I have played several games now, various settings factions and heroes. While I agree that this is a much better game and have enjoyed it so far, there are many suggestions that I have to offer. I also would like to point out another similar game to use for some ideas if it has not already. Most point to MoM, HoMM and Age of Wonders. I would add Dominions 3 to that list as well, there was a lot put into that game, and some things that can be used to help generate ideas for yours.
- Heroes:
- The recruiting system is not great in my opinion and is a big detractor from the game. While there are many ways to try and improve this, here is my take. I would make heroes as kind of “mini faction” for Kingdoms and “robber barons” for Empire. Much in the way it was in GC 2 if I remember correctly. The cites could be limited to 1, have a preset tech with no growth and limit the size to level 1 or 2. Then I would base the amount of heroes out there on turn amounts. If you are on turn 1, there are 8 of each side out there levels 1-3 (that can improve as they hunt and adventure), then add more heroes at higher levels to look for a place to settle at set turn amounts. I would also limit the influence of their cities on AI/Player or vice versa to allow them to find a spot that is open not dependent on the 7 space rule. Other than the first group of heroes, I would not make it “required” that they find a city, but make it a high priority for them. Recruitment could be done through diplomacy, and even if this fails you could build temporary treaties with them to increase relations. If the player decides, they can go to war and wipe the little guy out. But with the city they can also have troops that should tie to the level of the hero verse just what the city can afford. I know this adds a lot of work but overall I think it would be a vast improvement. One thing that can be done as well is have random events pop up saying something like “John the famous has been spotted looking for a new home” then the play knows a new hero is out there.
B. Even if you do not go with the above, I have noticed that by the time I can recruit higher level heroes, because of the current system, most have already been defeated.
- Weapons:
- Maybe some kind of magical or custom weapon/armor crafting can be put in, something like what they do on Dominions 3? Will add another layer the player can do.
- Increase the level requirements on some items. I was able to get an Ax with the ability to cause shrink on every hit at a very low level, that along with growth and hast spells, means game over, very easy and very quick. Shrink is NASTY.
- Tech and magic:
- Honestly I would add much more diversity and paths to each. Maybe make you lock into a path for that tree for a few techs. If you start building weapons, you can do either weapons or armor, but will have to do a few tech levels before you can switch via a branch to a troop improvement line. To me, magic needs added variety, and there needs to be a way to make each spell important. With the way it is setup now, I had a Sovereign with a massive amount of spells that I only used two of. Maybe we can limit how many spells are included at one time in the Tactical Spell book, like 3 at first, and you can improve that with leveling and/or equipment. Also add level requirements to go along with the restraints that mana causes.
That is enough for now, I can add more at another time. Take ‘em or leave ‘em, these are just the one guys suggestions. Thank you for reading.