Quoting Heavenfall, reply 2 I just straight up DO NOT GET the hit point reduction. It seems completely illogical. Tactical combat should last longer, not shorter, especially considering how easy it is to cheese the AI in tactical. What's the point in having 8 men with 45 health get taken down in a single turn by an enemy 8-man squad with 80 attack? And that's just using bloody boar spears.
http://i.imgur.com/jo0fl.png and that's in a city! They really have only 35 health.
I also had a quick look at the events and they seem to be quests prompted on civ or capital city size. I think something that would be fun for these kinds of events is the possibility of removing the ability of users to "not accept" the quest. I.e, events should be possible to be "forced" on the player.
Imagine a quest. It spawns Nefarius, the Dread Dragon. He rampages through the lands, killing your lands and cities. This just randomly happens. But... "Would you like to accept this quest? Y/N?" just breaks the entire concept of events down to "do I want to bother, or am I busy?".
Quests don't require a Y/N.
Heavenfall is referring to the fact that random events, the ones I've seen so far, are actually quest that you can accept or ignore. They're not so much random events as occasional quests that you can chose to not accept.
I was expecting something a bit different, like: "An earthquake just tore the continent in half", or "An eclipse caused all mana sources to fizzle out for the duration", "One of your children has contracted a life threatening plague and will die unless cured in the next 10 turns".
As for the HP drop, it makes the armor rating a lot more important, to the point where I sink everything into armor, and on the battlefield, I just berserk one unit and use it to murder everything while the other stacks defend it.
Also, a funny thing sort of happened. I had conquer a town right next to another enemy town, and when I destroyed one of the improvements they had in their ZOC, I could build mine on top of it. I did, but it immediately defaulted to their property.
Also to the also. When you conquer a town, any improvement it has built will continue to extend the multiplier for population consummation, leading to actually having more people working, assigned to the improvements than the population of your kingdom and that of the conquered town combined. It is annoying. If I'm not mistaken, the population cost increases on a global scale, that's what causes the problem. If it was just local, it would go away.
Also to the also also, a bunch of icons are missing from the cloth map, chests, temples, graveyards, a bunch of stuff, and since I play mostly on the cloth map, since after a while the 3D engine stutters a lot, I miss most of them. And some other stuff, like abandoned villages don't have a tile on the 3D engine map.
Alsox4, the Kingdom power counter seems to be working better, I'm actually capable of staying on top of the list, regardless of how many weak units the enemy has. Although, it could be because mine are also all groups, instead of very powerful individuals.