One of the bigger factors in this whole unit creation scheme will be resource management. How will resource abundance effect what materials you can and can't make? If I have no access to metal, can I instead research/create leather/wooden armors/weapons which have properties comparable to metal counterparts through the use of magic or other means? Will someone with access to metals be at a flat out advantage to someone without? Will I be able to make iron swords and weapons
Stossel
Will you have control over which AI populate your game? I mean, I don't want some impossible AI joining my game under some innocuous name like "Fred" and taking everyone to school.
I'd like to see an option for multiplayer in which people could bring in a certain number of custom units. That way, that particular MP game would play out similar to a CCG in which you have to decide what special units you're going to bring to the table. I do like opening the game up to a player's imagination. It means you can never be quite sure what you're going to run into out there.
The problem with turn-based games is that it's hard to accurately represent concurrent events. In games like HoMM, where the movement of the hero represents the movement of the hero and his army, it might be better to force an all-or-nothing fight on an opponent because an engagement represents a situation in which neither army can easily retreat. When a unit engages second unit which has no movement points available, this becomes obvious. That unit has used up it's ability
I'm very interested in Elemental and am really looking forward to it. One thing I did want to suggest was AI diplomacy. I play mostly multiplayer games and there is something about dealing with a human opponent which makes things inifinitely more interesting. When I play a game of Civ 4 with my friends, I can chat it up with any number of them and convince them to join me or trade techs/resources using a variety of tactics. So naturally whenever I play a single-player