Things this game should have:
-Information
1. In-game building tech tree including links to the units and perks each building gives.
2. Unit "tech tree" showing all possible units and their stats, what each unit can upgrade into (if possible), and what perks and level upgrade each unit can use (perks could possibly get their own info tab if needed, which would describe the perk, what building gives it, and what units can use it)
3. Spell list, less random spell research would be nice (different suggestion though), but even if the spell system isn't changed there needs to be an in game listing of all spells and their effects sorted by spell type and spell tier.
4. End of game stats screen. People like to see details on how they did compared to others.
-UI/organization
1. Consistent spell research, spell tree/web allowing players to plan out in advance what spells they want instead of always getting random spells.
2. Visible spell tags, each spell belongs to a various category and it would be nice to see which one labeled on the spells themselves, such as the fireball spell saying "attack" and "elemental" at the bottom of the spell.
-Usability
1. Ability to delete buildings, will likely need a "deconstruct" time which would be considered a construction (you wouldn't be able to build while destroying a building), this is important to the game as high end buildings require player choices and if the wrong one is made, or a player just wants to change things up, there is currently no way other than to destroy a whole town. This is also a big issue later game when capturing enemy towns, as they may have built structures that are useless to you.
2. Hotkey options. Hotkeys for things such as going to next unit with move points or next city with an open build slot, would be a great addition, but please make sure to add them to the options menu so players can change them to their needs.
-Diplomacy
1. The AI aside, the diplomacy settings need a few more options. First, there needs to be the option of obligated minimum turn requirements as an option. Ex. You could offer another player/AI a 5 turn peace treaty for 500 gold. If they accept the treaty they would be unable to go to war with you for at least 5 turns, afterward the treaty would not end, but war could be started if desired. This prevents abuse such as accepting gold from an AI in a peace offer, only to take the gold, declare war, and attack on the same turn. It also makes diplomacy mean more in multiplayer. I'd suggest turn limits of 1, 5, 10, and 15. With 15 maybe pushing the boundary of too many turns (seeing as you can renew it if you'd like). Note this should not prevent players from "upgrading" their friendliness, if I accepted a 5 term peace treaty, I should still be able to make an alliance with that player even if I can't declare war on them.
-Other
1. If possible, map seed numbers, if I play a map I really like it'd be great to play the same one again sometime without having to go to a save of the game.
2. Option to start with what I'll call a caravan (super peasant) instead of a city. This let's players get the feeling of starting a kingdom from nothing and for some is very rewarding. It also allows players to choose their starting location as sometimes the random starting spots are pretty bad.
3. Assassin attack/defense sounds. This may seem nit-picky, but the other unit sounds are pretty solid, this one just doesn't cut it. Assassin's are supposed to be silent cold killers, instead when they attack/defend all I hear is a lot of screams coming from the assassin's themselves. If possible please change this unit sound (so far I've found the other unit sounds are pretty good and enjoyable).
4. At least 1 more race, even if it requires getting some cheap DLC the game needs a bit more variety in what players can build, be creative and players will eat it up (figuratively of course, if they did it literally then I'd be concerned).
5. Game option to allow changing of a players capitol city. The current mode of when the capitol is taken the players cities go neutral is interesting, but it would be nice to have the option to have to fight empires to the bitter end as well.
6. A keep playing option. Sure you may have destroyed all your enemies, but what if your personal goal is to completely colonize the world? Or what if you want the satisfaction of wiping out all the monsters on the map? This really should be in the game.
I hope this gets looked at because these seemingly simple changes would take this game to the next level (well, simple in concept, coding may be a different story, though hopefully not).
-Information
1. In-game building tech tree including links to the units and perks each building gives.
2. Unit "tech tree" showing all possible units and their stats, what each unit can upgrade into (if possible), and what perks and level upgrade each unit can use (perks could possibly get their own info tab if needed, which would describe the perk, what building gives it, and what units can use it)
3. Spell list, less random spell research would be nice (different suggestion though), but even if the spell system isn't changed there needs to be an in game listing of all spells and their effects sorted by spell type and spell tier.
4. End of game stats screen. People like to see details on how they did compared to others.
-UI/organization
1. Consistent spell research, spell tree/web allowing players to plan out in advance what spells they want instead of always getting random spells.
2. Visible spell tags, each spell belongs to a various category and it would be nice to see which one labeled on the spells themselves, such as the fireball spell saying "attack" and "elemental" at the bottom of the spell.
-Usability
1. Ability to delete buildings, will likely need a "deconstruct" time which would be considered a construction (you wouldn't be able to build while destroying a building), this is important to the game as high end buildings require player choices and if the wrong one is made, or a player just wants to change things up, there is currently no way other than to destroy a whole town. This is also a big issue later game when capturing enemy towns, as they may have built structures that are useless to you.
2. Hotkey options. Hotkeys for things such as going to next unit with move points or next city with an open build slot, would be a great addition, but please make sure to add them to the options menu so players can change them to their needs.
-Diplomacy
1. The AI aside, the diplomacy settings need a few more options. First, there needs to be the option of obligated minimum turn requirements as an option. Ex. You could offer another player/AI a 5 turn peace treaty for 500 gold. If they accept the treaty they would be unable to go to war with you for at least 5 turns, afterward the treaty would not end, but war could be started if desired. This prevents abuse such as accepting gold from an AI in a peace offer, only to take the gold, declare war, and attack on the same turn. It also makes diplomacy mean more in multiplayer. I'd suggest turn limits of 1, 5, 10, and 15. With 15 maybe pushing the boundary of too many turns (seeing as you can renew it if you'd like). Note this should not prevent players from "upgrading" their friendliness, if I accepted a 5 term peace treaty, I should still be able to make an alliance with that player even if I can't declare war on them.
-Other
1. If possible, map seed numbers, if I play a map I really like it'd be great to play the same one again sometime without having to go to a save of the game.
2. Option to start with what I'll call a caravan (super peasant) instead of a city. This let's players get the feeling of starting a kingdom from nothing and for some is very rewarding. It also allows players to choose their starting location as sometimes the random starting spots are pretty bad.
3. Assassin attack/defense sounds. This may seem nit-picky, but the other unit sounds are pretty solid, this one just doesn't cut it. Assassin's are supposed to be silent cold killers, instead when they attack/defend all I hear is a lot of screams coming from the assassin's themselves. If possible please change this unit sound (so far I've found the other unit sounds are pretty good and enjoyable).
4. At least 1 more race, even if it requires getting some cheap DLC the game needs a bit more variety in what players can build, be creative and players will eat it up (figuratively of course, if they did it literally then I'd be concerned).
5. Game option to allow changing of a players capitol city. The current mode of when the capitol is taken the players cities go neutral is interesting, but it would be nice to have the option to have to fight empires to the bitter end as well.
6. A keep playing option. Sure you may have destroyed all your enemies, but what if your personal goal is to completely colonize the world? Or what if you want the satisfaction of wiping out all the monsters on the map? This really should be in the game.
I hope this gets looked at because these seemingly simple changes would take this game to the next level (well, simple in concept, coding may be a different story, though hopefully not).
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