Some great work has been going on in the flurry of patches, and it is well done.
One of the changes has been to spread the monst levels off the combined average of adventures techs researched. I can certainly see the reasons behind it, but it is pretty much assuring any large game has no monster depth at all. I think I have only had one game where 300 turns in I tier 2 creatures and that was right at the end. Not onl is it a shame to miss out on the more fun creatures, it makes the whole monsters challenging att first then quickly trivial and pointless.
I think there are several ways that this could be fixed.
1) Make it the average of the 2-3 highest adventure techs instead of all players, thus when you knock out players it doesn't forver stop high tier monsters.
2) Instead of adventure techs make it ona percentage of land not covered by influence. later in the game when most of the land is habited, the really nasty monsters are staking their turf in hefty armies.
3) I doubt this is possible but worth throwing out there, make it so that the spawn level depends on the closest factions influence and it's tech level.
I really think the current system is a total waste of high level monsters.