Before I begin, I'll preface by saying I understand that at this stage what we're getting is only a bare minimum of what's to come (hopefully). Also, I'm Australian, so I apologise if my liberal use of the letter 's' (or spelling in general, for that matter) offends anyone.
At the moment one of my biggest concerns is the current research system, as right now it shows little variability. However, this being said, although we've had it since virtually the beginning, the research system inherently depends on everything it produces, and as it effects every other aspect of gameplay, it is difficult to point out what is wrong with just the system itself. I do have a few suggestions here however.
1. Research should be an addition to founding a civilisation, not a prerequisite. With the setting being the construction of fledgling kingdoms after a cataclysm, I very much doubt that a 'kingdom' consisting of a town centre, a mill, a library, and maybe a command post would have the capacity to research an understanding of how shards - which essentially hold the power of the elements and underpin magical power and dominance - work.
2. Research, as a means of advanced and varied kingdom development, should not be required to gain basic needs. Although I really like how the food system has developed, I dislike how research is required to build farms (or their opposing equivalent), which are critical to the whole game, especially during the founding process.
3. Building on the previous points, the current research system is too beginning focused, which I feel is totally counter-intuitive. It is quite easy to get to a point very early on where you've researched everything you need and everything else is just fluff to idle away the time. I think that instead of having a funneling system, with huge variability with many minor research options at the start of a game, narrowing more and more as your research capabilities and civilisation grow, it should work the other way. A kingdom would logically begin from a basic framework and grow into its uniqueness.
4. Research should not, absolutely not, get quicker simply for the sake of getting quicker, it's just stupid (and I apologise to Stardock for this, I love your work guys, I really do). By the time I am able to research advanced spell mastery, I shouldn't be able to do it in 2, or 4, or even 10 turns. Advanced research should take a long time, even among more research-focused kingdoms and players. At the moment it just feels as though I'm clicking the next button over and over again every two turns.
5. This one I know is definitely a product of this being a BETA, but I'll add it just in case
. There is simply not enough possible options at the current time, I've finished almost all research long before I even consider looking at designing my troops to begin producing troops for some foreseeable conflict in the distant future. This also seems counterintuitive because it means that by the time research should be in full swing, it's virtually defunct.
Because I feel that I've been going on and this is turning into a rant, I'll make that my last point. I love you guys at Stardock, and I've loved every version of this BETA you've put out, despite your adamant reminders that we shouldn't have been having any fun whatsoever. I know that this is going to be a fantastic game, and I feel that at this stage the really critical stuff needs to keep coming, because platitudes, although pleasant, are useless to making the game better. Good job on everything so far and I'm looking forward to version 1.0.
Best Regards,
Paradoxical