- For the slider bar on the left add one more color such that, Gray = no moves left this turn, Yellow = Moves left this turn but no destination set, Green = Moves left this turn and has destination. Also add a filter on the top so you can filter our gray and green. Once you have only greens left you can end the turn. This should make army management faster. See pic.
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- Since Channelers draw their power from shards, allow any channeler to regain full mana at any shard (even occupied by other).
- Add a retreat button to tactical combat (I don't want to sit through the entire retreat)
- Boats are too slow
- Enemy report option: At the beginning of every turn add an option (or permanent button) to trigger an enemy report. Toward the end of the game on larger maps, it's harder to spot invading armies, let alone creatures spawning right next to your Capitol. Button will get camera to zoom out and in to each city announcing the sighting of enemy armies and creatures. Button should have two options, Report all OR Report all new sightings.
- Custom colors: Many times I can't tell the difference between two different armies, there seems to be light blue and lighter blue. One can only tell the difference if they are right next to each other. Allow more colors and allow the host (single or multiple) to assign colors. Get rid of white (Yitrhil?) toward end during large map hard to tell the difference between your army and creatures ransacking your country side. Also, when a town gets sacked, move camera to that town.
- Conquered cities should give more loot, even if empire/kingdom is broke. The wealth of a sovereign is based on income and available money to spend. It is not representative of the resources in the conquered city. There are tons of resources tied up in a city. When a city is razed, the invading army should be wrecking various items to get at them. Some gold (a portion of which is from the sovereign total wealth), lots of materials, few metal, etc... This should apply even if you are razing your own city for "scorched earth" strategy.
- Cities should be able to hide units: After one spots a city on the map, you can click on it at any time and be able to tell what units are in the city (even if none of your units are even close). Recommend adding some rules, such as: can't identify enemy city units unless the city is within visual range of one of your units. When city walls are builts you can't see any units in the city. (Ultimately, players will have to send "junk" units to scout a walled city).
- Cheap explorers: Something to think about. Let the sovereigns cast a simple spy spell that can be a bird, ghost, or other creatures whose purpose is to explore only (i.e. can't conquer a city).
- Exchange resources: Add a building that you can exchange an excess of some resources for another resource that you are short on. Gold, materials, metal, crystal, traded in at a Black Market (for example). This would be one option for limited players willing to trade.