Really enjoyed the video.
There's just so much to like about what you're dong here. Here's my critiques and praise in no particular order:
-You're right in that the game presents much better than stills. Everything does blend a little nicer, the birds, the pulsing shields and the banners help break up the stillness of the landscape. But more can be done, as you say. Grass and trees swaying, sand, snow and dust blowing. The smoke from towns animated instead of static.
-I like the cloud borders at the edges of the map. IMO, you could go full opacity with them to fully conceal the map edge.
-On the topic of clouds, some drifting ones over the main game space might be nice, and again help bring some life to the map. Maybe even add cloud shadows. But because you need to see the map at all times, you'd need to be able to mouse over the clouds and suppress them and the cloud shadows so you can see what's there.
-The water is begging for some animations and detailing.
-The very hand-drawn nature of the land masses both works and kinda doesn't work. (I've drawn a lot of maps in my day so those lines are familiar to me.) They're not so sharp when you're watching it at 1920 x 1080, but they're still noticable. And in screen shots they really stand out starkly. I think you need to soften a lot of the edges, points and wedges down.
-Your reason for going with hand-crafted scenarios is now apparent, and bravo. The question is, how can the player get plugged into this knowledge to exploit it. It's great if you have all this intricate detail to explain why the world is in the state it is at the beginning. But that's a lot of history to sort through. Will all this be part of some scenario synopsis, or revealed through game? How will this information be retained once you do know about it? It seems like playing off different Kingdoms' historical hatred of each other is going to be a big part of strategy.
-I wasn't able to really see the movement controls, or whatever you were aiming at, when you were showing the Prophet moving. Not sure what was up with that.
-The music was a little loud at times, as others have said. No problem for a fan, a bit much for a new person.
All in all, very exciting, much hype, such wow. You're managing the complexity of it extremely well, and I think the boardgame-esqe nature of it helps a lot with that. But I love how you've gone a step beyond what a lot of strategy games do and added an entire sub layer of AI and world activity, and come back around to give the player many options to stick their nose into that simulation in fun and thematic ways. I'm the kind of gamer that often wants more open-ended interactions than highly abstracted ones, because highly abstracted choices don't work as well on the imagination. And it would probably be the same here, if it weren't for all the reactivity that plays off your narrower set of choices. I guess what I'm trying to say is, each piece by itself doesn't carry all of the interest. But when you string them all together, it becomes pretty magical.
The money cannons are loaded and ready to fire.