Just got home and updated to 8.001. I'll try to add a summary of thoughts at the end, but for now, going to be whatever comes to mind:
I like the menu music, though its default might be a little bit loud(but easy to fix). After updating, looked that the options a bit, but decided to launch with the default settings for the tutorial.
I wonder if the player should have some sort of budget for the first 5 turns (point or otherwise), that goes away when it ends, rather than just making all buildings free -- as it seems like I have an incentive to priotirize the more expensive buildings (although at least a goodly number of them seem to be locked). Have to see if that intuition plays out after a few games.
First turns: Trying to place a blue town center in the lower right corner was a pain due to the tooltip for the town center being fixed to the lower right covering up where I wanted to place it(near the ruin). Barracks had a worse issue(tooltip covered 80% of the map--Notice this is already reported by others). (Note I am playing in windowed mode 1280-720).
Since resource buildings produce in the first 3 5 rounds, but barracks don't, seems optimal in most cases to get the resource buildings up first. Might want to make them start to produce at turn 0?
Smelter and Sunstone shrine should be on the row below? (as they turn resources into other resources?)
# of actions remaning: The location of this feels a bit odd, I keep trying to check the info bar at the top for it (perhaps it might fit better next to the round/turn info)?
Tooltip for barracks before placing it still claims I am missing a butcher + smithy even after I've built one. Doesn't seem to be considering the buildings in the town that it will be placed in (reported on mantis). Also related to the tooltip, might be nice to mark in some way any units you won't ever be able to build that game, such as the peltast/hersir the first few games, since you can't place a well? I was building up the supply chain to them, then figured out that I needed to switch. Also might be nice
Starting turns when units move. Its rather had to follow how the units are moving. Not sure how to fix this, perhaps a ghost trail that shows where that unit traveled this turn? Also, the numbers rising over the buildings (production, crime) seem a bit jerky as they rise, and don't last long enough to really read all of them.
Minor typo: Huscarl tooltip: A comboination (combination?) of ...
Balance wise, seems like logs are required for almost all buildings (and lumber for some weapons) and additionally is produced slower than most of the other resources. Not sure how intended this is, but I didn't plan for it my first game (only built one woodcutter per faction--which also seems to be the only building that requires its own resource--might want to make this take stone), and managed to get myself quite blocked on logs. Finally figured out I could just drop logs to fix this.
Units could stand to be a bit more salient (outline or something). At times its hard to pick out a unit thats ontop of a building.
End of turn 5.