Another reasonable but not especially brilliant attempt at recreating Master of Magic, Age of Wonders still does it better.
Never interrupt turn processing to force the player to communicate, finish processing the turn.
Allow all possible operations in any screen that are germane to that location. For example, if in the city detail screen not only should you be able to cancel a city spell but you should be able to cast one too rather than having to exit and go to a whole separate screen.
When casting a spell on elements in a group, allow multiple elements to be selected at once instead of cycling through the spell book for the same spell each element at a time. This is beyond tedious, its thoughtless.
There is no economy. Most loot is valueless trinkets. Major magic items are accumulated by the dozen. This isn't good. Selling things into the economy should have an effect. Dump enough magic trash and something special should become available. Otherwise it's a pretty tedious activity with little reward.
There needs to be a treasury for the player where he can stash his crap instead of carrying it all around. The contents should be accessible anywhere connected to the trade network. This gives the possibility of collecting trophies.
Speaking of Trophies, more items that can be captured and added to the city would be nice.
Nothing you build is scalable. This is the old Civilization paradigm.
All stores connected by road should have all possible items present for sale that exist in the network. Running around to a particular store (if you can remember where it is) is simply annoying.
Items sold into the market by the player or the AI should be available for purchase rather than being destroyed. Or, again, if destroyed then they should contribute to making something special available.
All, all items in the store should be available only contingent upon sufficient resources for manufacture. I.e, hunting for items necessary to make all that cool shit now becomes interesting and necessary.
Rather than designating a city to be a certain type and then limiting what can be built, allow all things to be possible to build and let the nature of what is built determine the designation of the city and whatever advantages that brings.
Visually the groups shouldn't be larger than cities.
Plotting movement is difficult with the avoidance feature on plotting, you have to manually move the damn things through non friendly territory. Or it plots you right into a hazard and you've got to reload.
In combat there should be an ability to change weapons, or use secondary weapons.
Visually it's difficult to distinguish roads.
Occasionally attacking a particular monster group crashes the game.