First a disclaimer, I'm going to quote a bunch of numbers but refining is welcome if appropriate.
1. Capital cities. One thing I miss from Warlords DLR is the continuation of capital cities when the old had been conquered. In that game capitals were purely cosmetic, in this I'd like to see some benefits attached and the idea of having a capital made more relevant.
Possible benefits of a Capital city:
-o 50 Bonus Gold per turn
-o Maximum walls / view radius
-o -1 production time
-o All tiles within capital view radius are like roads (move cost 1)
This would probably require some maps to be redesigned as most capitals have permanently higher gold production, but I think it would be better for the game. Especially because it helps players with fewer armies and cities than the competition.
-Players could change their capital city once every 10 turns at a cost of 250 gold & an additional 1/4 of the cost to upgrade the cities walls from current to maximum, provided they have had ownership of the city for at least 3 turns. When a capital is conquered, the player may freely choose their next capital at no cost provided they have had ownership of the city for at least 3 turns. If no city meets this requirement it will be randomly chosen for them.
-Conquering an enemy capital would grant bonus gold and/or all temple blessings to the conquering stack. This is to maintain the high risk / high reward aspect of taking a capital.
2. I don't like the random nature of hero/ally offers and item rewards from ruins. There is already enough randomness in the game via battle calculations, the game needs a little more consistency. All of the following should be purchasable at any time during a players turn:
A)Items
Ruins would no longer reward items. Instead, players could purchase them via selecting the Hero and the items would spawn at their feet. Each item would have it's own associated cost (ie. similar to buying production for units in cities) and there would be new level restrictions on purchasing items for each of the three tiers to prevent newly created Heroes from wrecking older, leveled ones (there would be no restriction on equipping them, only buying).
Eg.
Tier 1 ('Bronze') -- requires level 2 Hero
Tier 2 ('Silver') -- requires level 3 Hero
Tier 3 ('Gold') -- requires level 5 Hero
B)Heroes
Heroes should have a consistent cost and only scale in cost based upon the number of Heroes a player currently has. Heroes could be spawned at any city provided the player has owned it for at least 3 turns, however there would be additional cost based upon the distance the city is from the capital up to a maximum of 200 extra gold. Heroes spawned in the capital would have no extra cost.
Eg.
1st Hero = 500 gold
2nd = 575
3rd = 675
4th = 800
5th = 1000
6th & beyond = 1250 ea.
C) Mercenaries & Allies
Each turn after 10, a player accrues 1 "Mercenary Point" per turn up to a maximum 16. The cost of purchasing mercenaries is 1 point for every turn required to produce the unit and 1/2 their city production in gold. ie. Red Dragons would cost 5 mercenary points and 1200 gold while Demons would cost 3 points and 725 gold. Mercenaries would always spawn at a players current capital city.
Allies are mercenaries that may only be purchased with Heroes. Allies would spawn with a Hero at the chosen city. All costs would be the same as mercenaries (1 point per unit turn and 1/2 production price).
3. Walls. Wall upgrades should be more simplified, I don't understand why there are 9 different ranks. Further they are a little too expensive. I'd prefer something like this:
level 1 (default, no cost) -- 2 view radius
level 2 (150 gold) -- 3 view radius +5 wall
level 3 (300 gold) -- 5 view radius +10 wall
level 4 (550 gold) -- 7 view radius +15 wall
total cost (level 1 to level 4) -- 1000 gold
ok that's all for now.