Wish List
	
			 
             
			
		
		
		
		People that have been around for a while might remember this in it's earlier incarnation. I've reposted it with a less 
abrasive
 title. It's basically a gathering together of all kinds of suggestions for changes that different people have made in one place, rather than have them be scattered every which way in different threads. If you want something added/tweaked please post a reply with a description of your suggestion, and a summation small enough to fit in a bullet point (I hate summarizing what other people have written). I will try to post a fresh Version every week or so, if of course people keep adding things.  
 
I have divided up the wish list into 4 sections: things that would be pretty simple to change, should the devs feel like it would be a good idea; changes which would require some extra work, but not a ton; changes which would require significant work (and thus are unlikely to happen); finally bigger picture balance considerations. This Last Category is for more sweeping considerations than a specific feature addition or change, and for general improvements.  
 
If I missed something I apologize in advance. 
 
1. Tweaks/Easy changes to implement 
 Darker colours/textures in unit displays [to make sprites easier to see/look better] 
 Alignment of stats in unit info screens [i.e. in a column] 
 Pre-made pretenders for new players 
 New player 'get started' guide  
 Quick start game for new players  
 End/quit/save/host button remake [so that 'end turn' takes you directly to next turn] 
 Bless effects displayed when creating a pretender's magic 
 Actual effects of scales explained when creating a pretender's scales 
 Line between commanders and regular units in recruitment screen 
 Titles in recruitment screen for unit section and commander section 
 More details on exactly what different effects mean (e.g. exact benefits of mountain/forest/swamp survival, etc.) 
 Able to quit battles using ESC 
 When selecting commander from F1 screen, have the commander be highlighted when it jumps to him 
 X axis labeled in score overview graph 
 Message in top left when Commander is killed in battle 
 When you win/lose a game, instead of exiting the program, get brought back to main menu 
 Show undead and magic leadership in unit info screen (e.g. 25/0/10) 
 Soldiers with "guard commander" orders fire missiles if a target is within range 
 Link from nation overview (F1) to recruitment screen in each province 
 Show resource usage in nation overview [so that you can see at a glance which provinces aren't being used to their full potential] 
 Warning colours in nation overview (e.g. red for supply usage when higher than supply availability, etc.) 
 Allow finer adjustment of map richness levels 
 Add "Cast Monthly Ritual" to commander orders list   
 Increase accuracy of Evocation spells - if necessary reduce damage to balance 
 Change strategic move to 2 for HI and increase the 'cost' of moving through difficult terrain for HI [net effect: LI can move through difficult terrain quicker than HI] 
 Research estimate in recruit screen should reflect research with current drain scale 
 In enemy/indie province screen, link unit names to description (even if it is just generic) 
 prevent blood slave harvesting in provinces where no chance exists to get slaves (pop too low), and show estimated blood harvest for each mage 
 Combine Blood Harvest reports into one, linking to each commander 
 When using the "N" key to cycle through commanders and a commander in a group gets selected, select the whole group of commanders. 
 When a magic site is found, include the level required to find it in the site info window 
 Right-click should bring up commander details in gem-transfer screen (as it does everywhere else). 
 Seasonal autobid for mercs, like in Dom I 
 Default bid price on mercs should not reset itself to the asking price 
 Clearer distinction between province and global gold stats 
 Net kingdom gem and gold income displayed in F1 screen 
 Autoarrange commanders alphabetically by type, then name 
 Confirmation screen for 'throw item away' 
 Change order of game creation: first choose scenario, then number and types of player etc.  
 
2. Additions of relatively minor features 
 Battle results (i.e. list of casualties) when storming a Castle 
 '?' accessible on main menu (i.e. as a button) 
 Research point 'lock' for schools of magic 
 Random nation AI opponents 
 Map and Scenario triggers [not sure where this was mentioned] 
 Ability to rename commanders, or at least add epithets 
 Enhanced start (starting with more than one province)  
 Ability to close screens without having to scroll down or press ESC (e.g. Windows-style [x] or 'Exit' button below instead of at the end of scroll-lists) 
 Names of units in addition to icons in recruitment/deployment screens 
 Detailed breakdown of mixed squads in deployment screen 
 Detailed lists of losses (most importantly commanders) 
 Right-clicking commander in main screen gives you list of troops under his command 
 Build queue for commanders (even though there is only one recruitable per month) 
 Shift-click to add higher multiples of units [e.g. 5 at a time] in recruitment screen 
 Build queue doesn't charge you for units which won't be built that turn 
 Ability to turn off pre-battle zoom animation 
 Number of local defense force killed show up on battle report (even though they're automatically replaced) 
 Ability to enter new subscreen (F1, recruitment, etc.) without ESCaping out of the current one 
 Hostile borders different colour than province borders within your nations [don't know if this is possible] 
 Prevent redundant site searching [or have a message like the "preaching cannot be used to raise the dominion of this province any higher" message] 
 When game ends prompt for deletion of game file 
or 
 When game ends, automatically delete game file 
 Ability to toggle on/off battle grid in squad positioning screen 
 New Command for missile units: Hold or Fire 
 Keyboard selection (hotkeys or something else) for every command available with mouse 
also including: 
 Keyboard command to select next commander within province, even if he already has orders. 
 Ability to scroll lists with arrow keys instead of mouse 
 Keyboard interface for research screen 
 Keyboard command to cycle through friendly provinces 
 Expanded gem-transfer screen, showing more than 2 commanders 
 Label in nation overview identifying province types [feudal, amazons, etc.], and therefore the troops recruitable there 
 Ability to cycle through recruitment screens without exiting to main map 
 Add separate gold richness and resource richness settings for new games 
 Add tactical "Cast Support Spells", "Cast Summon Spells", and "Cast Attack Spells" commands 
 New unit command: Fire and Retire. missile units fire a couple of rounds, then retreat to behind the main battle-line 
 Supply bonus for a certain number of LI/LC - in accordance with their role as foragers 
 Compress trn files for Online play 
 Allow changing pretender in design screen 
 In battle screen, link spell casting notification to spell description 
 Special Guard commander order "Surround Body Guard":Auto position body guards encircling the commander 
 New Order in map screen "Collect Gems/Slaves" - collects all the gems/slaves held by any commanders in a province, and gives them to the selected commander 
 New battle order "Hold or Cast Spells" 
 Show actual adjustments to stats from fatigue (ie 0 defense, half armour, etc) 
 More detailed list of combat losses 
 Military info for hostile provinces displayed on main screen 
 
3. Additions of relatively major features 
 SP diplomacy 
 Increased battle replay functionality (various speeds, etc.) 
 Ability to store more than one god for each nation 
 Modability 
 Search function for items on commanders 
 Battle Sim 
 Enabling/disabling spells [being able to indicate which spells your mage should pick from] 
 Translucent filters for map instead of icons (for dominion strength, production, province defense, etc.) 
 Rework of province defense 
 Different types of battle terrain 
 
4. Balance considerations 
 Improve Strategic AI 
 Less focus on supercombatants 
 More regrowth possibilities / less emphasis on population death 
 Greater 'bless' effects [e.g. starting at an earlier level (lvl 3?), increasing exponentially rather than by addition (1,2,4,8 vs. 2,3,4,5), magic cheaper in general, etc.] 
 Reduce effectiveness of artillery-like spells (esp. in hostile dominion), or provide counters 
 More global enchantments 
		
	
		
		
		
		
		
		
		
		
		
	
		
			
			
			
			
				 
			
			
			
			
            
			
			
				
			
			
			
		 
		
	
	
	 |