I'm just wondering why caused suppression of dynasty feature?
If it's because time constraints or implementation problems (family tree, switching sovereign to another one), then I understand perfectly.
But if it is because of gameplay issues, then I don't understand it.
For me, dynasties are a good way to have some control on how many heroes you have. In some games, I tried to focus on the magic research path and tried to make 'super heroes'. But in the beginning, I only succeeded to recruit 2 other heroes, which isn't much (but not so uncommon) and it could get worse on big maps if you don't explore much early. Sure, there are the researchs that allow hiring better heroes, but sometimes, they are killed by opposing factions (it happened to me and I'm always on the lookout to do so to gain experience).
So, I was with 2 heroes, with an underdevelopped Warfare path. So the type of Empire I wanted to create was not possible. Okay, 2 heroes isn't much, but they cannot die...
I'm quite biased because I'm sure I'm enclined to have permadeath of sovereign and heroes (I mean a chance of death among the other injuries, because I like injuries too). And of course, of old age (Seasons pass in FE, not turns, which allow calculating the lifetime of heroes).
I thought: if it was possible to 'create' heroes, it would allow to replenish them, there wouldn't be a problem. There should be a penalty, let's say that (and it is an already existing nice mechanism:make the parenting heroes unavailable for so much years). Another option would be to have a building allowing to 'recruit' heroes so that they fit in the construction queue of a city. (But I prefer dynasties).
Also, permadeath which is countered by this, makes more meaning to the death of opposing heroes. In the game following magic path with Resoln, I had killed three times IA's heroes, but the next 2-3 turns, they were already wandering on the map with a injury and damaged hit points. It was not so great, I had the feeling killing the IA's most beloved heroes didn't harm it in anyway
. Killing heroes would allow more come backs from loser in a war. Lost a battle but killed an important hero...
I think this would make elemental really great for me (it is already cool now). Anyway, here are my thoughts, like I said, maybe there is something I didn't see that makes this unpractical for gameplay ?
Oh ! And of course, one of the first things I tried was the : \FallenEnchantress\data\English\ElementalDefs.xml <EnableDynasties>1</EnableDynasties>
, but doesn't seem to work as I cannot find any option letting heroes to marry.
Oh and another thing is : at some point I noticed it was possible to trade heroes with other nations. I was already far in the research tree, but I don't know what made it available to me. Does someone know ?