Ambreville
Deity
I had made some suggestions in the main thread -- I'm reposting them here since the "Wishlist" thread seems to be the right place. I don't know if there was real interest from either Vehem or Xienwolf to do anything with these ideas when I originally posted them (???), but just in case, here they are. 
The first was about explorable city ruins and a possible haunted land:
The other idea is about game mechanics of city unhappiness.
Of the two ideas, the last one I think would be the most valuable (perhaps more achievable).
I've been playing with the latest version of FfH, which is very cool, but I do miss nonetheless the FF modmod and all its niceties.


The first was about explorable city ruins and a possible haunted land:
What if a cursed land was created when the map is spawned, like in a desert for example. It doesn't have to be very large. Nothing at first betrays its haunted nature.
Each haunted square has a small chance of generating undead as long as a non-barb unit remains on anyone of them. The longer intruding unit(s) remain in the cursed land, the more powerful the various spawned undead and the greater the frequency of their appearance. Sooner or later, the intruders will get killed. Leave the land untouched for several turns, and the counter "resets" itself back to the "weaker" skeletons.
Somewhere in the cursed land lies an ancient city ruin. It is invisible until the intruding unit enters its square. If the intruder explores the ruin, the entity controlling these undead appears in an adjacent square, along with a "circle of carcer" to imprison it and the intruder (four adjacent squares?). If it is a stack of intruders, only the most powerful unit remains while the others are kicked out of the circle.
If the intruder defeats the entity, the other undead are removed (they find resting peace in the world beyond), and the winner gets some treasure or a special power. A "Good" intruder might lower the AC. An "Evil" intruder might instead gain control of the entity in some way.
To prevent all the undead from overrunning the neighboring lands, they should have a duration of a few turns after they leave the cursed lands.
The other idea is about game mechanics of city unhappiness.
since FF goes through the effort of warning the player of cities about to become unhappy one turn ahead, why not go the extra mile and automatically have the affected city's growth blocked, and then inform the player of the fact? Like this, the player has the option of releasing the city growth manually, rather than the opposite. I would think that in most cases, the players would want to block city growth. This would be more practical for this reason and also because it is easy to miss that little warning message. It would also be very useful to have a small icon appear on top of the city bar, alluding to the fact a city has its growth blocked.
Of the two ideas, the last one I think would be the most valuable (perhaps more achievable).
I've been playing with the latest version of FfH, which is very cool, but I do miss nonetheless the FF modmod and all its niceties.
