OK Here are some of the stuff I would like to see . This is from my Post Here: https://forums.elementalgame.com/394749
Im just going to hit some points on it, Read from the sorce post..
I was really dispointed in the sovereign customization... I was looking forwad to making Elemental Themed Sovereigns ...
A:
Sovereign,Advantages
Spell Knowledge lets you start with some spells from that element.
Elemental Affinity , Acts like one elemental shard of that type: Gain + 1 Mana a turn for each Shard of this type , Requires base spell book of same type.
Pure Soul: Your connection to the world is strong you regenerate one mana per combat turn and one extra mana per turn.
Cost 10
Sovereigns Bond: You have a great bond with the land, your bond calls upon the strength of the land it self and you can channel spells to any combat that happens in your domain.
+ 5 hit points + 5 Essence +1 Mana Regain
You are able to cast spells in any combat that happens with in your domain.
If you out of your territory you suffer -5 hit points -5 Essence, Lose the Mana Regain bonus and can no longer channel spells to distant combats.
Cost 20
Mana Control: Caster uses 20% less mana to cast spells.
Cost 5 ( dose not stack With any other Mana Control skills)
Fast caster - Spells take 50% less Ap to cast
5 points can not take Slow Caster
Sovereign,Disadvantages
Elemental Weakness , Take 10% more damage form this Elemental Type, Get 50% of the shard bonus for this Elemental Shards Get .5 mana Per shard of this type:
Poor Mana Control: Caster uses 25% more mana to cast spells.
Cost:-5 ( dose not stack With any other Mana Control skills)
Slow Caster - Spells take 50% More Ap to cast
-5 points can not take Fast Caster
Poor Concentration : You Control of spells is not perfect when rushed , Tactical Spells do -10% less damage..
-3 points Can not take War Caster
Tongue Tied: 25% more expensive equipment 25%more for hiring champions - chance for Marriage acceptance.
-3 points can not take Silver Tongue
Poor: Start with 25 Gold Less (Can only take one Start Money Trait)
Cost : -1 (Can only take one Start Money Trait)
Customization - Champions - Sovereigns - Skills
Would Like to have a Skill Tree: Set form to pick from at Creation:
Such as: Skill picks at every 2 Levels: 2,4,6,8,10,12,14,16,18,20,...ect...
Skills unlock at certain Levels, you get to pick one every so many levels.
Most skills require the previous one in that skill family
Warrior Ethos: You are a natural born warrior, Skills in combat come naturally to you.
Skills:
Level 1: acquired at Lvl 2
Combat Stances, Block, Heavy Strike, Pain Tolerance, Defense Training, Attack Training, Enemy Weakness Humanoid, Fent
Level 2: acquired at Lvl 8
Improved Combat Stances, Block and Counter, Crippling Strike, Improved Pain Tolerance, Imporved Defense Training, Imporved Attack Training, Enemy Weakness Beast, Impoved Fent
Level 3: acquired at Lvl 16
Advanced Combat Stances, Preemptive Strike, Devastaing Strike, Advanced Pain Tolerance, Advanced Defense Training, Advanced Attack Training, Enemy Weakness Magical, Advanced Fent
Level 4: acquired at Lvl 24
Legendary Combat Stances, Preemptive Strike Block and Counter, Legendary Strike, Legendary Pain Tolerance, Legendary Defense Training, Legendary Attack Training, Legendary Enemy Weekness, Legendary Fent
https://forums.elementalgame.com/394749 <--- Check here if You want to read about each skill about half way down the post.
Factions - Really need more to make them feel more unique
Ancient Maps: These Maps have been handed down the generations ( shows entire map and the resources at the start of the game)
Cost: 15
Ancient Archives XXXXtech: Start with level 2 in this tech. (XXXTech is any tech tree)
Cost:5
Stunted Advancement XXXXtech: Start at Level -1 in this tech.
Cost - 3
Good Eyes: All units, city's have + 1 sight range
Cost: 3
Poor Eye sight: All units, city's have -1 sight range:
Cost:-3
Subterranean: Your race survived by sheltering underground during the cataclysm: +25 Def for defenders in your towns, + 5 Hits . After 10 turns huts and houses are moved underground allowing you to build over them.
Cost: 10
B or C:
I would like to see Ships get more development: Say a base type and let us add stuff to them, Better sails, Ballista, Catapults, Or Archers Have each size get more # of Weapons. So a Schooner could only have only one weapon, while a Warship can carry six catapults.
Schooner : Fast small armed scout: Can cary one Unit(up to a squad)
Not sure on cost:
Transport: Carries Units
Brigantine: An armed warship mounts 3x weapons can carry 4 units
Warship: Heavy warship: Mounts 6x weapons can carry 6 units
Merchant Ship : Acts like a caravan has to have a harbor at each city But with 4x the bonus ( since it dose not make roads)
Flying Units---
Ok So we have dragons.... that cant fly..... What the hell...... Are the wings for cooling off and not flight?
Would like to see
Pegasus ...
Wyvern
Griffons
ect...
Plz...... Lol wanted mounted Archers on flying horses >.>