Looking back over my old posts and found 2 that I think are still good ideas. It could be the scotch though...
Critters behave a bit more than they did in WOM, and it seems a lair will occasionally spawn a critter - it seems there is a limit to it. i.e. If I'm on turn 100, and I visit a new part of the map - the critters aren't that tough. It would be nice to have a mechanic that made those 5 or 6 spider lairs/bear lairs something nasty after turn X. There is enough food to feed multiple dragons...
Also the idea of a multi-level lair. There is currently a two-level "cave" quest, dragon quest free riders and a multi-encounter arena quest. How could those be implemented more frequently and larger? Ideally - initially a lair is 1 level, on turn x it becomes 2 levels with the 2nd level being tougher critters and another loot chance, etc.
Original post - here - https://forums.elementalgame.com/395669
The second though was more in depth and probably would be at a deeper level of the game, possibly not moddable. The concept is that of a dynasty, i.e. a nation that evolved over time. It made more sense when there were dynasties in game (i.e. you could have kids) but even without that you could have some lasting set of records per nation.
I.e. I have a nation named "Smith", I create my first sovereign and name him "Bob Smith". I play a few games with Bob and do pretty well, get a bunch of points, win a few different ways, kill some stuff, get some loot, you know how it is. So I've done all these things over multiple games - and there isn't anything to show for it. The idea would be to award either achievements (which I think are pretty useless) or tie them into nation traits.
Bob of the Smith nation has defeated 10 dragons. The tips and tricks of fighting dragons is handed down through family lore, each new sovereign created in the Smith nation will receive 5% damage against dragons. ETC.
Original post - here - https://forums.elementalgame.com/396315