Cities had maximum development levels in AOW1, so it was rather difficult to build sufficient numbers of highest tier units. While playing with good-neutral races, I ended up migrating low level cities to elves or halfling to churn out their decent low-level archers or pony scouts there while training human cavalrymen and knights in level 3 cities.
In the AOW1 demo mission it was essential to capture the orc lvl 4 capital before they got to training red dragons there, otherwise you were toasted.
Races were pretty well thought-out, with i.e. halflings having lvl-1 pony scouts, but lacking regular full fledged cavalry, etc. As far as raw combat might was concerned, orcs were much better than halflings, which was logical IMHO
In AOW2 any city could grow to the upper limits, so the above was no longer true. Additionaly, unit balance was plain wrong. Beside draconians, archons come to mind. All their units had vertigo inducing holy strike and their chariots were uber.
Site exploration and unit descriptions were gone, too
The series sported some dominionesque ideas, e.g. dominion-like "sphere of influence" projected from towers. The above coupled with land-withering global spell was very Ermor-like
