually happens when there are 2 "leader" type units in the army I guess)?
It is incredibly unclear whether an upgrade like the mill, which states a +4 production bonus, actually gives +4 or +2. Description says +4, but this seems to be a "total" +4, after having been +2 before, as the mill is an upgrade on top of another prior building that gave +2.
This is completely unclear from the description, and the tool-tips for what truly is an upgrade and what is a new bonus from scratch seem to be unclear or broken as well(sometimes the coloring does not seem to make sense). It feels a bit like "Well let's hope it does something" when choosing.
Combat: There is no "turn your back on the enemy" free attack when moving away from an enemy as penalty. Makes it almost too flexible, I kind of miss it.
There is no spell interruption for a casting unit/hero getting attacked(classic D&D behavior).
There is no actual city siege and attrition/blockade apparently, unless its hidden in a way I am not aware of.