Just how would we get these options in to the game?
I've had a look at "City States" and I've gotten 90% there, first I added this new ability:
<AbilityBonus InternalName="CityStateAbility">
<AbilityBonusType>Player</AbilityBonusType>
<AbilityBonusOption InternalName="CityState">
<DisplayName>City State</DisplayName>
<Description>This faction can build all improvements in one settlement but cannot train Pioneers.
<Icon>Ability_Civics_Icon.png</Icon>
<GameModifier>
<Provides>This faction can build all improvements in one settlement.</Provides>
</GameModifier>
<GameModifier>
<Provides>Unable to build Pioneers</Provides>
</GameModifier>
<Cost>-1</Cost>
<HideWhenUpgraded>0</HideWhenUpgraded>
<Type>Army</Type>
<AIData AIPersonality="AI_General">
<AIPriority>5</AIPriority>
</AIData>
</AbilityBonusOption>
</AbilityBonus>
Then, I added a Restricted property to all pioneers when the player faction has the above ability. And, created a new full set of Improvements that is basically a copy of the entire improvements file where all buildings require the new city state town. This is all working fine.
What this ability really needs is auto-razing of cities when they are conquered. Or some other, better solution that would fit the theme, ideally a conquered city would become owned by the bandit (Monsters and Ruffians) faction. Maybe that city continually produces bandits until it is conquered by a normal faction etc.
"Wanderer Faction"
As the Wanderer faction you could turn EFE into a sandbox adventure game... sort of a Mount and Blade: Warband mode but in a procedurally generated fantasy setting that lives and breathes.
I had a look at this last night. It is possible to make a player faction that has no population or zone of control. Wanderer sovereigns could "settle" to make a campsite where they can respawn and it should be possible to tweak the diplomacy settings for this individual faction so that it can exist side by side with the major factions.
Again though it needs to change the way the player interacts with foreign cities... you should be able to visit cities, not conquer them. And for this mode to be rewarding it would probably need extensive scripting for custom mechanics. I wonder if anyone here has any ideas about this.
"Permanent Death"
I'd like to see there be a % chance for a champion or henchman to permanently die. This is more of a request as I have no idea where to start with this. I think this could go a long way towards making each campaign more memorable.