I think maybe this game isn't really for some of you guys. I mean no disrespect but I think some of you may want to just find another game to play. I don't see a scenario where you're going to be satisfied with the direction we're going.
I did read your post, DragonRider/DSRaider, it was very well thought out. But it's not the game we're making. The ideas I've seen posted are an anathema to my own game playing preferences.There are a couple of very promising 4X fantasy games coming out this Summer that might suit you.
And I'm not even implying that I think you're wrong. I'm saying that the game *we* want to make is substantially different than the game you want this to be. Maybe the market will decide you're right and we're wrong. In which case, we'll have to find other types of games to make instead.
I know I sound like a broken record, I've been saying this same thing for a long time. And while there are some significant additions/changes coming (for instance, city specialization and fewer tile cities, more content of course, and other polish and improvements), we're not looking to turn FE into some radically different game than what you are playing now.
Obviously, I could just be mis-reading your feedback and that you're looking for balance changes and such. But my interpretation of some of the posts is that they're looking for something very different (i.e. getting rid of outposts, having the tech tree change dynamically based on what you choose, getting rid of the sovereign unit, etc.). Those are just not on the table. Not because it's too late (we're still almost half a year from our earliest possible release date), but because we like these mechanics.
Okay, now I am going to do a big write-up in this thread, because this response concerns me a little.
I'm not saying you need to ditch outposts or have Civilization-level complexity in the economy. I'm saying that a player who aims to expand and gather resources and found cities should be faced with decisions that have consequences. That aspect of the game has close to zero depth in the current build. There are no meaningful investments or costs to expanding, either via outposts or via cities, in either the short-term or the long-term. More is always better, it's always better starting immediately, and there's no reason not to do as much of it as possible as fast as possible. The player never has to ask, "Can I afford to take this city?" or, "Is it worthwhile to raise my taxes and hurt my research and production in the short-term in order to secure this territory right now?", or "Should I shore up my infrastructure instead of making another pioneer?" There are no competing interests, at least when you're not at war. Balancing competing interests is kind of a thing in 4x games.
It's not that you can't do a fantasy TBS game without having a super-complex, Civ-like economic system. In fact, outside of Fall from Heaven, I can't think of one which DOES. Look at Master of Magic. It's got some detail, but by and large the purpose of your cities is to become productive enough to progress through their build trees so you can make your awesome high-tier units: units that cast spells, units that fly, units that regenerate even if killed, units that can obliterate squads of spearmen without a second thought...whatever your race does. The only meaningful form of long-term non-military progression that exists is magic research, which of course is focused on summoning more awesome creatures and casting devastating spells and killing dudes. The economy, as far as gold and food is concerned, is really light and exists only to serve your army. And that's fine; it works.
Or look at Heroes of Might and Magic! Its economy is so paper-thin that it doesn't even really qualify as a 4x game. And that's fine too, because HoMM chooses to focus quite hard on the tactical side of things rather than the strategic. The only thing that matters is your heroes and the awesome, varied, and powerful creatures that they lead. Your cities are there to make more awesome creatures to give to your hero. And good times are had.
Elemental isn't really the same as those games, though. You don't have a menagerie of really varied and exciting fantasy creatures to do war with. By and large, apart from your Sovereign/champions and their magic, you have dudes with melee weapons and dudes with ranged weapons. In other words, the tactical military side of things has less complexity than the games I mentioned. But your cities and overall imperial infrastructure is more complicated: the game tracks individual members of the population for research and taxes, territorial control is a huge focus, you collect lots of different strategic resources to spend, you have a whole tech tree, and so on. This strongly implies that your goals with the game tilt more towards the strategic side of things than the tactical. But right now the strategic management is the SHALLOWEST part of the game, requiring very little actual decision-making from the player. I'm pointing this out as a problem, and you seem to be kind of blowing it off.
Is Fallen Enchantress NOT a largely strategically-focused game, moreso than the likes of Master of Magic (though obviously not as single-mindedly as, say, Galactic Civilizations)? If it isn't, then where's the focus? It can't be army tactics. The only alternative is that it's supposed to be focused very heavily on the Sovereign's adventures and questing. But if that were true, then why is the overwhelming majority of design space dedicated to city-building, resource management and civic infrastructure while your sovereign's magical progression is handled via a simplistic experience system?