keybindings:
I always go into the options and set video options and review keybindings (usually use defaults unless I see a poorly placed key that sounds important). Controlling your troops while in dragon form is/was the most confusing aspect and needs some work accurately selecting units (control groups can't be selected? What about Alt+1 to select them in dragon form or Alt+1 to activate a dragon ability and leave control groups on the same keys), but dragon form turned out to be useful for controlling attacks/defense once the controls were down for it. I see this specific mechanic as the more confusing part in the interface as its not very "obvious" about how to control troops in dragon form. Why cant you access your buildings and build with hotkeys in dragon form? It should be more streamlined. Its also difficult to add new units to an existing control group. It would actually be nice if you could designate/hotkey buildings to automatically add to specific control groups.
Example: basic infantry buildings on the north of the map are designated to Control 1. All units built from these buildings are automatically assigned to group 1.
Then it would be easier to control different sections of troops (on different sections of map) and keep them together and limit strays.
It probably would be helpful to use Alt + 1-9 to select control groups in Dragon form, it is indeed awkward having only a few generic options. Even that limited amount of control in Dragon form was added pretty late.
It is intentional that you cannot build troops while in Dragon form for gameplay reasons. Larian doesn't want you to be able to stay in Dragon form and do everything easily. The Dragon is intended to be one tool in your arsenal, but not one that can do everythign.
It took about 5 smashings from a normal AI before it became routine to defeat it. It seems easy to expansion rush (start with hunters every time) and dig in on over half the map by the time the AI decides its a good idea to build a naval base and some transports (its never a good idea early game, not for the AI anyway... AI shouldn't do this as the way it does it is a waste of time and resources and allows the player WAY too much time to control the map)
Currently the AI doesn't do much with naval units at all, except maybe occasionally send a single transport with a couple units in it to capture your shipyard (which you left unguarded because there's not really any point in you doing much with naval units either).
I played campaign against 3 or 4 AI (no alliances) campaign mode. I do not know what popularity does, I do not know what entrenchment does (something about defense?), and I do not understand what support does. The interface does not explain these things or their importance or how to manipulate them... but I managed to beat the other AIs oblivious to their effects (they don't seem very important or are normalized?)
Popularity is for the single-player campaign and probably affects the support cap you have in the country, but it has no effect on multiplayer. (It probably shouldn't show up in the mouse-over for multiplayer.)
Entrenchment is a measure of how well a country is defended, but it is unclear to me what that does and it works
EDIT: According to the manual, it says it influences the starting position on RTS maps, whether you have any defenses already built or buildings up, have any units ready for battle. No defense, and you start out with just the Recruitment Citadel.
and FINALLY... the cards. I hate this card crap in video games (I really find it gimmicky and boring), BUT! Its here... I digress.
The interface for the cards is bad; I ended up with so many cards I stopped caring about them because I didn't even know what I had and the few times I tried to get the interface to organize them it didn't seem to do anything useful - eventually I found the best use for the cards is to merely impact auto-calc odds save for the select few cards that were grossly overpowered.
I think the auto-calculation is supposed to take unit matchups into consideration, so hunters against a mix with lightground units will move the meter more than hunters against Armour will.
The cards also don't take the map into consideration, which is a problem with naval cards on a non-water map, and cards also seem to ignore whether a unit will be useful, like an Imp Fighter who can't attack ground against an enemy who has no air units or capability to build any, but still boosts the odds of winning anyway.