Here are some observations I made while playing Elemental 1.1 (as custom faction with custom souvereign newly created for 1.1) . Hope they can help the industrious people at Stardock.
Bows in the shop are no longer priced relatively to their resource cost (at least not the empire variant, don’t know for sure about kingdoms).
Don’t know if its deliberate or an oversight that somebody re-checked the old prices for shortbows and longbows (100 and 250) but in the last part of the 1.1 beta it sure was different. This probably should be applied to Yithril bows as well...?
(unless of course it was some kind of covert bow-hater in the team. )
Diplomatic capital is worth riddiculous ammounts of value in the treaties part of the diplomacy screen.
At least while one is at war with a faction. This means that factions you are at war with will give you insane ammounts of gold for riddiculous AIs if you don’t trade the diplomatic capital for peace but for gold.
Might be a neat idea to give diplo capital a bigger impact for certain situations and I am all for it, but then gold should be barred from the list of possible commodities (or the 2 goods should be exclusive for a single trade which whould fix the issue either.).
This one is a de-facto game-breaker.
The sums for trading heroes still seems off (even in the trade-table-value with either the player side value multiplied by 10 / the AI hero-Side beeing the reference-value or the value beeing 10 times to high terms of real trade-value and the display on the players side being the intended but not enforced one.).
So either a cosmetical error or a real mistake in numbers.
On reloading a save monsters seem to sometimes attack where they didn’t before (autosave or not) giving them what seems to ba a double turn and sometimes rendering saves unusable. Maybe monster actions shouldn’t be re-checked on reload.
While kingdoms / empires can’t build on certain resources conquering those resources when capturing a city and getting the respective yield is possible like horses from stables as a player of an empire.
(Not a definite bug per se, could be a nice feature. Still thouhgt it worth mentioning should it be unintentional.)
The idea to change the age of maturity of kids up to 25 was frankly a very bad one imo.
That makes the dynasty-system even more trivial than it is anyways. Maybe the age should instead be reduced! to 16 (14 is another possibility but that might be both to fast and quite a bit touchy as far as censorship in many countries is concerned), this whould finally make dynasties more important not less and also is more fitting to the background of a dark forsaken world of medival-set fantasy. (not a bug per se but still very worth mentioning since without any detectable reason and sucking the fun out of a feature instead of adding to it.). Might be a bit touchy in some countries but it is a fantasy strategy-game after all...
Please do the players a favor and try to document some of those stealth changes (like age of kids ect.) in the future (if they where deliberate). Always having to find out anything by trail and error can be rather frustrating...