So, what I would like to see in Elemental is:
* More buildings with interesting and varied effects
* Avoid building endless studies and arcane labs
* Better city defenses
* Avoid steamrolling the AI, make the game more defensive in nature
* More customization of heroes
Hero customization
Heroes have a job\class - these get assigned by the player. Initially only a small selection of jobs are available, but later more powerful ones are unlocked as research is done and buildings are built. Jobs are a consumable resource - an Assassins' Guild provides a single assassin job, and once that is taken, no other hero can be an assassin until the first one dies or changes jobs.
Each job has the following qualities, with the following options: Armor (Light\Heavy), Weaponry (Simple\Martial\Exotic), Magic (None\Items\Caster), and any extra abilities.
Light armor is padded and leather, useful for fast and mobile characters, who rely on dexterity and dodge. Heavy armor is scale and plate, useful for melee tanks, who expect to be hit a lot but reduce the damage to minimum.
Weaponry - simple is clubs, staves, spears and daggers. Martial is swords, axes, et al. Exotic is unusual weaponry with strange style (such as fencing rapier), and some rarer magical weapons.
Magic - none means the character cannot use magic items. Items means the character can equip magic amulets and rings. Caster means that the character can use some of the channeler's shard connection, and cast spells based on that.
Example jobs:
Warrior - Armor: Heavy, Weapon: Martial, Magic: None, Special: None
Archer - Armor: Light, Weapon: Martial, Magic: None, Special: Archery - can use ranged weapons
Rogue - Armor: Light, Weapon: Martial, Magic: Items, Special: Coup De Grace - extra damage to enemies at less than 50% health
Assassin - Armor: Light, Weapon: Exotic, Magic: Items, Special: Assassin Strike - double damage on first attack in combat
Mage - Armor: Light, Weapon: Simple, Magic: Items, Special: Arcane Archery - can use mage staff for ranged magical attacks (attacker's INT versus defender's CHA)
Swordmage - Armor: Light, Weapon: Martial, Magic: Items, Special: Teleport - can teleport to any square on battlefield once per combat
Warlord - Armor: Heavy, Weapon: Martial, Magic: None, Special: Leadership - gives bonuses to attack\defense to nearby allies
Healer - Armor: Light, Weapon: Simple, Magic: None, Special: Heals allied units by X amount per turn
Knight - Armor: Heavy, Weapon: Exotic, Magic: None, Special: Horseback - can fight when mounted
Horseman - Armor: Light, Weapon: Martial, Magic: None, Special: Horseback - can fight when mounted
Horse Archer - Armor: Light, Weapon: Martial, Magic: None, Special: Horseback, Archery
Hexhammer - Armor: Heavy, Weapon: Martial, Magic: Items, Special: Stunning Blow - this unit and all enemy units surrounding it are stuck in place for two turns (can attack normally)
Sorcerer - Armor: Light, Weapon: Simple, Magic: Caster, Special: Can cast spells based on shards, can do 1-radius burst spells
Wizard - Armor: Light, Weapon: Simple, Magic: Caster, Special: Can cast spells based on shards, can do status spells affecting all enemies
Duelist - Armor: Light, Weapon: Exotic, Magic: Items, Special: Agility - dodge bonus
General - Armor: Heavy, Weapon: Martial, Magic: None, Special: Strategy - gives bonuses to attack\defense to all allies
Scout - Armor: Light, Weapon: Simple, Magic: None, Special: Scout - +2 seeing range
Ranger - Armor: Light, Weapon: Martial, Magic: Items, Special: Scout, Archery
Bard - Armor: Light, Weapon: Martial, Magic: Items, Special: Inspiration - gives bonuses to attack\defense to nearby allies
Barbarian - Armor: Light, Weapon: Martial, Magic: None, Special: Rage - as berserk spell on himself
You could also have civilian 'classes' (light armor, simple weapons, no magic), though it may be interesting for a single hero have both a 'civilian' class and a 'military' one.
