Feedback:
* Visually, it's gorgeous, just like the last two. Best one so far, IMO. I especially like the hippo animations.
* Please make the roads more visually distinct. (Either that or make them free, so we don't have to worry about them.)
* I don't like the music. With the other two, I sometimes turn on the music if I'm going to be doing some serious redesign work, because I actually enjoy those tunes. (Yes, I'm weird.) This one, not so much. I actually think it'd be better as combat music. Speaking of which, it's jarring to hear the old combat music in the battles. It just feels ... unpolished, somehow. You've replaced all the other elements of the art, why not that, too?
* While I do like the change you made a while back, to have multiple art variations for the basic buildings, I don't like the variations on the Simple Clay Hut. It's just the orientation - I think they should all be oriented to the grid, just like everything else. The other 2 settlements have a more organic feel to them, so it seems most natural that the buildings aren't all aligned the same way. But this settlement is full of things that fit on a perfectly measured grid, except for these little clay huts. It's jarring. Maybe you could have them all oriented the same way, but just add a few extra individual details to make up for it?
* Mechanically, it seems like a good variation on the settlement theme, like the Japanese merchant. I enjoy having those extra steps in the cycle: instead of coins->goods->research, now it's coins->military->loot->goods->research. It makes the whole thing seem less mechanistic.
* I am annoyed by having to pay attention to roads, but maybe that will pass. I understand that you didn't like how people ripped up their roads to add decorations, but I think this cure might have been worse than the disease. What if the basic decorations took 1 hour to build, instead?
* Thank you for limiting us to a fixed number of battles per day.
* I know this would require a redesign that might be impossible now, but what if, when repeating this settlement, we got an attack boost, just like how the "x4" chance goes up? You could balance this by reducing the "x4" and the time limit. And maybe allow us to fight harder armies, too - you could let us pick 3 out of 5 different armies. We'd start fighting the weaker ones for less loot, but by the 10th settlement we'd be fighting the harder ones, for more loot, which is how we'd get the settlement done in the shorter time limit. That would really give a sense of progress, and change the dynamic each time. You could explain it as our character gaining experience as a mercenary general, learning how the enemies of Egypt fight, that sort of thing...
* Speaking of which, my biggest complaint: and it's probably too late to change this, but: pyramids are TOMBS. It's cool having a pyramid next to the town, and it's cool to be able to fight in a settlement, and of course we need somewhere obvious to click to enter the "Siege Camp". But unless we're fighting the minions of Mumm-Ra the Ever-Living, it doesn't make sense to go to a pyramid to do it! (Although... that might explain why they keep coming, every day, like clockwork, but never seem to learn any new tricks. The Ancient Spirits of Evil have grown restless, and we have to build up the town while fending off hordes of shuffling monsters. And no sooner do we finish the settlement and seal up the pyramid, than we hear about another settlement further down the river, that's having the same problem...)