Okay, whew. Lots of commentary on the tutorial. I will address other things in this thread a bit later, as I think this thing is the most important by far. Thanks for your thoughts, chemical_art -- I think a lot of them are spot on.
Here are my thoughts on the tutorial after reading the feedback:
1. The reason we're showing the mythological creatures this early is that we want to establish that you CAN. And also explain quickly and viscerally what the ideal conditions for it are. I think that this is important, and that this is currently handled well by the tutorial as it stands.
2. Also, there's a bandit keep coming before too long (turn 10), and we want the humans to have some reason to build up military in that time. The expectation was that the mythological creatures would be dead by turn 2 or 3, and then you have lots of humans roaming about and ready to take on the keep. But this, naturally, assumes a very expert level of play, and the tutorial can fall flat on its face with this part.
3. Combat! The other thing that this is trying to get across right from the start, and which it does very well, is showing the asymmetrical nature of the combat and how you have to bring balance to it. However, actually requiring the players to do that without any assistance is... rough. To say the least. At best they get lucky and do it, at worst they are getting frustrated and quitting. This is like a brick wall in the tutorial difficulty, and that's obviously a super hugely bad thing.
4. Given all of the above, my first instinct was to say "let's remove the mythological creatures from this part of the tutorial, and then figure out some way to introduce combat that fast." Because, let's face it: if the first turns are all just about building stuff, that's going to lose part of the audience. Is this just a citybuilding sim? When do I get to the good part? Etc. They've already had a heavy dose of citybuilding in the setup phase, and it's definitely high time to show SOME combat.
5. That said, I think the secondary goals of trotting out the mythological creatures at that point in time are still laudable and are something that needs to happen. Points 1 and 2 above. So that really made me kind of a fence-sitter. Something is obviously really wrong, and some other things are really right, and how to reconcile the two?
6. I think that the solution comes in addressing the core problem here: the player is not equipped to deal with the cleanup of the mythological creatures if the situation gets away from them. Period. So what I'm going to do is something minimally invasive: add a few more steps between "survive turn one" and "survive until turn five" where things are explained a bit more, AND where the mythological creatures get erased if they still exist on the board at the time of turn 3 or so.
This gives players an early chance to see combat and the mythologicals, to realize their power and also to hint at when they should and should not be used. And then it gives them relief instead of frustration. We'll see how this does, but I think this addresses all the main points here. Aside from the textual things about the greeks vs norse, which I'll also fix.
Thanks!