There's been a lot of nice ideas in the thread since I posted, but as I said then, I came back for more:
QUESTS: Some quests should be only at the beggining of the game, some at the middle, and some, at the end. Let's see how:
1-15 turns: Build cities, build ports (only if not playing on Huge Massland type and never if you already have one), build farms, build craftmens district.
Attack monster type (always tier 1 or 2 of monsters).
Conquest NEUTRAL city (level 1 or 2). I must say this is a MUST. No warlocks cities should be picked for the conquest, EVER.
16-50 turns: Build temple to (only gods your original race is akin to).
Conquest NEUTRAL city (level 4 or more). I must say this is a MUST. No warlocks cities should be picked for the conquest, EVER.
Kill monter type (up to tier 4, but never divine).
51-end turns: Kill Divine monsters quests.
Kill monster type (any with several and usefull upgrades, not spells).
Build city on another world (with a huge reward, and also huge penalty, at least 30 turns to complete so going into another world is at least somewhat usefull). This quest can only appear once for world in game, and should not be completed if you already have a city inside that world.
Divine quests: Here I make a special point of interest: Let's say I play undead (mostly do), and I'm a huge fan of Krypta (or Dauros, doesn't matter). Then some Priestess of Krypta appear right inside my border, and Agrela says "Destroy them to win my favor". Now, I have 2 choices: Destroy them to get a bit good with Agrela (which I don't care, since I can't even get her temples unless I get a human city controling holy ground), get gold, mana and NO penalty to my relation with Krypta, with the inherent plus of saving lots of my units and cities. OR say NO to Agrela (as I should, since I'm the Fearsome Lich King, Master of the Undead), incur in her wrath (yeah, right, -5 brings a lot of wrath...), get no reward (even as + relation) from Krypta, and STILL have to kill the Priestess or see my cities destroyed because she still sees me as an enemy... Sorry, but the whole idea is CRAP. The only quest for killing divine creatures I should get are from the god I'm good terms with, and NEVER against a god I'm in good terms with. AND If I choose to say NO to a god, the one that commands the creature I decided NOT to kill, should do at least 2 things: Reward my commitment with + relation, and TAKE AWAY the attacking creature IMMEDIATLY. If she also decides to grant me some extra spell or give me control of the creature for a number of turns, by all means, I'm game.
Following with the topic at hand (quests), there is something else that always sounds wrong to me: If I get the quest to (say) kill some monster, but the game makes them appear on enemy territory, and the other warlock kills the creature, I get the reward... How come, if THEY got the job done, and perhaps I didn't even clear the FOW on that area yet? Those kind of quests should appear always inside my border, and if for some reason (too small country yet) they don't, and anyone else kills them, the quest should be marked as FAILED. I noticed a couple of times when attacking another warlock, some special creatures appeared inside their border and I didn't get the "quest", so I assume NPC also get quests. For the same reason, If I was the one that kills the monster, I should get the reward.
XP: I'm not sure how XP works inside, units seem to win XP everytime they attack or get attacked, but that's it. Priests/shamans (even if they are way stronger), should get XP when they heal (like in Majesty 1), and their damage should be tone down so they do their role (also, making them able to use the spell more often). This was posted some time ago (in the first 7 pages of the thread), and I agree with the guy, now that I've played long enough and saw a lot of different stuff.
UI: This should be done ASAP. I already have the Serpent's DLC and still, the UI is broken. Next patch should address this matter (or at least, start addressing it).
DIPLOMACY: really, it's like the UI matter. Also, you should get a notice of "A Warlock want's to speak to you" instead of the warlock automatically saying what he wants. When they don't want to talk to you, you get that message, but you can't shut the door on their face. It's annoying to get "Peace" pleas every turn when I'm getting their Capital in the red zone. Dude, if I'm knocking on your castle's door is because I want your ugly head on a pike, not a couple of gold coins or a bit of mana (which they usually don't even have anymore by the time the capital is falling around them), so don't bother asking for peace. The AI is pretty much stupid in that matter, by the way. If I agree to make peace with them after taking 2 or 3 cities, and a couple of turns later they ask for gold/mana (which they obviously don't get) and declare war, it's because they have a death wish (which by then, I usually grant). When asking for resources, the AI should only do so for as much as 10-20% of what you have, never for more than that, and NEVER when you are under 50 (once, I got the Rat King asking for 0 (yeah, it's not a typo, it says "zero") Mana 6 turns in a row, which I always granted, since I had as much as that, and no means for a 3 fronts war...).
