The game features great variability of buildings and units. For me there are two major aspects of game while playing.
The city building, which involves more on focusing the cities, assigning citizens and such, its awesome the way migration works, from larger convulated cities to smaller. But this somewhat faulty, because cities are basically limitless, the bigger they are the more they grow, and of course they could cripple the player( due to morale and losses with it) if you let them grow indefinitely.
Buildings present something similar, if you keep on building them it will cripple your empire due to maintenance, and they'll not always be profitable on unfocused cities.
My suggestion( finally) is to implement some type of upgradable mechanic for buildings, in the sense that the first era building will be replaced by the second era one.
- As it is now:
- First Era 25% resource +2 resource type 2 credits upkeep
- Second Era 50% resource +4 resource type 2 credits upkeep
- ... well you got the idea ...
Mu suggestion is to increase the upkeep accordingly, but also create the mechanic that will replace the previous building with the modern one, optionally reducing building cost if the city already has the previously built one. But still keep the old buildings as option for the cities that didn't built them yet.
With this in place, the growth of city is much more controlled, and this mechanic will avoid the crippling effect of stack buildings on players that are not aware of it( eg the AI).
Additionally a MUST HAVE mechanic to the game is the group control of units. Where as they will not only receive orders but will remain as a group after orders are received.
For example if my troops are embarked, they are weak and easy targets, this requires a naval unit escort. But if I command the units+escort to a desired location, the naval( has additional movement) will get here quicker, thus, not defending the units it was supposed to escort.
Not only that but I, as a player, like to assign certain units to squads where they may be weak alone but can hold their own as a group. For example a sniper with fire-thrower.
Keep in mind, that this requires units to ignore surplus movement on certain situations.
Ugh, I wrote too much, just to summarize:
- Cities growing limitlessly
- Upgradable buildings
- Ability to group units



