Long list of things I'd like to see touched/added in the expansion
This is a pretty long list, but it's more of a top 10- most of these are more along the lines of fixing current mechanics to be better, with a few things generated towards additional content/new ideas.
1) Outposts and militia
I'd like to see things revamped here.
Outposts should be upgradable, but by level not specific building. Outpost benefits and militia
should be based on a combination of tech and level. Outpost level maxes should also be determined by tech,
with perhaps defensive trait giving a bonus. This would also reduce micromanagement that is with the current
system.
Militia should also make more sense. You shouldn't have archer militia without archery. Conclaves
with enough fortification should have mage militia. Overall, I think militia needs to be more buff at higher
city levels
2) Bonus creatures like wildlings/ogres.
There needs to be a revamp here as well. Instead of auto-getting units, I'd like to see having a
wildling hut/darling hut/ogre hut in your lands enable new units. Upgrading the huts should enable more
creatures. There should be advantages and disadvantages to the units- for example: a mercenary camp should
allow really fast training of units, maybe even zero production cost, but should have higher upkeep and a gold
cost to produce. I'd like to see a few more of these in an expansion as well.
3) City Growth, City Levelling, and Wonders
I still don't think there's enough benefit to high level cities as compared to many cities. The
prestige penalty for many cities just doesn't seem to matter, as you hit your food caps very quickly. One
idea- wonders should require a level 3 city, and one wonder per city unless it's level 5. This would also
give the AI a better chance at some wonders. We do need more wonders in general, enough that players would
have to choose what they want.
4) Hero Classes
I'd like to see more variety here, and perhaps sub-classes to be gained at level 9. Why can't we
have dual wielding for example, or rangers? There are a number of good ideas possible here, I have plenty.
Warrior path needs specific weapon skills- there's a lot more detail that could have been included here,
though I understand why it wasn't for the base game. This is an area that is ripe for expansions.
5) Loot and Magical Forging recipes.
I'd like to see more variety in loot. We have ice spear, lightning pikes, why can't we have have
lightning spears and ice pikes, or flaming swords? These things should be randomized.
Also, rare items should be findable, that have additional bonuses to standard magical weapons. If the dev
team has played some of Soldak's games (such as Din's Curse)- having them work like elite/legendary weapons do
in that would be nice. (I assume Torchlight/Diablo has a similar system)
Also, for units. I'd like to see magical weapons themselves- you don't get guaranteed weapons with research.
You'd have to obtain the recipes, which would be done through hiring blacksmiths/enchanters, who would give a
chance of finding recipes, or finding them through quest rewards/loot. Another method would be sacrificing a
weapon to a blacksmith- who would have a chance to reverse engineer the recipe.
Magical item research would unlock the ability to use the recipes, not the weapons themselves.
6) Summons
There's just a lack of variety in summoned creatures in this game across the board as compared to say,
Age of Wonders. Also, I'd like to see Binding work with Life Magic for the sake of custom factions.
7) More minor random events
This is something that should be imported outright from Civ IV. Derek has a lot of experience putting
minor random events into FFH, this is something that I really want to see in FE.
8) A revamping of initiative/critical hits and splitting into physical/magical.
I don't like how mages benefit from wielding daggers, or riding mounts. I can see staves and certain
magical items increasing the effectiveness of spells, but I like to see some logic in my fantasy. I just
don't see how holding a dagger makes my fireball faster. The current system just has too many points of poor
logic for my taste. Magical and physical crits should also be separated.
9) Betrayers factions and Life/Death magic.
This is a minor quibble, but Betrayers factions should be able to choose between life or death shards. If
you can recruit life mages, you should be able to have them benefit from shards.
10) Navies and Dynasties
If the AI can handle Navies and Dynasties, those should be put back into the game. They are two
features players seem to really be requesting back. This is the lowest priority for me, but other players
really seem to wish these features back, so I included it here.