I really like this mod, the amount of new game mechanics and polish amazes me. But (that was inevitable...) I still have some proposals:
- Summons
I don't use them. Not because they're not powerful but because I would loose experience. I just like to have a few strong units than a lot (productionwise) cheap and mediocre ones. And without the ability to effectivly gain promotions summons (except for the few permanent ones) can never get as strong as normal units. Possible solutions:- None: If most people are happy with the current model why change it?
- Make a promotion for summoners that allows them to permanently summon every [level X?] summon. Perhaps with a similiar mechanic as skeletons to limit their numbers.
- Make all summons permanent but limit them by having them cost a certain price per turn. This price could be gold but also science or even a new resource. Well, I'm of course thinking (again) of Master of Magic...
- Fame
Here again an idea from MoM: Every time you do something spectacular like building a wonder/hero, winning lots of battles or perhaps havin a "we love the ... day" you get some fame. At the beginning of each turn the game checks if you have enough fame and rolls a dice. If both are successful you get some goody: People erect a statue (+X culture/turn), you get some free recruits, some free improvement at an unimproved tile, things like that.
- Cities traits
A mechanism to differentiate cities: Each cities has a certain chance upon founding to get a trait this would give it some advantages but also disadvantages like- Metropolis: +10% food; -30% gold
- Trading city: +1 trade route; +10% gold; +2 unhappiness
- Astral gateway: +20% science; +2 unhealthiness
- Wilderness Outpost: +30% unit production; at a X% chance per turn forest or jungle grows in the city radius (if there is an improvement it gets destroyed).
- Elves, dwarfes and orcs
I have a problem with the huge cities that elves and dwarfes can get. I always imagine elves and dwarfes as superior to humans but much less in number. So you could make the elves/dwarfes take (at least) double the time to grow their cities but give them X free specialists where X is the population of the city. Certainly not a minor change and it perhaps has to be tweaked but it could be interesting.
It's the other way around with orcs. I imagine them growing faster than humans but being less organized/cultured. Perhaps give them a building that gives: +20% food stored, +1 unhappiness, -10% culture
- Individual MP
I suggested this two times before and it never got accepted so I just include it for completeness. The proposal is to give every caster individual mana points from which they cast their spells. This mana points would not regenerate completely each turn. So you would have a mechanism to do spells that just can be cast every X turns. It also gives you some nice possibilities to fine tune who can cast which spell how often if you introduce promotions that raise max MP or MP regeneration.