Sorry you feel that way! I'd love to replace the tutorial with a learn-as-you-go campaign. Would make a much better first impression. Is there anything specific in terms of balance that you find disagreeable? e.g. is there too much advantage in blocking another player, or building the first fort? I'd like to learn more about your statement that there's not enough groundwork provided for you to come up with a solid strategy. Are there specific gameplay elements that are unclear in your first few games (assuming you've run through the tutorial)?
I never found there to be lacking information. I play the AI only and win a decent amount of the time. Rules are pretty simple in the long run... I dont recall Monopoly or really many games having a strategy section Thats the fun of games, have to make your own up!
Yeah, I had tried to make a rule set where the basic strategy was fairly self-evident - e.g. if you keep finding yourself limited by food, then you should build a structure that produces more food. If you find yourself being invaded, then you need to get more wood and build some walls. You can also learn by failing. For instance, if you build a town too soon you'll find that your economy doesn't have a good growth rate. I feel that learning and discovering the right balance between all the various actions is part of the fun. So that's why I'd like to know if there's anything specific that would help improve this process.