My concern with your idea is that colors for different players may clash. Your mockup has various shades of blue to purple representing units on the same team, but what if another player's color is purple? That could be confusing. It's the main reason I think the whole color heat map idea is flawed.
Ok as I explained in the picture, the colors can be changed to colors that the Dev's will think that will not mix with the players color, Right now there is a Total of 6 Colors for the Players to choose from, in the Future the Dev's hope to have up to 18 colors or more. That's fine, so go ahead and think what are the Colors that may work to differentiate the Units.
the lack of terrain features on the strategic map is jarring. The main map zoom level is sufficient to let you understand the terrain, but the main map is not good at showing the strategic value or dimensions of each region. The reverse is true for the strategic map. No single view in this game helps you formulate a complete strategy with regard to the map state, so strategy feels disconnected.
I am with you on that too, and I know that the problem may be in the map editor, I wrote about this in a different Post a while ago, I Even Asked the Dev's about it.
I asked, Are we gonna get more height Variations for the maps?
With regards to the maps themselves, eventually we plan to have more levels on maps (that is, be able to go into the basins).
Let me explain this eviator, If you have tried the Map Editor you can see that the game just use 3 different height Variations (usable) +2 more (not usable) and they are very low Variations, I mean that they are not high height, (they just go up a few meters per variation) and That not Enough.
This game need much more height Variations and make them higher and bigger so you can see the difference of Heights per Variation, so Being zoomed in or all the way out you see where you have a mountain and where not. by doing that you may get a way better understanding on the Terrain, and by having a better understanding you can create better Strategies.
The empire tree is of no help because the icons are so generic and are in random order. On the strategic map, army composition info is nonexistent. The lack of quick and precise army composition information makes that element of strategic play feel disconnected.
I did do a Mockup idea about the Empire Tree a while back, did you see it? if you connect that mockup to this one, it may get way better by knowing really what do you have when you click on a group I think, its just my personal opinion.
the state of the game unfortunately does not do a good job of organizing the information on the screen so the player can make good strategic decisions based upon those key elements.
I am 100% with you here too, and the Dev's know that, that why we are here, that why we got to be founders, not to just say that but to also give some ideas to make that better, The Dev's will see what ideas from us will take and use, the cannot use everything, they cannot do whatever we want, but at least we are here to show them some new things that may work or may not.
The player is limited to thinking tactically one to two moves ahead (this region then that region, I need more archers) instead of strategically (this group of regions, with a forward base here, for taking and holding that Turinium node, the army in this location should have a 1:2:1 ratio of brutes to archers to Artemis, with two sentinels and two Falcon AAs).
That's not bad, but yes the game need more strategic value and better dimensions of understanding better each region, I still have to repeat that again, AOTS maps needs way more height Variations to understand better the terrain.
but in the mean time I'll try to enjoy just playing this like a slower-paced real-time-tactical game.
This game is not a slow paced real time tactical game at all. try to play it at a slower pace against another player or a hard AI, there is no way you can do it if you want to win, To be clear AOTS is not a Tactical game, Tactical games are the games that you manage a maximum of maybe 6-10 units in a map.
this colour-dot-suggestion does not adress the "icon-wars-problem".
Thank you snierke, I am not trying to address the Icons war problem here, I was just giving an example of an another way for people to recognize units at a high lvl zoom without any icons on top of the Units, you still need the Empire tree on the side of the screen to know the quantity of each kind of unit that you have in each Meta Unit.
And Remember something this game will change a lot in the coming months after release for the better by adding a lot more into AOTS.