Thanks for the replies. I have more to report! 7a. Gaia elements like trees have health bars displayed upon mousover. IMO, they should only show their health on click, else a player is liable to be confused with the multitude of health bars popping up. b. Gaia indicators on the minimap are of the same thickness and opacity as unit indicators, which even in 1P game make things confusing. When more players of different colours enter the game, it will become still more confusing deciphering what is an enemy/ally and what is gaia. Plus, it makes the minimap more cluttered. 8a. When you fully zoom in, then move to an area at a greater height, and back, the camera doesn't zoom in again. In other words, it doesn't "stick" to the ground, and shows a zoomed out view of the first area. b. UDLR doesn't adapt to a changed camera angle. This makes controls very confusing when you prefer a different angle. Also, it may be possible to adapt to different control when the map is rotated to standard angles like 90, 180, etc, but not when rotated to intermediary angles. I'd like UDLR to function independent of the angle to which the map is turned, because that is the most intuitive. 9a. There isn't any movement indicator, like the red X in AoE, so you don't really know where you've clicked. It would be helpful. b. It's impossible to have units move in a field without their beginning to farm. The only way to get them "through" a field is to click on the other side, which may not have been scouted. c. The attack cursor appears for a huge radius around an enemy unit. Not only does this make attacking a particular unit that much more difficult, but it also means inadvertently attacking when you don't want to. 10a. Why are there "alt" versions of each unit? For example, there are Hellenstic hoplites with different styles of helmets. Clicking on them reveals that one set has a yellow diamond next to their picture, and the other set a white diamond. I like the variety, but if you double click on a hoplite, only the surrounding hoplite of the same version are selected, when all should be selected. b. Unit stats are not displayed when you click on a unit. 11a. Loading units on to a ship can be performed from a huge range. I had a ship that was more than ten squares from the coast, and I was able to get a unit on to it. I was also able to get a unit to board a ship from the top of a mountain. That shouldn't be possible. b. Unloading a ship can be performed anywhere. I had a unit offloaded in the middle of the sea (IIRC, there is only one gradient for water?), where it was able to move freely on the sea bed. 12a. When units are crowded around a building, it naturally has problems spawning further units. However, when it encounters this problem, rather than pausing production, it cancels all further production. Further, an ugly code-filled notification pops up in yellow in the upper left corner of the screen. b. When multiple ships are selected, they have trouble moving. When a ship is blocked by terrain or by other ships, ALL the ships in the group stop. This means that you have to chart a circuitous and laborious route for the ships, all the while keeping a close eye on them. 13. The LoS of hippeus and trieres is way, way too much. You can see things on the opposite side of a mountain. 14. Gates don't function. 15. Meat doesn't rot. You can leave a carcass around for the whole game, and it won't drop in value. 16. No gather points implemented yet. 17. No animations for fish or for fishing, in the form of nets or anything. 18. No animation for oars. ^sorry for the last two. I know you are currently sans animator, but I just thought I'd point these out.