Not surprisingly the book contains stuff you just can't do in the game; some because it's too hard to possibly conceivably code other stuff, well because it isn't there, but it should be.
Note I assume throughout a system like https://forums.elementalgame.com/394023 for tactical
I've only read the first 3rd sofar. but.
I want to be able to craft spells into items, A Main hero is drawn into a battle expressly so that somebody can fire a special crafted arrow at him. The arrow is magically imbued and apparently took Years to make.
I want to be able to craft such an arrow, or order it crafted with my magic, to make a use once weapon which can be given to a hero with a bow, if they choose to use it in battle gives + attack + damage + poison + death. (or whatever abilities i want to craft onto it, Perhaps just a + fire damage). Mainly I want to be able to Manufacture/craft Use once items which i can give to my heroes to give them more options come battle time.
In the book a character Waits to fire upon a unit because the unit is engaged in battle. (Unit is moving too fast to take sure aim). I want to have that kind of thinking be part of the tactical battles. That's why I suggested 'targets' and once a units 'targets' are full of melee hits they can not be shot at by archery with any efficiency. (can't get a good hit because your units are in the way and the target's moving too much.)
In the book there is a unit/animal that is by nature able to control fire, It has an elemental affinity for fire, and when it encounters a stream almost refuses to go in. and as soon as it has an opportunity to leave the water BOLTS. This suggests that animals have elemental weaknesses and strengths in the book. I would like that to reflect in the game as well, Units having an affinity depending on what shard their home town is near, or race, or randomly assigned. Spells of opposing types do bonus damage attacks of the same type do reduced damage.
In the book some soldiers talk about forcing the enemy to come from thought a swamp, and run up a hill, thus reducing their effective bonuses due to overwhelming numbers. I and a lot of people want to see the terrain have MUCH more effect on combat; Height advantages to archery, swamp land to slow movement and combat speed, forest to obscure view and archery.
In the book there is an underground town. There really needs to be underground towns, easy enough to code, if you're the right type of race, can build your town starting on a mountain square, Extra minerals, much reduced food, VERY LONG CONSTRUCTION TIMES/COSTS, Huge defensive bonus. Would need new art, perhaps, but I wouldn't object to the same art but with an explicate cave wall surrounding each building and tunnels cut between adjacent squares.
In the book a hero takes out some 30 or 40 rank and file, but decently trained opposing troops (with an implied lifetime deathtoll in the hundreds) many of these troops are in groups, large groups, of 4, 8, or 16, but the hero just mops them up, with hardly any perceived, or let on, effort. In the current build any hero that goes up alone against 16 even untrained pitchfork wielding peasants is going to be squished into Jelly. In the game the troops might arrive as a group of 16, but the fighting takes place one on one, or three on one (largest seen is three on one at one time). My suggested method easily recreates this One on One like, or three on one like fighting when outnumbered so Heroes can still triumph even when outnumbered 10 or 16 to one. You really are not much of a hero if 16 guys armed with naught but their tools to harvest grain can overkill you so hard you're sent home in a bucket.
In the game battle means one thing, death. In the book people are captured, forced to work for their captors, people's safety is negotiated for in exchange for cooperation. If I encounter somebodies unwed son or daughter I want to be able to go into negotiations and say "So, how many fingers does your daughter really need? If you answer more then 9 then we should get down to brass tacts . . . which incidentally is what her bed will be made of tonight if you don't offer a deal I like." You should be able to instruct your units to capture, loose their weapon bonus, to attack and damage, have to reduce remaining HP of target to < 20% to entrap 50% chance of reviving a unit that 'dies' when a capture attempt is made.
In short I'm saying the book is great, so much variety in what the units do, and can do, I only hope that in 4 or 6 months the game will be able to enact stories half as compelling. because lets face it currently it can't.