so let me dissect all of this then eh?
Spy: As in, the Undead classification should be renamed to something more appropriate (just as Mechanical was renamed to Construct).
mechanical or construct does not matter at all in overall comparison to the gameplay it self as it drives its purpose
I didn't type -heathen army and yet the army appeared (at least, the wording implies you need to type that for it to work). Also, buildings neutralized by the vikings should be transferred to them once the army shows up.
Heathen army appears at certain date regardless if you typed it or not, to keep the historical flow intact and gameplay as well
Valorous Stand: As in, the buff's tooltip still uses the name Mana Shield and the blue circle icon instead of the red sword.
Slightly weird remark i suppose but something minor to fix
They have names like Frankish Raiders, I don't think they're rebels.
They're Raiders, Hostile troops all the same
Briton Barracks has the Sail research. Also, Cawdr or Cadeur?
Cadeur IS Supposed to be there, sail research is not
Briton Barracks (possibly others as well) can't produce ranged units unless all upgrades are being researched, as this frees up the space for the skirmisher's icon.
Thats only issue mainly on the Bretons as they dont have access to stables yet need access to all of the possible tech, which was rather impossible to do, but with sailing moved along with one other thing they should get enough space to do the basics units
While playing as the Picts, there should be a timer and explanation as to what the clans can do, I was still trying to get the spelling right on the clan when they gave me the separation message.
all of the Clans are equal what they Can do, and you can't be serious about wasting 45 seconds on failing to type simply spelled names?
In fact, early-game options and alliances should be a dialog box or a chooser unit, the language is already complicated enough to read without having to type it.
No just no.
Workers should be able to set up small fortifications to better defend towns (especially those that can't be gated off). Also an ability to destroy trees.
Trees aren't supposed be destroyable for a good reason, so you cant remove anyone's resources entirely, as for the fortifications allready suggested, but untill siege units are further implemented, No
Shieldbearer upgrades (Defend and X Will) should mention which units get increased armor.
There should be some way to directly exchange gold and wood.
For a small brain person, The shieldbearer upgrade applies to everyone with Shield, as for Direct exchange, never going to happen as that would end up being Abuseable
Multishot should be a passive icon.
Larger ships should have Multishot.
Icon Unecessarily allready fixed behind my back, Larger ships, most definetly should not Have multishot if anything a boarding ability, but that one failed at the tracks.
Time-locked upgrades should mention the year they become available since there's no game timer.
Stables getting the same upgrades and researches as Barracks is redundant (and why would they have the Spy research)? Cavalry also lacks upgrades.
The ingame year is the Game Timer (1 year equals to 45 seconds)
Cavalry has same upgrades as the infantry for most part and the stables act as a secondary research structure since Someone didnt want to add extra pages to workshop, also because it would be otherwise quite empty
Dark Blue player is called Player 14.
Hounds require a hero to be hired unlike the other mercs.
Why only two Harvests at a time?
no s*it thats what you get for playing SP, Hounds arent mercenaries per-say they're Pets so they go along with heros, only 2 harvests so you cant queue them up indefinetly so you actually need to focus on it
East Anglia starts with a bishop and a priest but isn't Christian.
Bishop's Soul Burn ability's tooltip is unchanged.
As East Anglia, used -ransom red (red's slot was unfilled) and nothing happened, it should be automatic.
Many nations starts with priests / Druids, But with out religion, since you are supposed to have a choice, as for tooltip ill get on that, -ransom red requires 2 player particepation (you can also go manually destroy the target to do the same purpose)
Rams can target ships.
Weird one with the Picts: I'm hostile to them, but their buildings don't shoot back at me.
Ofc rams can attack beached ships seems completly natural. Picts dont frankly care for any players that dont damage them within their territory or that of their vassal they will however with out a word or warning declare wars within lowlands now and then attacking anyone in there
Replacing religious buildings: this would allow those who start with the wrong kind of building to gain access to one (i.e. Cumbria can grab the runestone in the SW, but if they want priests can't do so right away). There could also be map-wide buffs based on which religions currently has the most influence, with priests/druids/gothi gaining and losing bonuses as appropriate.
Viking ships can use their Muster ability at sea, resulting in a melee land unit trapped in the water.
replacing religious buildings is unegiotiable so stop suggesting it They're all Unique.
not my fault you decide to throw your men overboard to their demise. lmao for real anserw its impossible to determine to allow the abilities in vicinity of a coastline so hence why