Merchant - Special: Guildar +1 per turn
Diplomat - Special: Diplomatic Capital +1 per turn
Farmer
Administrator
Miner
For city defense forces, there are a few extra jobs:
Civilian - Armor: Light, Weapon: Simple, Magic: None, Special: None
Militia - Armor: Light, Weapon: Martial, Magic: None, Special: None
Guard - Armor: Heavy, Weapon: Martial, Magic: None, Special: None
And so on.
More buildings
Unless specified otherwise, all buildings are 1 per settlement.
Forge
- Requires 1 Materials, 1 Metals, provides scale\light plate\heavy plate armor to units stationed in the city
Weaponsmith
- Requires 1 Materials, 1 Metals, provides weapons to units stationed in the city
Hunting Lodge
- Requires 3 Materials, provides 2 Animals
- Can be built instead of finding a Game resource in the wild
Tannery
- Requires 1 Animals, provides padded\leather\studded leather armor to units stationed in the city
Fletchery
- Requires 1 Animals, provides 1 Archer hero job, provides bows to units stationed in the city
Archery Range
- Requires 1 Materials, provides 1 Ranger (w/tech), 1 Horseback Archer (w/tech) job, 2 Archer defense forces
Stables
- Requires 3 Food, provides 2 Horse, provides 1 Horseman job
- Can be built instead of finding a Horses resource in the wild
Barracks
- Provides 1 Warrior job, upgrades any civilian defense forces to militia
Armory
- Requires 3 Materials, allows units stationed in the city to benefit from all the buildings in the kingdom (so doesn't need a tannery\fletchery etc.)
Knight Order
- Requires 1 Metals, 1 Horse, provides 1 Knight job, 1 Guard defense force
Market
- As normal
Merchant
- As normal
Herbalist
- Provides 1 Healer job, +2 arcane research
Hedge Magic Shop
- Requires Market, 1 Mage job, +1 gold, +1 arcane research
Warriors' Guild (1 per Kingdom)
- Requires Barracks, level 2 city, provides 1 Warlord job, 1 Guard defense force, 1 Militia defense force
Thieves' Guild (1 per Kingdom)
- Requires Market, level 2 city, provides 1 Rogue jobs, +X gold
Assassins' Guild (1 per Kingdom)
- Requires Market, level 3 city, provides 1 Rogue, 1 Assassin job
University
- Requires level 3 city, +25% research\arcane research rate
Tower of High Magic (1 per Kingdom)
- Requires University, provides 1 Sorcerer, 1 Wizard jobs, 1 Mage defense force, +X arcane research
Mage School (1 per Kingdom)
- Requires University, provides 1 Hexhammer, 1 Swordmage jobs, 1 Mage defense force, +X arcane research
Fencing Academy (1 per Kingdom)
- Requires level 3 city, provides 1 Duelist job, provides exotic weapons (rapier + parrying dagger)
War College (1 per Kingdom)
- Requires level 3 city, Barracks, provides 1 General job, 1 Warlord job, 1 Guard defense force
Tailor
- Requires Merchant, provides robes (light armor) and cloaks (accessories), +X gold
Jeweller
- Requires Merchant, provides rings and amulets, +X gold
Better City Defense
So, essentially, every city should have its own defense force that attackers have to overcome. This is generated at siege time based on what the city size is, what the tech level is, and what buildings there are.
City size of 1 gives 1 defender, 2 gives 2, 3 gives 4, 4 gives 6, and 5 gives 8.
This can be improved by taking "squad" tech tree, which will give +25% each to the number of defenders.
So, let's say a city of size 3 with two levels researched -> this gives
150% = 6 defenders.
The city has armory, archery range, barracks, knight order, university, tailor and Tower Of High Magic.
Out of the six defenders, two will be archers (from archery range), one will be guard (from knight order), one will be a mage (from Tower of High Magic), and the remaining two will be militia (rather than civilians, due to barracks). Due to armory, the defenders will be equipped with the best available armor and weapons for their unit type, as well as cloaks from the tailor. The mage will be wearing robes from the tailor as well.