* The game begins in the second era (Dark Ages); but many useful -- and cheaper -- technologies can be researched in the first era (Lost Knowledge).
* I've deviated from the norm for units. Basically you have assault units (high attack, low defense) such as swordsmen and horsemen, defensive units (low attack, high defense) such as spearmen, and shot units (high attack, very low defense, range 0 bombard). The idea is that ranged attack units such as bowmen need to be defended or they'll be overrun and ranged attack units get a first shot against attackers when defending. I DO NOT KNOW YET IF THIS IDEA WORKS. I'll be redoing the unit values once it becomes painfully obvious that cavemen are overwhelming musketeers. The inspiration for the concept is the pike-and-shot bastion formations, tercios, etc used in the early modern period.
* Spellcasters are special units that double as artillery and FLAK (since undead and spells will be air units once they're added). This encourages the AI to escort their wizards, although, again, since I've seen the AI use FLAK but not catapults, it remains to be seen how this works out.
* Map Graphics may be a bit disconcerting, but not totally alien. Mines are replaced with worker camps, because some tree squares cannot be chopped down for the onetime shield bonus, but can be improved with a mine for increased production, like hills. Deserts still retain their coloration, but now they are a type of hill, with the appropriate defensive bonuses. Grassland shields are now stacks of cut peat.
* Because air units are reserved for undead and magic effects, traditional air units -- such as bombers and fighters -- had to become a type of land unit: very long range artillery, basically.
* The year is unimportant. You start out in Year One AD. Each turn thereafter is the name of a traditional month (Honey Moon, Hunter's Moon, Harvest Moon, etc.)
* All early "governments" have a standard tile penalty. Some improvements require a type of government. If you want Roman amenities, you'll need Imperialist. To build large pagan structures, you'll need Moot. Later "governments" -- those showing up in later eras -- allow you to take advantage of "advances in agriculture" so the penalties go away along with the corruption.
* MagePunk is based on historical Britain. It is NOT Britain. The setting is intended for the game to be played on a Pangaea setting, rather than archipelago or continents. Most Pangaea maps generate islands, so a random map with the right settings can kind of look like Britain. I did not recommend Pangaea in the Scenario Properties page, but I should have.