Okay.
Useless buildings: Slums(needs "much" more housing), Estate(needs more prestige), Mansion (needs "much" more prestige, Bank(needs "much" more gold), Tax Office (20% at least),
Perfect Features: Food, Villas, Houses, Average Tech Rates, Huts, Forges, Granaries, Barracks, Armory, Refined Housing (tech), Refined Farming (tech)
Near Perfect: Unit Training, Unit Design
It needs to be said that Conclaves (and its clones), Monasteries, and Town Councils are only Useful in a Size 5 city with at least 4 Schools or Universities. Its currently only possible to build one Conclave in a city (which makes sense) however it displays that 8 are possible ... instead it should display that only 1 is possible. If more than one Conclave were possible to be built, then Monasteries would automatically become the most useless building in the game, right before Banks and Tax Offices.
The idea of Veterancy, and the fact that Elite gives double HP (usually 20), is epic and awesome.
The Fail-ness is that currently Veteran, Expert, and Elite troops, while theoretically having extra HP, currently always have 10 HP.
Currently Road Construction Costs 10 gold per turn. WHAT!?!? Is Road construction SUPPOSED to be that expensive?? On the same note, currently Cities and Roads cost 0 maintanence. I suppose its to help testing, but still ...
Lots of bugs with City borders, City movement in general, among others, but City based bugs are the MOST annoying ... especially moving units out of a city.
Currently the limits on what building can be built when (as far as city size) makes a decent amount of sense ... however Pubs (and Taverns) should be allowed in ANY size city (imho). Also, it doesn't make alot of sense how soon we are able to build Monasteries, Conclaves, Galleries, and Town Councils ... given the "nature" of the building. I mean ... its just not efficient to build them before either size 4 or 5 ... and even then PROBABLY only in the capital (since I "think" that the Palace allows for more squares in a city).
Since this is a complete rewrite (with refined ideas) of a previous post, I'll again say that a Civil Engineering Office should be allowed at Refined Administration. I don't care what the materials cost is, but it should use 1 space, and provide +4 (or +5) space, to give a net of +3 (or +4) space. In this way it functions similarly to the palace by having the ability to stretch your cities into grand Metropolis. I would advise that the limit of Civil Eng Offices equal the city size. So a size 1 can build 1 and a size 5 can build 5.
There should be more Magic and Adventuring techs.
Weapon Variety and Balance is non-existent, of course. I know that its not going to be added for awhile (like boats and horses), but it sure is painful.
There should be a Diplomacy tech which allows for Roads to be built to Friendly Rival nations, as well as Trade Routes to be established.
A way to handle Experience Points (rather than 50 points per battle)
There should be a constant value of experience gained for enemy Combat Value. My numeric placeholders would be 2 x combat value. This experience should then be adjusted based upon number of kills and ratio of strength. However being stronger than your opponent should not cause less experience to be gained, although being weaker than your opponent should increase your potential experience points considerably.
This experience is then split into the participating units, proportionally based upon total damage dealt to the enemy x (1.10)^n where n equals the number of enemy soldiers* killed. *for killing a company, n would equal 10, and so on.
The actual experience that each unit gets is decided by taking the previous value that the individual unit recieved, and multiplying it by ( 1 + total enemy combat value/ unit's combat value).
In this case, if the individual unit is one third the power of the opposing army (that was defeated), then its experience gained is 4 times as much as its "share" of experience. However, if it dealt no damage to the enemy, then it recieves 0 share of the experience.
//example
You fight 10 enemy soldiers. Lets say it was a company of infantry with total battle rank of 150. We then multiply this by 2, to get 300.
Lets say you fought against them with a company of archers and a Champion. Lets say the Archers did 70% of the damage, however the Champion got all 10 kills.
The archer would have 210 base experience while the Champion would have 90x(1.1)^10 or 233 base experience.
Lets say that the archer company had a battle rank of 50, while the melee Champion had a battle rank of 200. According to our equation, the archer would get 210 x ( 1 + 150/50) or 840 experience. The Champion would get 233 x (1 + 150/200) or 408 experience.
However, if the archers only dealt 30% of the damage, and the Champion dealt 70% of the damage and killed all 10, then the Champion would get 953 experience and the Archers would get 360 experience.
As another example, if that same champion of battle rank 200 fights a spider of battle rank 30, then it would get 76 experience. (30 x 1.1 x ( 1 + 30/200)) = 76 (rounded) ... I would prefer for experience to at least store 2 decimal places during calculation, and round to the nearest whole number before applying to the unit. Then units would only store experience as integers. Also, Units should probably level up as a whole.