I listened to the twitch stream yesterday and there was a call for suggestions that really matter to the player. This is basically a repost of a previous suggestion but it matters enough to me to repost it here again. I did add a few others too.
#1. The only way to figure out how a city grows is by clicking on a city and looking at the small bar in the bottom lefthand corner of the screen. I’d be nice if this information (in whatever method you want) was added to the bar above the city (next to the production bar). Additionally, when I double click over a city and hover over the food/wheat symbols, I’m told how much food I’m getting but not how it effects growth. I’d have no way of knowing that I require 40 food and so I’ll grow in 10 turns. Adding that to the tooltip or another obvious place in the city screen would be an immense help. I find it really annoying to figure out how much food I need all the time. If anything, just add the info to the tooltip and it would be the simpliest solution.
#2 There isn’t currently a way to queue production or add more than one production at a time. Since pioneers are required to build towers, it would be nice to be able to queue up 20 pioneers if I wanted and leave the city screen. Because that is true, and it has been stated before that production queues are a no go then it would be nice to put something like pioneers on repeat. It's still very very very very very very very very very (did I make myself clear here) to build pioneers and have to go into the city screen every single time to build more pioneers.
#3 City screen – progress section
a. Add production cost to each item you can build. Right now, it only tells me how many turns it will take to build something but not the actual cost. This can matter a lot when I need to know if I want to cast a spell that gives me more production
b. On that note, the 0 of X turns could easily be the easiest place to put that production cost info
c. If I put the garden into production and then hover over the artwork for the garden, it does not tell me what the garden does. This would be a nice to add.
#4 Would be nice to have a tooltip when hovering over a skill like compassion. I just have no real idea what it might do. A hint here would help.
#5. I'm still not feeling the priest skill tree and much of that has to do with destiny's favor only being useful only if you go up farther up the tree. I wish there was more options for destiny's favor beside summoning a strong/weak unit and blowing dudes up with a holy fire.
#6. Boat and road should be starting spells for most sovereign but at least the commander.
#7. This isn't a game breaking issue but something I feel should be changed if possible. Right now, no matter what I do, there does not seem to be any hit chance reduction by hiding behind on screen bushes or behind other units. Enemy archers seem to hit from what feel all the way across the screen. I don't mind this change working both ways because hitting with range should feel hard until you use spells or abillies on those units. This would also make the Sniper unit for the guardian then more useful. Either way, I wish every space from firing to target had a significant reduction change.