AI Improvements: Protecting its Sovereign / No Suicide Attacks
Kraxis with might of 466, me with 155. Send his Sovereign with an army of almost 600 CR to my frontier where I'm able to muster most of my army for a grand total of almost 850 CR and wait in my city. I have four leveled up channelers, Sov included. The theory said I would win unless Karavox was to one shot my channnelers during the first turn with area damage (max HP of them was 12). He didn't. I won without much trouble the battle (Blizzard, Blizzard, Blizzard, Blizzard, Blizzard... finish off with a well equipped squad). Bye bye Kraxis.
Stacking of Items (Scott)
- Hands slots: between 4 and 8 rings. Only 1 type of each rings.
- Neck slot: 1 amulet.
- Arms slots: 2 armlets.
- Ears slots: 2 earrings (they can come coupled  or individual ).
- Waist slot: 1 belt.
- Shoulders slot: 1 cape.
- Chest slot: 1... piece of armour, shirt...
- Feet slot: boots... hopefully, a complete pair.
It becomes a bit Tetris, but it's also interesting. (not holding breath for 3D earring though)
Build City Camera Weirdness
Annoying as hell.
Diplo events, adventure events, war events... And they are easier to make than quests!!!
Battle Improvements: Formations
We need a tactics screen where you select the initial deploy of your army when a tactical battle happens. Maybe an option do that (too?) just before the battle begins.
Classes and/or skill trees. Period.
More Uniqueness to the Factions
From quotes and unique aesthetics (clothes, faces...) to (especially) gameplay. Much a la Gal Civ II Twilight of the Arnor.
Maybe remarrying possible (harems for Raven). Number of kids random (minimum 2, max... 6?). Influence in the basic genetics of the kids (influence means to influence in the random generation, NOT to decide what we want) plus influence in the development of the kid towards his maturity (influence, not determination). Crests for the kids. Splitting parts of the Kingdom/Empire with them for whatever benefits it could give (less maintenance for example). Loyalty system based on Expectations: nothing fancy just that each gets some expectations based on Race, Faction and Alliegance of the parents (some randomness included) and if the Sov doesn't meet the expectations (a Good Sovereign choosing Evil things in the quests, for example... or a Good Sovereign doing Good things but the husband of his daughter being Evil), it can cause trouble, defections, splintering factions... Kids being able to create Noble Houses (with Champions, for example) that can be assigned to a city for bonuses (if more than one Noble House is in a city and their Expectations are different... trouble!!!)
Strength of Grouping Types gets Out-Of-Control
It's over 9000!!!!
Comparison with what I already have equipped, filters, tabs for different types of elements... Think of an RPG and you got it.
Minor Factions / Neutral Cities
If they stop being the equivalent of Gal Civ II minors, that would be awesome. I'm not asking for them to create more cities and all that but they just sit there and... well, wait to be conquered (because except for some trade, not much else can you do with them). Hell, you cannot even talk to them in the Diplo screen (I mean the menu where all your met factions appear).
Hahahaha WoW? More "drops" than just money and varied would be sweet. Including special items that cannot be obtained otherwise.
See "Stacking of items". Also weaving of items (for those wool mittens).
Altough I'm fine with cities not costing money to fund, the only reason to control the spam is: food and boredom (cities just built for the extra gold, research... not because they actually offer anything special).
Circles for the most powerful thingies, ok. For the most common/weak? No way!
Highscore list adds a lot, really. Think what you did in Twilight of the Arnor. I loved it as I love it in any other game. Wouldn't mind an Elementalverse to from time to time upload a score of a non modded game... That said, I'm not sure that many people will play unmodded.