1) Sieges - ballistas could have huge armor piercing bonuses, catapults would have the splash effect upon attacking, traps could provide poisoned attack & hold unit for a turn (might have to have the assassin's tools trait?), monster pits could have monsters, moats could provide slow movement & possibly a monster or two, walls for archers to stand on or archer towers
2) Just Yes
3) Naval warfare - brings into play Islands with hidden treasures, sea monsters, 'random storms' that sink ships & all kinds of goodness
ohh, just imagine a port battle seige vs naval
4) Crafting - Could obtain different parts of different creatures to throw in as well (some part of a troll would give a weapon/armor regeneration, part of an ogre could add strength/endurance/hit points or something and so on)
5) Independent city states - I've been pushing for all kinds of different forms of this from independents creating/growing into additional camps all linked together, to adding the negotiation ability to custom wildlands
6) Tactical stuff - & lots of it
7) Bring back tha TiTans in interesting ways, I've been promoting a couple of ways through quests & such that would add considerable panic to mid-late/late game, each of the how ever many TiTans there are would have there own 'super' trait that seperates them from the others
8) Dynasties - Marry a daughter off, obtain a permenant alliance with said faction (No more "we be blood brothers, until the clock runs out that is"), perhaps make them breakable but you gain a +5 or something to relations that would make it an extremly rare event
9) Hotseat - this is where I get others to love Elemental as much as I