Also: Feedback:
[WAI?]Tireless March
The spell Tireless march grants the army +1 movement in the world map and in tactical combat.
You can cast it on every hero in a certain army, so if you go with 2 heroes in an army, you get 4 moves instead of 2 on the world map (seems to be ok), but also +2 move for your entire army in tactical combat (as if everyone got a free horse/warg)
Not sure if thats intended, but seems extremely powerful for such a low upkeep cost (?)
[WAI)] Destinys Gift
Costs 100Mana, seems to grant a champion or your sovereign either a) +3Attack,
+3 Initiative or c) +10HP. I.e. you get a bonus equivalent to a comparable level-up-traits (Fast, Lethal or Adventurer are strictly worse than 1 cast of this spell).
As you can recast it as often as you have mana, you can create some serious 1-man-juggernauts (esp. due to the+Initiative).
IIRC this spell costs 500mana in vanilla, so I'm wondering if its supposed to be that good, especially as you can cast it on your sovereign and each time you get the +10HP-bonus, you also can cast the spell that grants one of your champions a levelp-up twice - essentially for free.
This combo just broke my last game, as I just spent all my 900 mana to cast it 9 times on my sov, getting +30hp, +12 ini and +6 attack -- and using those +30 HP to grant my biggest champion 6 free levels, still netting +12ini/+6attack, then just steamrolling almost everything my opponents had with those 2 heroes.
[wai]Economy/Taxes
Kinda wondering if you are planning on playing around with tax-rate-defines for abit ?
right now you use the tax rates from vanilla, but there you got a sweet spot of tax rate (40% for 22% unrest = full production 95% of the game) that is hard to leave. To get 50% taxes (just 12,5% more money) you'd go to 38% unrest (72% more from the previous setting)... and latter settings (60% taxate etc..) are even worse... =/
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That were my small "nags", if you are interested I can provide more (small, absolutely not gamebreaking!) things after each game.
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Now for the positives:
I am really astounded by the faction diffenrentiation - so much more expanded even when compared to the 0.8v when I played last.
On top of that I especially like that Factions are denied certain stuff, like Elves not being able to get Fire 3-5 or certain Paths.
Also a big props for the work on the heroes. Just got a few so far but I really dig that each one "feeels different" by giving them some unique starting bonus - even if its just granting a lvl 1 hero Path of the governor. Really helps to push a feeling that those a different ppl specializing in different stuff.