RESOURCES: Still, gold is the only resource worth having specially at the end of the game. You need gold to build units, to upgrade your units to better units, to pay for stuff you get from the cities improvements, and is the main source when maintenance is at hand. All the tier 3 and up buildings requiere gold (except the ones that grant gold...), and some of tier 2 do so. Only tier 1 buildings are "free". So, for a resource so important, to have a 4 points perk to get +10 gold (should cost 3 points, since +10 is meager in comparisson to the other one and you have several sources you can get that much from), and also a 4 points perk for +20% gold production (now THAT one is really usefull, it automatically negates the "different race" penalty and works always for all the cities, the more cities you have the more gold you'll produce... this one should cost 6 points). Mana and food are less usefull, specially at mid-late game. The perks that grant plus to them are too high for what you need them for (come on, since you can only use 1-2 spells every turn, sometimes not even that for stronger spells, mana is pretty much useless up to mid game, and then you have so much mana from quests and buildings, you don't care about it anymore).
TOWERS: Day after I post my first idea here (right about this matter), they launch the patch that made towers more powerfull, so I felt like you people really read all our posts, even if I know you've been working on the patch long before I posted.

But still, the towers are weak. One of my level 6 (or so) Veteran Skelletons with upgrades (from no special resources, meaning only city normal upgrades), and no remarking spells, takes down a Magic Tower in 2 turns... COME ON!!!! Only a Troll of the same level should be able to do THAT feat. Towers are still useless, and since Magic towers fire 3 tiles away, and Forts only 2 (with physical damage, which is so easy to avoid), even the NPC don't build them. Elemental Towers (they aren't "magical") should only fire 2 tiles away, and Forts 3 tiles away. Also, the "magic" term should be taken away (Undead build Darkness Towers, and Humans/Monsters build Elemental Towers), OR (here come's the idea), they do damage depending on the resistances of the target creature: They change the type of damage to the one the target creature is more vulnerable to. Now, THAT'S Magic.

Also, towers (as I said before) are too weak. They should get a boost to resistance, and HP depending on city level (like the city does). Again, if anything (but a Troll) of at least level 5 can take down a tower in 2 turns, the tower is useless. Another thing I noticed is when a tower is being build, enemy units can "move" over them and if their movement points ended there, they usually stay put so the tower never finishes and they can attack from there with no penalty. Once the tower is built the enemy unit should be relocated automatically to the next NOT tower filled spot (I had a city under siege once, and since an enemy Shaman was on top of my tower tile, he had about 40 damage on the defense, and I couldn't attack him, even with a Noble Werewolves unit, a Dwarves unit from the conquer that particular city quest, and my Mighty Blademaster Lord. My resently conquered city fell to him and an army of angry rats after 10 turns or so, on an Impossible Islands map, since there was no way to harm him, nor to repair my city and the units inside, and the tower never finished building).
CITY IMPROVEMENT: Many said this already, even I did once, but still, we have no news about anything like this: Improvements to buildings should be built OVER existing buildings. Since you only get the bonus from the last upgrade, the previous ones only occupy space. True, every building acts as a road so having the buildings makes your units walk faster inside your borders, but there is an easy way to fix that: YOUR units always move inside your border as if you had roads (or as under the Wind Walk Spell/Pathfinder Perk, at least). The principal idea under this is that when a city get's captured, sometimes, you see greyed buildings because the pre-building has been destroyed, but you still can build units from that building (which you SHOULDN'T), and buildings in the rooster that are posterior to the greyed one (like it's abailable, even when it's not). If you do this, the need for intra-frontier portals in cities to move your units inside your border would be meaningless (unless you have cities on different continents or your kingdom is SO huge). Water tile improvements also are a MUST, since playing on Island maps is pretty much useless now (if your capital has 3/4 of space on water, you can't play there).
GAME MODES: In Majesty one, you could play the campaign, or you could play on a random map. The way you could tweak the options in the random map (with size of the map, enemies that would appear, objective of the map, initial gold, initial buildings, building you could build, etc), were sincerely awesome. Here, the only random thing is what enemies you'll face (which should be possible to decide beforehand, like in the civ series), and location of starting city (which if is mostly in water, becomes useless pretty fast, until we get buildings to upgrade water tiles). I'd really like to be able to change the number of perk points to beggin with. 10 is ok for a normal game, but If I want to play casual, I should be able to get 20, and for an impossible only 4 (NPC always have 10, so you are the one that's better or worst in comparisson).
Ok, that's pretty much it, if I come up with any more ideas, I'll post them here.
Thanks for the effort, and sorry for any mistakes, since english isn't my birth tongue.
