Well, you need to build the corresponding unit structures first. That's understandable. And assign a hero as the governor of the city. Although, from my observations, the hero skills that increase unit production don't seem to work at all, even when these conditions are met. Probably a bug.
I still don't understand how to assign them; I couldn't find the option either in the city or in the menu. In any case, there was no increase even after building the city to its maximum and capturing dwellings.
After playing for a bit, I noticed that the skills in the wheel are very uneven. In theory, they made a lot of cool things, like unique (though often similar) wheels for different heroes of the same Faction. And this was supposed to create some variability. However, after trying different options, I can say that I don't feel like there's enough variability. I think if everything is radically rebalanced, the situation will change.
How to understand "uneven"? Is something overpowered, and something is weak?
Regarding variability, there's this thing where, for example, you have 3 branches of magic schools, and in each of them, there's a skill that gives +20 mana when killing an enemy stack/winning a battle/not losing your CENSORED virginity.
I agree, the buildings seem to be well-done. However, there are still some drawbacks. I don't know about the other Factions, but the Orcs have a separate branch of support buildings that turn out to be secondary (the main thing is dwellings, money, the guild of mages, sometimes fortifications, but these support buildings are only built when there's really nothing else to do).
I don't know, I didn't notice any obviously useless buildings. I generally like the Barbarian Faction the most, although, again, as usual, the Dark Elves are incredibly overpowered.
Well, that was the case in the sixth game too...
I liked that you can choose a specialization in the guild; it's quite cool. Although I can't say that it works perfectly; it seems that the guild still might not give spells according to the specialization at some level...
The idea of having two types of alternative legendary units is good. But it's spoiled by the fact that these legendary units are not only clones of each other within the same Faction but also generally. The only difference is that some have cool abilities that others don't have, but the stats and other mechanics are almost the same. As a result, you look at the Orc city and think: should I build Ogres or Cyclops? Well, the first ones hit harder... And the second ones hit multiple targets... The upgrade for the first ones increases their attack... And the second ones have ranged attacks... But these are minor changes; the unit mechanics are practically the same! The cost of the buildings is also almost the same (a certain number of crystals). What's the point of such a choice?