I'm not too sold on the Cult of Dragons. It seems even less attractive than when it was a Religion. But I guess I should try first, after reading everything though, now I'm not sure I will survive till the 16th...
can forts be built on forests? its quite a pain to never use forts because you're better off in forests.
forts being only 10% def bonus isn't terrible so long as its not competing with forests, but if you have to pick between a 50% bonus and a 10-40% bonus its a hard sell to use forts.
On another point, I was wondering if there has been any thoughts about adding a morale feature, let's say a group of units encounter a much larger force, all but the deranged, savage, or possibly extremely disciplined units would have a loss in morale, possibly even cause desertion. Would this even be possible in terms of game mechanics?
So which religions go with which event type?
OO - Prophecy
Esus - Crime (maybe deals?)
Order - Judgement (presumably)
Emp - Deals (from being diplomatic? Or inspiration?)
Runes - Economy (presumably)
AV - Rebellion
FoL - Inspiration (total guess here)
EDIT: And what are their opposites? I'm not even going to try guessing here...
Guilds look interesting, but I'm not sure how much I like their implementation; for one thing, most of them can never be founded if you turn random events off (not that I ever do). I don't mind having several guilds tied to events, but they seem a little to dependent on the random event system for my taste. I don't mind these guilds, but I wish there were also a few more traditional ones.
I'm also slightly disappointed that there are no guild that can convert resources for you. I was hoping for a way to get reagents, and maybe an Alchemists Guild that turns reagents/copper/iron/(possible new metal resources like lead) into happiness/health/gold income/research, but sometimes had some very negative side effects (maybe causing Typhoid Mary-like barbarian spawns, the disease related evens, and "nuclear meltdowns")