Hey guys!
Recently started playing Elemental, in the middle of the betas. 1.1 is great, played so much people thought I'd died.
So, some things came to mind. I don't know if it's all possible but I tried not be suggest anything crazy much.
Some of these have probably been suggested before, it will be my pleasure to repeat them.
Random stuff
I'd like to see
-When creating a new game:
Minor faction options
Landscape choices (island, continent etc)
Resouce options
Even more options!
- Army group/squad/team should be customizable in unit designer.
Instead of 3 swordsmen there could be 1 knight and 2 soldiers for example.
- Less caravans, one per town is fine. Make them more rewarding if needed.
- Add water traderoutes. (and dont draw silly lines on the nice water too much if you do it!)
Should be fun, in most games I ended up owning an island at one point.
- Water encounters or events should make for more entertaining voyages. Every game needs it's pirates. the wit 
- Let me name parts of my realm!
Just on the cotton-map. Like the city names. Just for fun really or to mark something important on the map.
- I want to hunt for demon horns and bits of strange animals!
It sais in some creature descriptions that their parts are valuable already.
Make a hero-trait 'Hunter' or something.
Diplomacy
Assuming the next patch will make diplomacy more interesting and add depth and personality.
- The AI needs to be more clear and more clever when opening negotiations. If it asks about treaties it should make an offer, same with marriages. Like: Do you want this for this?
- Give the AI more lines to say, seriously I could think of a hundred for you if you want 
- Make treaties expire. All of them except alliance. At expiration date both parties will need to sign again or stop the treaty.
- Alliance should be breakable, though it should make other factions permanently reluctant to be your friend.
- When dealing with absolute rulers, diplomacy should be dependant on moods, personal requests and needs also.
- More sorts of arrangements. Like 'leasing' a mine.
- Let the rare resources a faction controls play a part in diplomacy.
Example: Faction A controls some crystal, faction B has none.
-If faction A is the stronger one than faction B should be trying to establish relations and obtain some crystals.
-If B is the stronger faction it could mean more reason to just wipe out faction A thereby seizing the crystal mines.
Alternatively they could demand crystal to keep the peace.
This scenario should only occur if faction B actually needs crystals however.
The point is, the Ai must actively pursue some short-term goals!
- Make a 'conspiracy' option. Example: If you manage to convince 1/4 or half of the factions to join your conspiracy against a target of your choosing, all of the factions involved will be temporarely allied and declare war on the targetted faction. Of course the player can become a victim of this as well! Could even have a spy option where you can learn of such conspiracies and try to foil the plot by offering bribes or rallying friends to aid you. This should be a slow developing thing I suppose, as to not disturb balance too easily.
- More diplomatic ways to 'force' factions into action.
- Make an option to insult another sovereign!
Ok I will stop now before I get started on the dynasties..
Thank you for reading, looking forward to replies! Going to read some threads on this myself when I get home tonight.