IMO, the mage heroes are a bit weak in comparison to the non-mage heroes. Twincast is nothing is compared to a Saverous with +100% strength, +40% City Attack, +40% vs. Archery Units, +40% vs. Mounted Units and +145% vs. Melee Units...
An interesting feature - playing as the Overlords, I've been able to enslave some of the enemy Fire Elementals I've slain.
I have a feeling that's not how it's supposed to go... (As an aside, those swarms of fire elementals the AI sends to pillage my territory are a pain. Which is just a good thing, of course, since that's a pretty smart use of them.)
More Sid's Tips notes: The game's using the (incorrect) Sid's Tips from vanilla civ for Market and Forge. Also, Armorer and Weaponsmith talk about granting Mithril Armor / Mithril Weapons promotions to units, respectively.
An Aqeduct might be a logical prerequisite for Public Baths? (After all, they need to get that water somewhere...) No actual game balance reason to make Public baths require an Aqeduct other than "it doesn't make sense to me otherwise", though.
Asylum problem: I suddenly noticed that, in one game of mine, Asylum suddenly started giving six unhappiness instead of the normal two! I checked my civics to see if that'd be the reason, but none of the civics I had (God King/Consumption/Slavery/Foreign Trade/Organized Religion/Protect the Meek/Religious Discipline) said it'd worsen Asylum's effects. Is this a bug or is it supposed to give that much unhappiness? (A saved game is available, if necessary)
Oh, and because I love truly epic games, I have one request - a longer and bigger tech tree! Tier 5, 6, 7 and 8 units! Twice as many buildings and wonders! More spells, no more everything...! (Megalomaniac, who where?
) I would, however, do something to the Warhorses tech - as a technology that only serves as a requirement for the next and proves no other benefit, it's pretty boring.
And one final thought - if 1.0 is supposed to be last version for a while, it might be a good idea to release a 0.95 before 1.0? Just so we can spot any possible bugs that might've been missed or introduced in the new version. Then after it's been out for a while, you could release the actual 1.0, with no other changes than all the bugs fixed. That way we won't need to wait for ages for a bugfree version.
An interesting feature - playing as the Overlords, I've been able to enslave some of the enemy Fire Elementals I've slain.

More Sid's Tips notes: The game's using the (incorrect) Sid's Tips from vanilla civ for Market and Forge. Also, Armorer and Weaponsmith talk about granting Mithril Armor / Mithril Weapons promotions to units, respectively.
An Aqeduct might be a logical prerequisite for Public Baths? (After all, they need to get that water somewhere...) No actual game balance reason to make Public baths require an Aqeduct other than "it doesn't make sense to me otherwise", though.
Asylum problem: I suddenly noticed that, in one game of mine, Asylum suddenly started giving six unhappiness instead of the normal two! I checked my civics to see if that'd be the reason, but none of the civics I had (God King/Consumption/Slavery/Foreign Trade/Organized Religion/Protect the Meek/Religious Discipline) said it'd worsen Asylum's effects. Is this a bug or is it supposed to give that much unhappiness? (A saved game is available, if necessary)
Oh, and because I love truly epic games, I have one request - a longer and bigger tech tree! Tier 5, 6, 7 and 8 units! Twice as many buildings and wonders! More spells, no more everything...! (Megalomaniac, who where?

And one final thought - if 1.0 is supposed to be last version for a while, it might be a good idea to release a 0.95 before 1.0? Just so we can spot any possible bugs that might've been missed or introduced in the new version. Then after it's been out for a while, you could release the actual 1.0, with no other changes than all the bugs fixed. That way we won't need to wait for ages for a bugfree version.
