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(1) How do you think we should refer to this game? Elemental: Fallen Enchantress or just Fallen Enchantress?
That depend on your logo and plans for followup games. If you plan to do more games in the world, but not ones that has no connection to FE, keep the elemental. If not, there is no actual reason for it (as Elemental: WOM left a bad taste).
(3) What sorts of additional magical spells would you like to see us add before release that aren’t already in the game?
(4) What sorts of additional quests would you like to see?
I don't quite remember, but about a year or so (or maybe for Elemental?) there was an event for magic spells, and I believe one for quests. I think you should dig these up and use what you find, as it included many fine suggestions.
I would like to see some World Enchantments, such as Zombie Mastery (raises killed units at now cost with a high upkeep), and other ones that are strong, but cost large amount of mana. Currently we are stuck with the mana dumps (500 mana for -5% unrest?)
(5) Random events – yes, we have them but we don’t have a lot. Now is the time to suggest them. Ideally, ones that don’t require crazy amounts of work.
NOW is the time to ask for stuff (within reason) because when Beta 5 comes out (next month) we’ll be in feature lock-down.
I would like to see MoM's merchant coming back. If I have gilder, a merchant has a chance to attempt to sell me some mercenary well trained army, or an artifact.
Another is a new bunch of heroes (one-2 per game) who will go to a random faction. They do not still other champions exp (like henchmen), but after some time they defect to a different random faction.
(6) I will be needing your help on strategy for the AI. When you play Fallen Enchantress on Challenging (anything below challenging has the AI gimped to various degrees) you’re basically playing me. As some of you know, Fallen Enchantress (like GalCiv but unlike WOM) will make use of your multi-core processor. Every AI player gets their own thread. Long story short, I can do some terrible, evil things with the AI. But I know there are players who are just far better at this game than I am. Please feel free to make posts discussing your strategies. I am not ashamed to steal from you.
I am usually playing on a much too high conditions for my own good (2nd from end). I will go to that difficulty and try to post some extra info on ideas.
NOW is the time to ask for stuff (within reason) because when Beta 5 comes out (next month) we’ll be in feature lock-down.
This is probably the most important:
1) Fix the population! In 0.95 Population has no place in FE. It costs (Game wise) about 1/3 of your resources/buildings, and give little in return. A city with 2/3/1 (G/M/E) is better than a 5/3/0 or 5/2/1, due to amount of people is not Important.
Reason: people are used for money and city level. City levels are not as important as production, and you can reach level 2 with either 3 grain (2 grain+1 essence) or with a building or two of extra pop.
Besides levels, people can pay taxes at a cost. The cost is production and research, which is most-always more important than taxes, especially when you get most of your needs from the buildings.
Either make gilder a much bigger issue so that a high population to tax is important, give them the old 0.1 production&research bonuses, or scrap the idea (easier game for new players, easier for the AI, less room for bugs).
2) Remove the production cap on cities (3 turns minimum for production).
This issue annoys nearly all of the players, since there is no reason for it. Nearly every reason for it can be easily solved, and remove it.
3) Better show of races uniqueness in-game. Currently when making a custom race it's impossible to know what is unique to each one without memorizing it. Also, make another pass on them, as I suspect some races do not have a unique ability, while others such as Yithril (Juggernaut) does. They got certain options the other once didn't take, but a custom race has no reason to pick them.
4) Upgrading all resources from cities, instead of going to a resource hunting. This includes all resources the city controls, and can upgrade (can build multiple times if have the same effect on different resources). Players will still be able to manually upgrade.
5) A look at Governor heroes exp progression. They need to fight (and do so badly) in order to improve, and need to be in the city in order to use their abilities. Maybe allow them to "lock" in a city, turning them into a defending unit, but granting them exp or some other idea to keep them progressing?
6) Alchemy gilder--->mana. I believe we'd like to see such an optional research in the magic tree.
One more thing: after you believe you implemented all of the features (at least the ones you plan to, release a 4B for the community to give feedback, so nothing will go into beta 5 half baked.