Monetization and Strategy Games
The fine folks at Extra Credits made an episode about video game monetization methods a couple of weeks ago (link). The main point in their video is that unlike buying a chair, there are different methods of monetizing a video game, other than paying 60$ up front. A few of these methods have entered the mainstream, like charging for a subscription or DLC, but many more such methods exist that should be explored.
Before I continue, I would like to first address the subject of how game design is derived from the monetization method. Let us examine the most popular game that may be considered the same genre of Fallen Enchantress, Civilization 5. The monetization method of Civ5 is twofold, first you charge full price for a full stand-alone game, then you charge extra for DLC and expansions. By itself, the system is not 'bad', but it has some dire consequences on the meta-game play I would like to point.
Consider fan-made modifications to the game. A feature that might make a game fresh after years and creates a strong fanbase. The problem is, however, that when the company (be it developer or publisher, both are the same for the consumer and I make no distinction between them) makes money out of DLC, it is in effect competes with the fan-made mods. The result is obvious, the company greatly limit the freedom of the modders to change the game (or so a friend of mine who tried to mod for civ5 told me). This clash of interests, the modders versus the company, hurts both parties and the consumer.
Therefore, there's a need for a new monetization method, one that would aspire to combine the interests of the consumer and the company. I found such a method in a completely different genre of video games (MOBAs, DotA2 specifically): The idea is to capitalize on the genre's inherit modability, and allow modders to sell their mods to other consumers. The company would facilitate the transactions, and receive a cut of the proceedings (either a percentage or a flat amount). Consider an online library of mods (as is standard these days), only here each one would have a modest price tag if it's developer desired so. A mod that import Master of Magic into the FE engine is imminent, and I would gladly pay a few dollars if it means improving the mod.
The result would be an increased interest from the public in the making of mods. In my mind at least, money is a strong incentive and the possibility of a bit of extra cash would make a potential modder choose FE over other games. With this method, the company enjoys the modding twice, both directly through their cut and indirectly through the increased popularity of the base title. The consumers also enjoy this method twice, as having an opportunity to get some cash for their hobby, and as players with access to many great mods.
TL;DR - It's good bushiness to let modders sell mods through the company.