First, id like to say I'm a huge stardock fan. I own nearly every game you guys have ever made with no regrets (..except WOM). I will be following suit like many others and will be purchasing FE, even though I got a free copy. The time and resources you guys have put into FE really does show. It seems much more a labor of love than WOM ever was. I can definitiely feel the "just one more turn" bug creeping in everytime I play. Having said all that there are a few observations I have on gameplay.
1) Creeps. The creeps in the game are a great touch. Exploring the land and fighting the environment is quite fun. What is not fun however is the double standard. It has been said in many posts before this one, and will likely be said in many posts after it. The computer should not get a free pass on creep aggro. I cant tell you how many times a deadly dragon has gone on a rampage and beelined right for my territory, completely ignoring the computer, regardless of who bothered it. Not fun. Severely detracts from the experience.
2) Outposts. Interesting idea. Very Konan. What I have a hard time understanding is its area of influence. I also think that it could benefit from a garrison module that stations troops in the tower. I also have a pet peeve about the computer building 3+ towers on top of one another. It clutters the map and has very little if any benefit. May I suggest a spacing limit similar to the one on towns.
3)Essence. Im really torn on this one. While I get that youre trying to limit the proliferation of city enchantment while forcing choices, I cant help but wonder if it would be better served to just have a decent mana maintenance cost placed on the spells. This would in effect force you to make the decision to enchant your units, or enchant your cities.
4) Heros. Love heroes. I disagree with several posts Ive read saying that they were too weak early on. I think they progress at just the right pace and truly enjoy the different RPG elements that they infuse.
5) Quests. Extremely well done. I actually take the time to read them. I dont like that they disappear if you say no to something thats far too difficult for your level. Id much rather have it waiting there until I was ready to do it. One of the things im truly looking forward to is seeing what this amazing community can put together in terms of quest packs.
6) Realm level spells. age of wonders did a fantastic job of instituting realm level spells. Basically these spells could produce some truly drastic effects within your own borders; Freezing the land (turning oceans to traversable ice), fire auras (damaging any hostile unit that stayed for too long in your lands), fertitility auras (regrowing the lands), death auras (killing the lands). I was surprised to see no such abilities in elemental. Maybe im just missing it in the magic tree, or maybe my leader just isnt powerful enough to cast it, but its a tad shocking that we can do so little with the land. Part of the story line of the elemental universe is your sov restoring life to the land and reversing devastation from the war (again, could be wrong).
7) Diplomacy. I think the AI may need a rework when it comes to interaction. As my forces begin smashing face, slaughtering armies and stealing city after city after city, the AI still thinks its winning and the likelihood of them coming to the peace table gets worse. This defies logic. They are getting mauled while doing no damage to my troops or cities, surely this screams "make peace!".
8) Summons. This has been beaten to death as well. More and better summoned troops would be nice.
9) Upgrade system. This is exteremely important IMO. The troop upgrade system lacks transparancy. Ive played several games now and still dont completely understand how it all works. What the computer considers an upgrade isnt always in line with what I do. I can honestly say that this whole system is a little confusing to me and more often than not I just create a different unit out of frustration and destroy the old one.
10) Roads. Dead horse. I would very much like to be able to choose routes and/or destinations.
Again, amazing job so far. This really is what WoM should have been.