So kudos on many things about 0.92. It's starting to get that one more turn feeling. Suggestions
1) It's more fun to take a city and be able to build the non-city creatures that the city's circle of influence allows. I've always intensely disliked the limitation that 'your faction can't build this'. Options are what make strategy games fun. Instead, make it more costly for certain factions to do certain things. Example: everybody can build drake camps, but faction x can do it for less x or faster or for less political capital.
We already have the limitation of the shards. That's enough--it's pretty important. If you allow the change I'm suggesting, taking cities by important camps will become more strategic and more contested and thus more fun for everyone to take every city they can.
2) Make sure the Magic starting spells and the possible increases are made clearer. If there is any way to choose some of the starting spells and see what my future options are I have'nt figured it out.
3) If you're still reading, to be a rebel, I'll make a third {repeat} request though I guess it will be ignored--I still think if you take a city you should be able to build anything they are currently building. IT WILL MAKE MORE VARIATION thus more options and thus more fun.
That's all. It's getting better!