Well.I'm not sure how far along you are in development - I've been clearing out a lot of dungeons just so that I don't (presumably) have to deal with monsters coming out from them, but I'm not sure if you had many more things planned for them as well. I can give basic feedback about gameplay/feel/balance but I'm not sure I want to go "too" far into the scenario if it still has much to do.
Final release will take some time, consumming it on exploration's texts, dialogues and exceptions.
Small corrections to apply shall be far less time-consuming and play the role of recreations.
Diplomacy menu beeing off seems to be a counterpart to negociations beeing turned off.Techs like trade, or allowing for the diplomacy menu to show
Is there a way to have the civs "ambassady" infos while keeping negociations off ?
I don't really get what you're meaning about "Trade tech" ?
Haha, many shall stay neutrals !-I have no idea how to get any of the neutral cities over to my side.

Some may join you by themselves under with special events, eg related to vampires or werewolves. One shall see more of them with exploration and the events added, thus have more interractions and more chances to trigger these rally.
I match your feeling !-Playing as the imperials, I feel that their color and the barbarian color is too close and hard to differentiate.
Having a little thought, would such a color pattern reveal itself better ?
Thifhty ... err six shades of gray figuring the AI ennemies for all ?
True those modern driving sign are rather hurting. Howether, pollution is not turned off, making use of pollution-reductor building with a (maybe half-)lore logic.You may want to make the pollution icon invisible within the city.
Maybe replace them with barrels, which we see in Skyrim cities taking the trash can role ?
Always having big difficulties with that, sometimes ending setting all in the light purple color !-There does seem to be some terrain that has the lower purple section with a wrong color as it shows up in some cities.

Haha ! You're right !-I think you'd do well to have a "munition fail message" for units that have less than 1 mp remaining. I've lost a few by not noticing this, and just pressing forward with the attack assuming it would be an arrow.
I do keep track of launcher in fact, to get back veterancy gains-I think that (at least for the human player / isHuman) you should have a pop up box for the animals that are killed and the reward that one gets. I didn't even notice that I was making money going after them. If you have an extra slot to give hunters special arrows you might consider only allowing them to collect this fee to give them more reason for being built. As it stands, any unit gets the money. Not sure if you could tell that an arrow was created by the hunter to get away without the extra slot - you're far more advanced at lua than me.
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I could move there this bonus indeed to limit it to hunters, dragonborn and heros. Didn't you find the hunter too powerfull in war by the way ?
Those are still extremely valuable for this scenario quality, and you have my deepest thanks for that !Anyway, brilliant start and as you can see most "issues" I've found are truly minor/easy fixes.