[Suggestion] Specialize outposts the same way as cities
I like how outposts can be upgraded in this beta, it makes them a bit more valuable than just a device for claiming territory. However they are still pretty generic, and some of the improvements don't make a lot of sense. I mean, I can imagine how having access to fresh horses would improve movement speed, but how do you provide a blanket 25% bonus to defense or offense to all units in the area, through magic? Actually, it would make more sense if it were done through magic, rather than conventional means. But it is very clearly implied it is not magical. Regardless, such straightforward bonuses are boring, and a bit unimaginative.
Another thing I like are the city specializations. They need a bit of balancing, but other than that it's a nice feature. So why not combine the two ideas, and have outposts upgrade into three different categories? So when you build an outpost it functions as it does now; it claims an area and allows you to place resource improvements in the connected city's building queue. If you want to upgrade it, there are three options; village, castle, and wizards tower. I'll make some suggestions on what each type's benefits would be.
Village
Costs: 50 population from parent city, no maintenance
Benefits: has it's own production queue for nearby improvements (so the parent city doesn't have to build them, saving time)
Possible improvements:
- Farmlands: Adds +1 grain to parent city (requires fertile lands)
- Logging camp: Adds +1 materials to parent city (requires forest)
- Town: Adds gildar income to parent city, maybe small growth bonus, costs additional 100 population from parent city
- Militia: Adds small defense force to the village
- Palisade: Adds a palisade around the village, gives a defensive bonus on the village's tile
- Local roads; increases the village's area by 1
Castle
Costs; 1 gildar per turn maintenance
Benefits: has a small defence force that defends the castle, improvements in it's influence area, and friendly armies fighting in it's influence area
Possible improvements:
- Fortifications: Gives a defensive bonus to the castle
- Barracks: makes the defending force larger, +1 maintenance
- Supporting community: -50 population in parent city, -1 maintenance
- Stables: increases area of influence, +1 movement to friendly units, costs 10 horses
Wizards tower
Costs: 1 mana per turn maintenance
Benefits: increases mana production from shards in it's area of influence by +1, if build on tile with essence adds +1 essence to parent city
Possible improvements:
- Warden: Adds a powerful wizard that defends the tower, improvements in it's influence area, and friendly armies fighting in it's influence area
- High tower: increases area of influence by 1
- Apprentice: adds +1 research to parent city
- Summoning altar: summons a random elemental that defends the tower, improvements in it's influence area, and friendly armies fighting in it's influence area
- Obscuring aura: area of influence will seem unexplored to enemies when not in visual range, visual range in area reduced to 1
- Inhibiting aura: reduces enemy movement by 1 (minimum of 1)
- Various other aura's
I think this would give a lot more flavour to outposts and developing your kingdom.