[Sorry if I'm posting this in the wrong thread.]
Being a Kickstarter backer of Kronos and having surveyed other launch platforms like IndiegoGo and Greenlight, here's a few suggestions to make the game stand out:
+ Implement a decent, hot-seat co-op campaign. There's a niche in the market, even among turn-based strats, and this would probably encourage positive reviews and (more importantly) word-of-mouth promotion among avid 'table-top' gamers. The game's mechanics (as of Beta version) would already allow for that, it's a question of tweaking the single-player campaign to allow for a slightly different experience when played co-operatively (in hot-seat mode and over Wifi/LAN).
+ This has been proposed before, but got to emphasise: give as much free reign to creative, emerging game-play as possible. The re-playability of Medieval Total War 2 rested on the fact that whenever the 'physics' of the in-game world were intuitive and stretchable on both the campaign map (Player: 'What if I assassinate the Pope and then help my ally's bishop to be elected, so that country X can be excomunicated... Hey, it actually worked!') and on the battle level (Player: 'Let's concentrate artillery fire away from the gate onto that wall and make it collapse onto the troops huddled behind it... Wow, the game actually let me do that!'). So: let units move hex-by-hex. Let them chose when to fire, let them surround enemy units first and then attack, let them hide and use terrain, let the player retrieve and repair the wrecks of disabled enemy vehicles. A few simple additions to what the player 'can do' will multiply in-game possibilities exponentially.
Glück auf, weiterhin alles Beste für den Entwicklungsprozess!