E:WoM has been in retail for half a year now, and while there has been significant improvements (especially in stability), I'd like to see the following 6 areas get attention:
1. Terrain.
Problem: Zone of Control has only insignificant strategic value; it is of almost no importance if my empire comprises 100 or 100,000 tiles, because the tiles it comprises have almost no significance. The game still plays like a space-genre game: fertile lands are like colonizable planets, the occasional shard or mine are like asteroids, and the rest is uniform vaccuum with slight cosmetic graphical variance.
Suggestion: Make land mean something strategically: As long as you have population enough to work them, make owning forest tiles, for example, in your ZoC give you small bonuses to food and materials, or plains only to food, or hills only to materials, or swamps a small percentage chance per turn of discovering something arcane, etc. (When I say as long as you have population enough to work them, I do not mean that you need to send out peasants to harvest, I mean that your ZoC will calculate your total boni based on your total influence, something very simple.) Additionally, there should be more interaction between terrain type and magic (e.g. summoning swamp monsters only works in swamp tiles, tree-ents only in forests, etc.) as well as terrain type and units (rangers and summoned spiders with boni in forests, etc.) and special abilities and terrain (e.g. spider web special ability gets a penalty in grasslands, no change in hills and swamps, and boni in forests).
2. Tactical Combat.
Problem: Much has been said about this recently. I would like to add that tactical combat would feel less goofy early game if friendly units could move through and end their turn in friendly-occupied squares.
Suggestion: Regarding Special Abilities, there have been a number of posts about that recently, I would like to add references to mine over the past months and years here (https://forums.elementalgame.com/400669, https://forums.elementalgame.com/390970, https://forums.elementalgame.com/378701, and my favorite here: https://forums.elementalgame.com/369399 and here: https://forums.elementalgame.com/374597). Additionally, I'd like to see one tile in Tactical Combat hold up to 16 friendly human-sized units or 32 small ones or 1 dragon-sized unit or 8 mounted units etc. etc., so that I can move my units through friendly squares.
3. Diversity I.
Problem: Unlike many strategy games with fixed descriptions of units with well-known attributes (e.g. the Civilization series, Warcraft, Sins of Solar Empire, etc.), EWoM does not even have unit types. There is no such thing as a "knight", there are only attributes. This makes strategic balance and counter-balance difficult, because there are no inherent boni or penalties to one type of unit versus another. This means that unit creation -- with its seemingly endless possibilities -- actually feels quite bland, because there are currently very few significant strategic differences between the units. Theoretically, we have lots of "choices" in unit creation, but practically, these feel like choices between "Lasers III" and "Lasers IV".
Suggestion: By default, unit special abilites (which I have called "maneuvers" elsewhere). These need to be tied into unit statistics (intelligence, agility, etc.), so that modifiers such as magic spells (which might buff or debuff statistics) or terrain modifiers (see above) bring strategic variance in addition to tactical variance. Make many of these maneuvers be faction-specific. I have listed a few score of such suggestions in my threads linked to above.
4. Diversity II.
Problem: The factions feel very similar to one another.
Suggestion: At least one quarter of the unit-related special abilities (which I call maneuvers) should be faction-specific. With the implementation of Point 1 (Make Terrain Matter), make faction-specific boni for terrain in an empire's ZoC.
5. Diversity III.
Problem: Research feels bland and, despite the variances in breakthroughs, too similar to GalCiv's "Lasers" and "Armor": linear.
Suggestion: Cross-path research dependence (https://forums.elementalgame.com/369399).
6. Magic.
Problem: Magic still feels one-dimensional. In addition to what feels like a paucity of spell choices, most spells seem to feel surprisingly mundane: otherworldly graphics house the framework for doing damage to enemy units. Where is the subterfuge, where the sorcery, where the hint of the transcendent secrecy?
Suggestion: First, make more spells that interact with other in-game variables for more strategically relevant choices in certain circumstances (e.g. spells which modify or which are modified by unit statistics or terrain, e.g. "Visage of Grandeur" which for one turn gives units boni based on the caster's charisma etc.) -- that is, it shouldn't be the case that you can always purchase More Firepower at the same time for the same price, because this lessens our chances for surprise, for synergy, for strategic genius. Then, dramatically increase the number of spells whose main influence has nothing to do with dealing straightforward damage in tactical situations or in unit logistics management (such as teleportation etc.), but rather which directly influence an enemy's ability to scout (e.g. stealth, misinformation, misrepresentation of one's own value, even the direct representation of illusionary forces or buildings on the strategic map); all units' statistics (buffs for friendly and de-buff for others, or map-wide spells which affect both friends and enemies in the same way, thus also increasing our need for specific strategic choices); diplomatic influence; etc. There have been numerous suggestions in numerous different places, but it seems that making a "fireball"-type spell is easier to implement.
I suppose Point 1 (Terrain) and 6 (Magic) might also be keyworded with "diversity", so that most of my constructive criticism revolves around what appears to me to be strategic invariance.
To me, I suppose most of it comes down to lack of synergy and the resulting synergetic strategic variance. Everything feels straightforward, and that leaves little room for creativity and surprise, but rather rewards good logistics. (I do not mean to say that good logistics should not be rewarded, only that this, should it get too much of the upper hand, as I believe it has in EWoM, makes for a one-dimensional approach and makes for extreme Late Game Tedium, https://forums.elementalgame.com/378632).
In any case, thank you in advance for listening and for your constructive feedback.