I have some positive feedback after playing a little Alpha 17, as well as suggestions for the game in general. Thanks in advance for reading! I haven't tried out every civ yet, but based on what I've seen so far, here's what I liked (in no particular order: 1. Progressively higher tech costs. 2. More techs to select (including, I was happy to see, civ-specific ones, such as Rome's Sibylline Books, which had already been in the Republican Roman design doc for quite some time). 3. Unpairing of many techs (although I don't know if this is simply a placeholder, pending a different system). 4. Smoother process in moving groups of units across the land without formation hang-ups (although I noticed that very large groups tend to leave some of their members behind). 5. Rams can actually damage units now. 6. The Mod Selector. 7. Units on walls. Now for the suggestions: 1. Enable each hero to be trained only once - simply retraining a particular hero once he dies is rather unbelievable (and unrealistic) and removes some of the player's responsibility to make wise decisions. Players would be compelled to use their hero judiciously if they knew he wasn't expendable. 2. Enable trade with neutral as well as allied players. I don't believe a player should have to be outright allies with another player in order to enjoy economic benefits; even if a player is operating as an "isolationist", I think he should have the freedom to engage in trade with other civs without the obligation of military aid that an alliance would entail. Perhaps being allies with a player could grant someone a trade bonus, but I'd prefer that we not bar non-allies from trading altogether. 3. Re-implement the skittishness of huntable animals (known as an "escape distance"). Currently, an in-game animal waits until it has been stabbed/shot to decide to flee, which is not true to life. For those who might object that implementing escape distances would make hunting too difficult, that's where ranged units come in useful. 4. (this might not be practicable right now, but I think it could be classified as one of those "Nice to Have" features) Implement "fertile farmland" terrain textures, much like what was discussed in this topic. A red square when placing a farmfield would mean "unplantable", a yellow square would mean "possible but low yield", and a green square would mean "fertile, high yield."