- While I like the ability customize cities the current model leads to them eating up the map as they grow, making even supposedly large maps feel small. In short, the current setup is not rational even by fantasy standards. Suggest moving city management to a separate drillable screeen with smaller, more standardized avatars representing cities. This could save resources depending on how it is implemented
- Elemental is in the tradition of MoM and not well suited to modeling fantasy kingdoms at game start. Future games based on the engine should go in this direction to enable map makers and modders to build their own favorite fantasy world with established kingdoms and small city states. Additional editors will need to be released to make this approachable by the average gamer. This has been promised for E: WoM, but no doubt sidelined until the code is stable to avoid constant re-work of the editors
- Magic should touch every aspect of the game and be considered a quality force; game economics/construction time should drive players to choose quality or quantity. This is already in place to some extent. In regards to magic items, it should be possible for to duplicate city/map object. Example item know as the Hellgate, duplicates the Demon Gate for the city in which it is placed. Yes, this will likely require creating a class of items that can be equipt by cities or establish code for the game to recognize when a hero with such an item is in a city
- Dynasty improvement is a great area to expand to add depth to a future game. A number of Paradox games could be mined for ideas (scripted and/or MTTH events), but what I have in mind is making realm stability a part of the game with the potential for rebellions and the formation of new sides or the re-establishment of old ones during the course of the game. Adding scriptable dynasties would enable planned storyline developments to be built into maps
- Development of different AI playing styles would also add depth