Trilarion: So the price is high and there are some more patches needed. But maybe afterwards the game is worth its price. Downloading from Impulse is surely not much better or worse than from Steam. I normally go for a coffee when a huge download starts. ;)
So, what is the game like? What can you do? What is your impression about the gameplay side? How are the battles? How is the AI? How fits technology, diplomacy, ... together? Is it a (good) successor of Master of Magic? Just play it (if you can) and give some personal reviews here about the content of the game.
As I mentioned earlier: The game needs a lot of modding to fulfill my desires, but it has a strong foundation (outside of the CTDs).
Strategic Battles: Fun, with a good sense of chance. You don't have the Civ-style "Wait, a guy with a club just killed my tank?" but there is always the chance that they might kill your Sovereign. Would be nice to have a "flee" option.
Tactical Battles: Fun, but needs some work. Only really comes into its own when both sides have ranged units (otherwise, you just wait for them to charge you). Also nice to be able to withdraw (or cut off a retreat by controlling the map).
AI: They seem good at expanding in a manner that annoys the piss out of me on overcrowded maps. I have only played on Nornal, so I am not sure how competent they are. As it stands, they apparently war with each other, but I have never had war declared on me
Tech: I like the approach, but the game really suffers from not having a (visible) tech tree. I feel like I am researching aimlessly. And I would prefer more synergy between the fields. To summarize: you research a field (civics, warfare, magic, diplomacy, adventuring) and make a breakthrough. The breakthrough gives you a choice of which tech you want to unlock (with some more rare than others). So a bit of randomness, but still direction.
Diplomacy: This is pretty piss-poor. The value the AI assigns to treaties of any form are so high that they just aren't worth it. Plus, I find that I am always at a disadvantage in negotiations (oh, you guys get 4 tech points per turn while I get 0.5. What the hell?). This is what I hope gets the most love. Hopefully the current system is replaced with the more standardized approach where you can put multiple treaties on the table and the like (I might be more willing to tolerate getting screwed on research if I at least also get screwed on trade).
Magic: There are enough spells to have fun, but I would really prefer a lot more. Stardock's system was to try to avoid overlap and redundancy. But redundancy breeds choice and variety. Even if they were superficially the same, it would be nice to be able to have a fire bolt and an ice bolt at the same level. Or to have a Summon Bear and Summon Wolf. This will probably be my first foray into modding Elemental (probably this weekend :p).
Adventuring: It is a fun way to get experience and fight without declaring a war you might not be prepared for. But it does tend to result in your war party being pretty far from your land, but the Teleport spell helps with that.
The meshing: I think they did a pretty good job, although I find strategic spells and persistent enchants to be a LOT more useful than tactical spells (I can waste 3 mana on a fireball that kills one guy, or 5 mana on a bear that will kill forty guys over the next year), but that might just be me (most of my guys are sluggers anyway). With a bit of work and a lot of additional content (good thing modding is so easy :p) this has the potential to be an amazing game. As it stands, it is currently just a good one.
Honestly, I paid for the LE, and I feel like I got what I paid for. Am I a bit disappointed? Yeah. But, outside of diplomacy sucking (the tech tree and spellbooks can be fixed by either looking at the XML or waiting for an online resource), all of the things I find lacking are VERY easy to mod in. So I am not too concerned.