So far its a big improvement over Beta 2, and I would say that you guys are easily on the way to making a great game. So far I would rate it as a B-.
Now for the beta it seemed on the 2 games that I played that the AI seemed rather lethargic. On the first game they would declare war on me and never attack my city, while on the second game the other plays empire strength never raised past 120, while mine was over 1300.
Now for some suggestions:
1. Casting a hostile spell on a city should be considered an act of war. Meaning you shouldnt be able to cast Curse city on a player that your not at war with. Also when a player casts a negative spell on your city or your units it should pop up on the information bar to let you know whats going on.
2. There needs to be more defense against enemy city enchantments. Perhaps add terrain bonus (Nightshade) from MOM, that would make your cities immune to enchantments if you built near it. Also some class specific city scructures would be nice. For instance one factions could have a 50% chance to reflect the magic back at the caster, while another faction could have a 50% chance to absorb the spell and add it to the players mana supply. etc...
3. I would like to see magic dueling, like we see in tactical combat, used on the strategic map. Make it to where a good portion of the enchantments on cities take 2 turns to cast, and that if a spell is being cast on your city you have a chance based upon your spell casting skill to detect the spell and counter with an interrupt, reflect, absorb etc..
4. Random Events......
5. More global spells... For instance didnt WOM have a volcano and flood spell? I would like to see these added back into the game. Also I would like to see some global enchantments added some for good and bad. Examples look at Master of Magic and Age of Wonders for inspiration. Also I would like to see spell detection, disjunctions, spell reflects and spell stealing added on the strategic game.
Examples:
a. Meteor Shower (fire) - Meteor's strike random points on the map outside of the casting players domain for as long as the spell is active. If a meteor hits a city the city loses a percentage of its population and some buildings are destroyed.
b. The great flood (water) - tremendous flooding strikes the world outside the casting players domain, preventing movement through flooded terrain and causing damage to units that are foolish enough to be out in the rain.
c. Draught (fire) - halves the food productions of all enemy players as long as the spell is active causing cities populations to starve as long as the spell.
d. Dawn of the Dead (death) - Spawns aggressive undead units at random points on the map every turn. These units will attack caravans, destroy improvements and attack units.
6. Hero summons would be nice.