Solve one big problem and you wouldn't need to worry about having random respaws and such. The problem is that the world is completely civilized far to fast, and after that there's nowhere to explore.
One of the things I found most fun about the Fall from Heaven mod for civ was the fact that the empires on the map almost never ended up occupying all the land available. There were always wild islands or remote jungles you could send your hunters off to to try to find that last gorilla for your capital's menagerie. There was almost always that sense of the wild around. After the animals were gone the barbarian orc cities would start popping up, and after that some barb city would almost always build the dragons hoard. A couple of the mod mod did an even better job with this aspect of the game. The word just always seemed so wild, with new places to explore around every corner and often a good reason to explore. There were always hill giants roaming around somewhere and they provided a real threat well into the mid and early late game. There was even a faction geared towards exploring this wilderness with special explorer units and no upkeep based on distance to the capital.
It was one of the reasons I was so happy when Kael joined the team. I think FFH is perhaps one of my favorite games to come out in the last decade.
Elemental never had this magic. The wild just never felt that interesting, mainly because there just wasn't much variety. It was obvious from the first announcement of FE that they were trying to capture this sense FE. But unfortunately, FE doesn't really seem to have the magic either. I'm not sure whats missing?
- The lack of boats or any ability to have remote islands, this is actually pretty big. Entire world is open to everyone immediately, and entire world gets gobbled up immediately.
- No real penalty for empire sprawl. There is some diminishment of faction prestige as empires expand, but I haven't noticed much of an effect
- But the big thing is that the wilds were actually dangerous. If you sent out one of your first units in the wild they would almost certainly die. The life expectancy of a scout was around 10 turns. Here that is just not the case. Your first unit, your sov, can pretty much wander around anywhere with little chance he'll be killed, and if he is... blam... instant respawn in the capital (i've actually gotten myself killed on purpose just to fast travel back home to sell off loot). There's no real incentive to send out a scout other then your sov, because regular units can't pop goodie huts ... i mean unique locations or whatever the FE term for them is. So you end up exploring the wild with a stack of champions that essentially can't be killed by anything wandering around out there (barring a wildland, that I actually have yet to seen in any of the 5 games I've played). Where is the suspense? Where is the danger? Its just not there right now.
- Atmosphere. One the big thing that FFH has the FE just still doesn't come close on is atmosphere. Now this isn't specifically related to making the wild feel dangerous but I think it plays a role. The atmosphere, lore, and backstory in FFH was simply amazing. It was dark, it was gritty, and it pulled you in and kept you prisoner. The factions were amazingly diverse. When sending out an explorer you really felt like you were going out into a living breathing world. You could role play adventures even with your generic hunter much better than you can with your uber customized sov in FE. Some of my favorite games in FFH where ones where I spent the vast majority of my time with a band of hunters with a few hawks exploring the remote reaches of the map. Where is the "Nature's Revenge" global spell that boost the power of all the animals still on the map? Where is the ritual that brings a new empire of demons into existence somewhere out in the wilderness? Where is lentum frigus that gives a permanent bonus to a couple of the empires if they're the one to find it first? All sorts of cool stuff that just isn't there in elemental.
- Game mechanics. Bottom lines is that FFH was built on one of the best game engines with some of the most solid game mechanics out there, Civ 4. Everything worked well, everything was well balanced. Just not the case with elemental or FE. Tech progression is out of what with empire expansion. There's no real difference in terrain so it feels like you're exploring through space; where is the excitement that exists when you found the Remnants of Patria right next to yggradasil for the spot that makes an ubber city.
I really want to like FE, but there's just still so much thats lacking when you compare it to stuff like FFH or AOW:SM