using the 1.08b, some of this is from prior to that but i didn't see it mentioned in the change log. not using the 1.08b.094, and once again, i don't see a change log for a hot fix...
not that you want to use autoresolve anyway, but that last time i tried it, it was costing a move. using manual combat you can attack into any number of surrounding tiles, using autoresolve, you will run out of movement points
autoresolve is not allowing enemy units to retreat. manually attack a soveriegn queen, she runs. use autoresolve, and despite a lack of reanged weapons or spells, she dies. very cheap
the tactical combat AI is so phenominally stupid that it can't seem to figure out that if it moves diagnal 2 squares it can attack, but if it moves forward one first, its blocked by its own guy and can't get into an attacking position. its just sad.
shops need categories and sorting methods, while the quanity of stuff is pathetic at the moment, if the modders ever get involved this will get out of hand, weapons, armour, food, mounts all need categories. furthermore it should be leg armour, body armour, head armour, etc. and buttons to sort by defense/attack, cost, etc. this is just basic, basic stuff. i shouldn't even have to say it.
two unrecruited champions can form a party, this doesn't prevent you from hiring them, but does prevent you from hiring them individually. and while you only need enough movey to pay for the leader to hire them, you will be charged for both, causing you to go negative if you don't have enough, and more importnatly, loose alot more money than you thought, since you are only told the leaders price.
buildable stuff in a city is not updated from goody-hut loot, pick up some materials or gold and try to build that study/hut/whatever and you still can't, not unless you save/reload or end turn or otherwise somehow force an update
why is there no overwrite/delete confirmation for same games?
monster numbers don't seem to scale with map size, or atleast proportionally. i am seeing about the same on a medium as i am a large, but the large they are more spread out and therefore never a real threat. if its increased, its not enough.
during trade, the popup for quantity often blocks the percieved value, making trades of high value for low value goods very tedious and aggrevating.
when defending in tactical battles, the popup trading cards block the bottom part of right hand list, prevening selection in this manner.
reloading causes the "show terrain windows" to disable, thisis a barely a nuisance, but the problem is, why is anything resetting, its gonna bite you in the butt later if you don't find out why and fix it, when something more relevant starts reseting.
resources spawned from technology can appear on the borders between two nations, if your city is established and large,and the other smaller, you are guaranteed to loose the resource when the small finally levels up. further, trying to snake to the resource to get any city specialization bonuses, irrigation, whatever can require alot of unneded or unwanted buildings, and if it happens to be between two of your own cities, you are going to create some problems when the influences mesh.
cities which barely touch can get a tangled border, this appears to cause 3 problems, first is a visually ugly knot, second is things within this tangled border don't always show as being within your borders, so you have to wait for a level up to build them. third is resources spawned by technologies sometimes spawn out of your borders when they are spawned near these tangles, atleast that seems to be the cause for the few resources i have seen spawn outside my borders.
the green x denoting a destination isn't always visible. move 6 squares to the left it vanishes, 6 to the right and it appears. in liu of a force move, or an actual path being displayed when the unit is selected, or any indication the unit has a destination, or anything helpful, this needs to be fixed
a goto button is needed, something which shows the path a unit will take to get to the destination being given prior to actually attempting to move, so that mountain pass, which really isn't a pass, it just looks like one because the graphics aren't clear, doesn't send my guy running in the opposite direction, wasting valueable moves.
city spamming is still very viable. caravans can usually get you enough food to reach level two with some extra for your capital. arcane labs and material shops have no upkeep. given the long training times, multiple cities let you train faster and recover population faster aswell, since interior cities need no defenders, there is still no significant downside, and virtually every reason to do it.