For some time now, I was considering making the following mod. I was wondering what do you guys think about it.
The mod will overhaul 4 of the main systems: Magic, Cities, Techs and Races.
Cities will be based a lot more on population than they currently do, making it the main resource. Population will be used in some spells, will be lost to army creation (IE- stacks of 12 instead of stacks of 3) and such, while giving bonuses when working the city.
Magic spells will be researched, instead of simply from heroes level-up. Some spells will be reached via level-up. Additionally, the number will increase.
Tech trees will focus on magic only, instead of war/civics. I am considering adding additional buildings/weapons to the techs. For example, researching the "Flame Blade" unit enchantment may unlock a weapon called Flame Blade, which causes additional fire damage. I plan to make roughly 28 common, 14 uncommon, 7 rare and 4 exotic spells per magic school, with some arcane school everyone will get. At the start of the game, each player will choose how well is his kingdom adapted in a magic school, and be able to unlock (randomly) a fraction of the techs, per pick.
Races will receive greater distinction.
Examples I had in mind- Dark Elves will have prestige based growth, making them settle only in good locations for a few large, big cities. On the other hand, each individual will provide greater magical benefits.
Lizardmen will have the ability to settle everywhere, regardless of tile yields. Cities in such tiles will be very small, but provide a bonus regardless. Main Lizardmen cities will have overall less buildings and ways to get bigger. They will be based on buildings such as "gives 0.1 horse per turn" "or gives 0.5 mana per turn", instead of % like most races.
Halflings will have high growth, high max population, high accuracy but low strength. They willbe able to make large stacks, but the stacks are expected to be demolished relatively fast.