First off i would like to state I'm impressed with how well this beta has gone with the developer to testers relationship, this shows just what a beta SHOULD be. Second every time I've had an idea or an opinion on how things should be done someone else always put it out there before i ever could, but this time i got stuff to share!
UI Overhaul
Lets take a look at the the current UI to start with

It looks alright at first, but when i started playing i quickly noticed i had to look all around the screen to get the information i needed. The city and Adventurer information is split between the far left and the far right side of the screen causing a lot more work than necessary.
I propose we combine the Events tree on the right with the Kingdom/Empire tree on the left. I think that the events that relate to the item in the tree should appear off of that item. Here is how it would work:
- City events branch out of the city icon itself. Such as finished buildings and trained units
- Adventurer specific events would branch out from the adventurer
- The other non specific events could go from top left of the screen and flow to the right(the the bar on the right and just rotate it to fit in up there above the kingdom/empire tree) i.e. spells, battle, diplomacy events
Basically any event that can be tied to a specific object in the empire tree should have its correlating event notification branch from the object itself in the kingdom/empire tree.
Now that I've stated the idea 3 different times hopefully you know what I'm talking about. What? you don't, well here's a poorly doctored photo that will help you out.

Seeing this now reassures me all those hours in mspaint were worth it
Obviously the event icons would be standing upright individually instead of side ways but this should get the point across. While i would like to the move the center bar at the top of the screen displaying resources over to the left more i think it just gives a better feeling where its at and helps prevent the cluttered feeling.
In Sins of a Solar Empire you could expand a star system and see all the units and buildings in the system and click and order them around without ever going there. While awesome i don't think we need quite that level of assistance here but i would like to see the ability to expand a city to have it display the garrisoned troops in the Kingdom/Empire tree. I'll leave the visuals on that one to your imagination. (hint put them under the correlating circle)
I know this takes up more reality space on the left side of the screen but at the same time it completely frees of the right side of the screen. Anything that you may not be able to see because of the left side expanding out to the middle will be negated by moving your screen over some to capitalize on the extra space from the right side.
Anyone who's played wow (raiding, even non raiding) with to many add-ons knows whats its like to lose a ton of space to UI pieces being everywhere blocking your vision. but if you organized all the opaque/overly large things off the side and had a clean edge on the other side makes it felt much nicer than the tunnel vision of surrounding all sides and looking at your game through a scope made of add-ons
Clicking on the Event notification that tells me a unit has been trained to bring up the Training menu and queue up some more solders, while the other button would clear the event notification. The training window will be at the button as seen in the doctored picture. As for selecting the unit you could just expand the city in Kingdom/Empire tree to select him/her and then issue move orders. I would assume one click on the mouse selects them the other click selects and moves your screen to them.
Build Menu's
The only other real gripe with the UI i have is when have a city selected and you go to train units and then build some buildings or vice versa, it takes to much effort to switch between the two. You have to close the build window, click on the different tab for the city, then click on the button you want, AND THEN you can build/train what your after. The build button and the Train icon are always first no matter which build window you have open and i think you should be able to click on it to switch over to the opposing build/train menu. Or a toggle in the training/building menu itself for this.
One more thing is that in the building menu you can right click anywhere on the map to cancel it, but on the training menu you have to left click anywhere on the map, the which button is used for what should really be standardized through out the game (though i don't know where else there are discrepancies).
Adventurer Level up Notification
When your sovereign or an adventurer levels up you forced to place their stats before you can do anything else, and then afterwords you receive an event notification telling you that your sovereign/adventurer leveled up... yeah that's a little redundant and the notification is in my opinion completely worthless with this setup. I would request it being removed. Although if you could level up later then it would make sense, but i think i should start a new thread to discuss that idea.
MISC Things
For those of you have survived the wall of text from above, your reward shall be MORE text
these are in no particular order and i apologize if they have already been stated/addressed:
- [Diplomacy] Ability to trade maps
- [Diplomacy] Ability to share sight with another player (separate of alliances)
- [Tactical] Adjust the animation speed in tactical battles(i find my self waiting on lumbering units)
- [Shop] A toggle that will only display items i can equip, instead of just all
- [Char design] Ability to rotate/zoom the view on your sovereign during character creation
- [City] Look at the current bonuses on a city
- [City] See the current bonuses on a city when choosing level up bonus
- [City] Queue up buildings adjacent to buildings currently in queue/construction
- [City] build from city nearby not connected resources
I still find myself snaking cities, you have to to get your city bonuses to apply to that resource. to fix that i would like to see the last one of both of the last two options listed implemented(though i would like to see the queuing one regardless). obviously there would be a limit to how far away resources could be, to directly build from city but that would be something to discuss. i.e. from city center or improvement edge.
Yeah i probably should have made more than one post but not sitting down to do this sooner resulted in, well this, i really look forward to every ones opinion on this and what we can come up with.