i had a few suggestions if you don't mind. i know a few beta testers but only really make conversation about them with one player... i thought making a civilization TYPE decision at the start of the world could be beneficial in a lot of ways. for instance, you would have to add forethought to your initial drop groups and times but also stipulate player types in your recruiting efforts. then your team based gaming would be more intricate based on the pairings of play styles and player types.
for instance, you could make a war oriented player style, boost it's offensive firepower. with this option, it should cost. attack power is great, but it could come at the price of slower resources gathering with a higher haul capacity. weaker defense and walls. and dim-witted scholars that reduce loyalty 15-25 each hit instead of the standard 20-30.
an economic based player would gather resources more quickly, haul less, have more merchants in the market with increased walk times, and a slower weaker attack force with standard scholars and standard defense capabilities..
i think this may increase strategic gameplay adding a twist to play styles.. maybe with a third player type to offset one of those and be trumped by the other. appealing bonuses that cost in another crucial area.
anyways. i would love to hear feedback from you creators. and i would be thrilled to see some more strategic complexities added.