Just found these in the bottom of the FlavorText file, and even though they will all eventually grace the loading screen, I thought new players might find just reading through the list to be pretty helpful.
<!-- RESOURCES -->
Be careful when raising your tax rate, as it increases the Unrest in your cities. Unrest reduces the amount of production and research your cities generate.
Be mindful of where you build your cities. The amount of Grain available to a city impacts how much food that city can produce, and therefore how large it can grow. Likewise Materials impact a city's production, making cities with a lot of Materials (4-5) great for building expensive improvements or advanced troops, which will take longer in cities with 2 or 3 Materials.
Resources gathered outside city walls become prime targets to your enemies and wandering creatures. Guard them with soldiers to keep them from being destroyed and losing the resources they provide.
Make sure to build improvements on the wild resources near your cities to reap their benefits.
Building a shard shrine on a shard you control will increase the power of some of your spells in addition to providing you with mana every turn.
<!-- SETTLEMENTS -->
Not only can your champions gain levels - so can your cities! Instead of experience, city levels are gained based on their population. There are five different levels, each with escalating benefits and unique buildings to construct.
Specialization is important. Resources are linked to a given settlement, so a civic-minded leader will maximize output with special improvements.
When your Sovereign or a Champion is within friendly territory, be sure to check the local shop to see what goods are available. A faction's shops will sell any equipment they have access to. Keep an eye out for special equipment that would normally not be available to your people.
While your Sovereign is able to found your first city, you will need to train Pioneers to found future settlements.
Keeping a champion stationed in a city lowers the city's Unrest by 5%. Sovereigns and Champions with the Administrator trait lower it even further.
<!-- UNITS -->
Keep your troop roster updated as new technologies are learned and new equipment unlocked. Better armor, weapons and accessories will keep your forces from becoming dragon-fodder on the battlefield.
You can specify your troop designs to automatically upgrade to the best weapon or armor available if you don't want to deal with making a new unit type every time you unlock equipment.
Feeling lost? Check out the Hiergamenon in the top right corner of the main game screen for tutorials, tips and breakdowns of everything in the game.
Find yourself using the same spells and abilities in battle? You can hotkey abilities in tactical combat for easy access on each of your units. To do so click the hotkey icon next to them in the spell or ability list and select any slot on your hotbar.
Splash damage hurts everyone around the victim, except the attacker. It will damage the attackers allies so choose your targets carefully.
If an enemy is particurly vulnerable or resistant to your attack you will see that displayed in the bottom right hand corner when you mouse over them. Bringing a variety of attack types and using them against the appropriate enemies can be the difference between victory and defeat.
The maul ability allows the monster to continue attacking its victim until it misses. Be very careful around creatures that have it.
Dark Wizards may look helpless with their low attack and defense, but they aren't. Be sure to examine any special abilities a unit has before you attack.
<!-- MAGIC -->
Mana is the expendable source of magic for your faction. All your Champions and your Sovereign spend mana to cast their spells.
When your Sovereign or Champions level up you can increase the spells they can cast by selecting traits in specific schools of magic.
The fog that hangs over the world hides many secrets - none more desired than the Elemental Shards. By encompassing a crystal within your territorial control, shrines can be built to reap the magic within, resulting in a damage multiplier to some spells and increased mana generation for your Faction.
Spells come in two major disciplines, each with their own benefits. Tactical spells, once mastered, can be used on the battlefield to boost your forces or destroy your foes. Strategic spells are designed to be cast on the main map, targeting settlements, armies, and even molding the landscape to your design.
Some spells have mana maintenance costs, meaning they will require additional mana every turn to keep active. It's important to be mindful of these turn-by-turn costs in order to keep your most important spells active.
Essence is the blue tile yield, it determines how many enchantments your city can have. You can see how many enchantment slots a city has free on the banner that floats over the city on the world map. If your city can support two enchantments and none are used there will be be 2 empty slots over the city's name.
When you discover a technology you get a portion of that tech's research cost as 'Knowledge'. Warfare techs provide Warfare Knowledge, Civilization techs provide Civilization Knowledge and Magic techs provide Magic Knowledge. This Knowledge can be traded to and from other players and provides free research in the category it came from to the player who receives it.