Draft
This list is just a collection of ideas. As such, it does not mean that all the ideas will be carried out or will exist in every world. Administrator of the game server will be able to choose which properties will be in use.
This list may be cluttered at times, as it has been put up hastily. This will be cleaned and outlined later
World
- Waters/sea and ships?
- Suggestions for worlds are on their own page: Worlds
Resources
- Storage system, which would allow exceeding storage space, but the exceeding resources would perish slowly
Units
- Flying units: airplanes in a world based on the real world, dragons in the fantasy world, etc.
- There would be defencers and attackers; should the unit be customizeable or its skills could be combined
it would have:
- slower training
- twice the upkeep
- some weakness, too
- Ordering of defence units. It would be possible to send resources to another town's defence units factory, which would then send the built units back to the ordering town after training.
Warfare and soldiers
- Support for attacking from other towns, too, rather than only player's own ones
- Support for giving soldiers under other players' command (e.g. for allies use or use as mercenaries)
- Routing and timing of attacks
- Attacks could be timed or queued, for example so that there could be three consecutive attacks to a one place. But then again, there could be limit when attacking the same place and consecutive attacks would be delayed by one minute (or default delay)
- Merchants could bring food to soldiers' offensives
- Destination for new units: Units produced in barracks would automatically traverse to a chosen destination
- Common attack report for allience
- Retraining of units / training in other town
- If units are in other player's town and food runs out, the units would leave to their home town
- Soldiers would get food from the rations they are carrying or from the food wagons one could support them with (or any other units that could carry food)
- Like with Travian's legendary joke, there could be attacks coming from oases, for example elephants
- More realistic soldiers; they would sleep and act slower during night
- Besieging towns as an option. One could prevent merchants and soldiers from going in and out of town without attacking. Besiegers could also defend the town, but without the town's defensive bonuses. They could also be ordered to attack the town, and the attack would be carried out instantly.
- If one supports another from same alliance, the assisted would see the incoming support units
- Attacking units could be scouted
- POWs - Slaves - Slave trade
Trading and merchants
- Option for merchants to sell resource until it is depleted or the limit is reached. Also possible to choose a specific town to trade to
- Which would be more important, big amount of merchants who carry a specific amount or would upgrades affect the carrying abilities of the trading unit
User interface
- Unlimited work queues (some max value though)
- Renaming of account's username
- Support for multiple languages
- Deleting IGM messages with some rule or value or possibility to erase all
- Town's front page / town summary should have information about soldiers' movements as well as merchants' movements and buildings under demolishing.
Alliances and diplomacy
- Alliances between alliances have shared IGM
- Alliances should have no limit for amount of members, or at least more than 60. Possibly no need for sister alliances, they may make spotting allied under same name more difficult
- Map should have combined alliances/sister alliances and other allied clearly marked
- Page showing all relations between different alliances (allied/peace/war/none) in spider-web-like view, or the map should have different view modes; normal/allies etc.
Buildings
- Market: There would be markets in the world to which all towns could send their merchants and have faster trading that way. Players could establish markets or take over them. Markets could be given taxes and fees for example
Other things
- Ruleset based definition for the game engine; buildings, units etc.
- XML based interface for 3rd party clients (clients, external tools, alliance management, etc.)
- No needless rules outside the game: Rules are programmed in the game (engine's rulesets), if possible
- Possibly AI bots for the lack of players in the beginning and for offline playing/testing
- Online manual is created from the server's ruleset files (like in freeciv)
- More places for account sitters / rights for them
- Identifying through (XML) interface, for IRC for example