Top 10 things MoM Needed (that aren't obviously going to be done already in Elemental)
I won't list things which Stardock is already obviously going to do for Elemental, for example multiplayer, more complex economics, different map sizes or better diplomacy (OMG MoM diplo blew), but things which might actually be not thought of yet.
- The concept of lesser and greater heroes needed to be abolished. It meant the player was completely discouraged from hiring lesser heroes and heroes became too much a late-game i-win button not a full game length strategic element. All heroes should be essentially created equal and progress through levels or some other fair system of progression. If you must have greater and lessor hero summoning spells or something, have the lesser one summon level 1 heroes who can still get to level 50, just takes a little longer.
- Heroes also needed to be resurrectable by all channelers. (make it expensive if you have to) The high probability of permanent hero death also led directly to heroes not adding as much to the early and mid game as much as they could have, as the player tended to hoard, train and equip them to the Nth degree before risking them.
- Configurable governors. MoM had too much micro-management which made massive empires a massive headache and if I recall the auto build option cranked out stupid units.
- Shifting difficulty. To an extent you can do this with AI and diplomacy, but there should be a way to increase the difficulty level of a game in progress. Especially for the player's first few games, their skill level will be rising by the hour. 4X games tend to go for many hours, and have only one or two tipping points, beyond which the game is essentially all over but the mop up and crying. Perhaps this could be done as part of the:
- Option to extend the map and continue on game completion. I posted about this separately and I don't know why it isn't the default for all 4X games. Once a MoM game was over, or past the tipping point and victory inevitable, that was it. 15 hours of gameplay were over and done forever, and there was no point revisiting all that history and story. If you can extend the map and continue, the story continues, the kingdom expands into new lands and challenges. This fits VERY well with a totally open-ended tech or spell tree. Have an option to increase difficulty as this happens too.
- More interesting quests / exploration sites. MoM's exploration sites - ruins, tombs, caves etc were pretty boring after a while. They all played out pretty much exactly the same way - a fight ensues, then some crap loot is dropped. More variety here, a little bit of exploration within them would be good, a bit of story and have the challenge and the loot grow to some degree with your empire. Also a means of scouting these out other than sacrificing a unit (a scout unit would be good). Also the "merchant" events were okay but they tended not to scale properly and constantly have crap items to buy only.
- Scout units and more use of stealth and ambush tactics. Not even the total war guys have got this right. There isn't much use for scout units (everyone just builds towers and at most sends a spy or two ahead of a big army), probably because they need constant micro-managing. It wouldn't take all that much AI for auto-scout (similar to auto-explore but the scout remains adjascent to your lands in enemy territory spying for troop movement and other intelligence). Scouts could also gather intelligence on exploration sites before you send a wrecking-team to get the loots. Scout towers are fine for your own lands but should have very limited penetration into enemy territory. Also, ambushing needs a big boost. There is a HUGE morale hit associated with being struck from behind by an enemy and being taken by surprise. Not difficult to code either?
- Trade goods and trade routes. GalCiv2 has the best implementation of trade routes I've seen, whereas CIV3 had the good trade goods - worth trading and worth getting, nice. MoM completely lacked this.
- Separation of training and experience. These are two completely different things and two completely different elements. Ask any soldier, they just aren't one and the same. Having a separate record for each unit of training and experience will encourage players to engage in regular actions to keep their standing armies "sharp" and get even their best-trained troops "blooded". This is realistic and would add motivation to engage in smaller-scale conflicts over smaller goals (kill off some barbarians, pirates/bandits, trade, a node or minor resource etc) that don't necessarily lead to city-scale conquest. There should be a jump in effectiveness and morale for units as they get their first few experience points that tapers off into diminishing returns. You wanted unit complexity, well if you have separate race, mount, equipment, training and experience you'll have it

- Research different kinds of training. Rather than just building barracks to war-college kind of thing, with the war-college having the highest rate of raising training-points and highest cap of training level, why not different kinds of buildings, research or infrastructure to support different kinds of trianing? Stealth training. Anti-cavalry tactics. Formations such as the phalanx. Beserker training. Anti-fear training (if your opponents have fear attacks). GalCiv2 did this with weapons vs defence technology, Elemental could do it with weapons and armour but also tactics and formation research and training. This is the other major element of medieval warfare that no game to date has really grappled with. (that I know of)

Regards,
Kul