Hello,
I would like to begin by saying that I absolutely love Fallen Enchantress, it is by far my favorite video game currently and I just want to give some of my ideas as to how the game could be made better. I understand that this is just my opinion and I'm sure not everyone will agree with me, but I do think they are the very least worth hearing. regardless of my own ideas I also feel the game itself is in a position to become a legendary fantasy strategy RPG that includes the ability to craft a truly unique gaming experience and allow everyone to create their own unique faction and play in their own way.
Faction perks:
The very first thing I think would make the game better would be the ability to choose a unique faction defining perk that would alter the faction entirely. This won't take away from the standard way to build your empire or kingdom but instead allow you to add to it in different ways. This perk would be chosen from a list, from which only one may be chosen, and possible it may not cost an overall point in faction creation, like your sovereigns profession. The perks would all be to do with the addition of units in the faction and vary from beast mastery to slave trading. The things are already in the game but this would be developing on what is already in the game. These would allow the player to make units and buildings unique to the faction perk. Beast mastery would allow the production of beasts in player's cities and make beast related buildings. The Skath Pit that is in the game and attainable by Empire players would be moved to be within this faction perk. Other buildings could include "City Kennels" which would add 2 wolf or warg squads to the city defenders. The perk would also include the creation of beast masters, units capable or taming and/or summoning beast units as well as allow the use of skaths as a mount for both heroes and basic units. Destroying skath lairs would give a chance to make the skath building to farm skaths as a general resource and a new research would be added below warg riding or added to it that would allow the selling of skaths in cities. This is the general idea as to how a faction perk would affect a faction where more than this could be done. Beast Mastery is already a sovereign profession, so another idea is that the faction perk would give an ability to the sovereign, such as beast mastery would give the sovereign the tame beast spell and it would be removed as a profession. Another faction perk would be Elemental Mastery, this would replace the elemental creation aspect of "Binding" and allow the player to make all kinds of elementals. These would be produced normally but require mana to produce and sustain. Elemental mastery would also include mana related buildings and elemental idols, a city building that would add an elemental or elementals to the city defenders. This perk could give the sovereign the ability to summon an elemental as an ability rather than a spell, allowing him/her to use it every fight without mana cost. Golem creation could also be a faction perk, this would allow the player to produce sand, stone and obsidian golems for a flat production value, as well as iron/steel golems at the cost of iron or crystal/greater crystal golems at the cost of crystal. Arcane golems and possibly elemental golems could be added, with the fire golem being a golem with a canon in it's chest which shoots fireballs, making it different from fire elementals. The elemental golems may be encroaching on elementals too much though. The cult of a thousand eyes perk could be replaced with the Arachnology faction perk which allows the creation of spiders, shrills and also include spiders as an attainable mount, I know skaths and spiders can be attained as mounts but I only know them to be attainable through hiring heroes with them automatically. I assume the cult of a thousand eyes may include it without mentioning on the perk page. Slave Trading could also be made a whole faction perk, it would include juggernauts, slaves as well as taking the slave pits building that empires get. It could also include the slave making perk that already exists, but this would include all slave related perks and maybe more. Finally a perk that would be more general, such as one that allows the creation of henchman and also include other more standard units, such as advanced standard soldiers or allowing the hiring of bandits and other humanoids, where hiring bandits is already a sovereign profession. To finish off this paragraph on faction perks, all perks would include a spell for the sovereign which would automatically rank up with his level.
Unit spells:
One thing that I feel the game should have had to begin with was the ability to give units spells and abilities. These would include standard spells for mage units or ranged/melee abilities for standard soldiers. This would mean that as well as being able to choose 1-3 perks, you can also choose 1-3 abilities. These would increase production cost and possible require levels to attain. For example, you could choose that an ability/spell that the unit begin with and then 2 more that they learn when the level. Certain abilities would require, for example, 4 levels, and others might need as many as 7. If you choose the one that needs 4 then the one that needs 7, you would gain them at level 4 and then 11, or if you choose them the other way around you would learn them at 7 then 11. Where both times you also had a base ability. This would allow the creation of more useful caster units, which could have summons, basic attacking spells or support spells. This would let you make armies that include casters that don't rely on having heroes in them. This would also allow players to specialise their units more, such as make soldiers more defensive/offensive or even to give melee or ranged units stealth related abilities such as a blink or a shroud of smoke that increases ranged dodge for units inside. This would also introduce "rogue" style units which would specialise in crit and dodge. This would also allow players to further customise their armies. As well as abilities and spells, you could also give the unit level attained advanced perks, such as lifesteal, health on kill or even just give the health per level, an extra counter-attack, a natural stun or just a large flat amount of a stat.
The undead:
I love the idea of the undead. I think it would fit into the game really well. Undead being introduced would make one wholesome DLC package. This would include basic skeletons with 3-15 hp that would be a new basic enemy, like darklings or wolves, as well as advanced undead units, necromancers and undead based wildlands. This would also introduce necromancy as a faction perk. This would allow players to produce undead units, convert killed enemies to undead, produce necromancers and even convert the players population in his cities into undead armies. Undead being in the game would allow for new unique undead units, similar to the very unique, in my opinion, crow demons, grave elementals etc. The undead faction perk could also include "corpses" or "undead" as a resource, attained by killing any humanoid, razing cities etc, which could be used to make undead units. This itself isn't necessary but is a possibility. Undead units could include butcher men and could even include units of any power, such as giant undead dragons or bone constructs.
General things:
These aren't complaints so much as they are things that would make the gaming experience more smooth in my opinion. I would like it that armies, cities and quests that appear in the left hand side have an option to be turned into rectangles, so that you can have more cities and armies without having to scroll down to see cities that are idle. On the note of idle cities, auto-turn should automatically select cities that are idle and bring up the build menu and only move on to the next city or end the turn when you select "done". Units that were selected to explore should also become invisible in the left bar, like guarding units. Invisible units should also have their own list below visible units, that is normally tucked away but can be expanded to select exploring units, guarding units and maybe even units in cities.
Well that's all I have right now, if you read the whole thing thank you for your time.
TL;DR VERSION:
ADD FACTION PERKS = ONE UNIT TYPE/GENERAL BUFF
GIVE BASIC PLAYER UNITS ABILITES
ADD UNDEAD
"WAAH I DON'T LIKE HAVING TO CLICK THINGS MY FINGER HURTS
"