Thank you very much for your feedback you all!
@christian-zommerfelds @jimbly Yes, the game would benefit a lot by adding the choice of which troops to send into the battle, I also noticed that during playtesting. In the beginning I implemented the battle system, so that proper "pairings" of troops were automatically chosen. So each side choose a beneficial pairings by turn, so that there is no advantage for neither side. Of course, doing that, a village with only spearmen only chooses cavalry as enemies - so that's a clear advantage for the village. I would've liked to change this system, so that the player could decide which troops to send in, but sadly ran out of time. I noticed the problem too late.
@fabula-rasa I liked the idea of choosing a "good" or "bad" approach to conquer the land. That's why I added the possibility to raid villages and yes, you're right there is no real benefit in that. That's why I introduced a battle advantage when you have a certain amount of gold to somehow make the "bad" approach beneficial, but that wasn't really thought through (@exofrenon). Especially because you could also get that battle advantage by working a lot in the fields.
In the end I think, I just should've gone with a simpler approach instead of having the choice between "good" and "evil" (kill your darlings).
@christian-zommerfelds @togis Yes, I definitely need to get into building a settings menu for changing window size, full-screen etc. for my next jam game. Didn't looked into this stuff in Godot.
@christian-zommerfelds @fabula-rasa I would've liked to add some sound effects and some music, but my time management was too bad.