1.) This update was less about new quests and more about polishing what was in there (loot, encounters, text, etc).
And I appreciate that. The longer I play, the more little tweaks I see... especially to the friendly and enemy graphics. I like that.
2.) 15 games and no fertile tiles?! How long are you playing for? I know that this system is currently too random...I've seen anwwhere from 1-7 fertile tiles on a tiny map. That needs to me more reliable in producing maps with just enough spots to make the gameplay fun, but not a cakewalk.
I've played for about 30 minutes or so each time, or long enough to display 1/4 of the map. I figure if you can't find a buildable tile in 1/4 of the map - there are issues.
3.) Still playing with this. Basically, Enchanting as a turn 1 feature was overwhelming, and we had to gimp effects for balance. By putting it later in the tree we can beef up the effects, but now it may be too far back. We'll see what kind of feedback we get and tweak from there.
As it is... the bonsues are so tiny, that it's not worth investing in the line. A +1 to this, a +3 to that? It went from being overpowered to pretty much useless. The last few games, I haven't even bothered. Maybe leave it in to say you have it... but unless you GREALY improve it, it's useless window dressing at this point... and useless window dressing that you have to wait WAY too long to use.
4.) Do you keep getting the same starting locations? There are tons of starting spots (surrounded by shadowlands, swamp, desert, etc.) - though I can appreciate the need for many more to please the hardcore crowd. It certainly sucks out a bit of the mystique when you start noticing the same bits of map being used.
It's not EXACTLY the same, but basically the same type. I'm playing random large areas and it seems I'm nearly always on a peninsula or surrounded by mountains. How about in a nice, fertile plain? In a forest?
See my other issues... the logistics issue is a killer. You need to look into that ASAP.