So it's my first thread here, i preordered the game long time ago, but wasn't actively testing it during beta ^^
I noticed what could be a huge balance issue, almost game-breaker if the game is to be played multiplayer one day.
It will be very short to explain :
When you capture a Fallen city as a Kingdom faction, or a Kingdom city as a Fallen faction, well, you keep the existing buildings of the faction ... fair enough ... But since most buildings gives the exact same effects in both faction, why can i add my kingdom buildings in addition to the existing fallen buildings ? This means i can have a money changer and a merchant at the same time giving me +2 Gildars per turn, and same goes with all buildings.
This means conquering a big city and developing it leads to a super-monster city with every buildings in double, i let you imagine how unbalanced the city would become.
The whole conquering mechanic needs to be rethought, as i fail to see any way to fix this in a simple manner. The obvious idea would be to allow the conqueror to build other faction's building, but there would be a conflict between tech trees i guess ...
Other solution is to transform the fallen city into a kingdom city, but keep the terrain improvements like warg dens, mines etc.
If you have others suggestions please let us now, but i think this should be fixed ASAP amongst the many other major issue that cripple that great game ...