Second post of the request list, this time with some requests removed (because we know how to do them ourselves)
I've left in proposals which we can probably do ourselves, but which I haven't verified yet.
SIMPLE PROPOSALS
City Migration from 5-10 turns to 3-8 turns
Dark Elves neutral towards undead, but Undead still Wary towards Dark Elves
Burning lasts two turns, has 6 ATK and 1 damage, and inflicts -2 DEF / -2 RES
If burning can't be made to inflict -DEF or -RES, then it should last for four turns at 5/1 ATK/DAM
Cost of Neutral-relations city recruitment brought down to be only 150% of the cost for Polite city recruitment.
Friendly City recruitment cost increased from nothing to 25% of the value for Polite city recruitment.
Build Road cost halved from 10 to 5
Marksmanship from (1/0, 1/1, 2/1, 2/2) to (1/0, 1/1, 3/1, 4/2) scaling
Leadership Grants +1 ATK, +1 DEF, +1 RES, +4 MOV. Points cost set to 30. Points set to 25 if +4MOV impossible.
Fury grants +3 ATK, +1 DAM, -2 DEF, +2 RES
COMPLEX PROPOSALS
New copied ability pair, if possible - Hero/Assassin
Copied Leadership ability, Pathfing/Tactics/Inspiration
Lifestealing applies on defensive strikes
Lifestealing applies on Round Attack
Add a UI element showing the player's email address at the start of the turn in PBEM
Add more randomness to the RNG (simply adding sys time, mac address to RNG seed on opening)
Make independent troops in battle wait for the player's forces to move in range in all battles. Currently they only wait in sieges or when being attacked from 1 hex. If the player attacks from more than one hex on the strategic map, independent troops charge forward, which is undesirable.
Fix the transport bug (linked with transport orientation, should be doable). (Does this bug only happen when moving up-left into the transport?)
Adjust spawning procedure to find shortest path rather than the current spiral. (When summoning or training units, it's possible to spawn them over a cave wall, if the other nearest hexes are full of units. This would remove that exploit).
Make Free Movement not grant walking to unit which lack walking. Should prevent it from working on ships?
Make Wind Walking not work on transports/ships/machines, whichever is possible.
Make it impossible for ships to be transported even if they don't have Transport.
Make initiating battle on the strategic map drain an extra +4 movement points.
Last few I added unilaterally by myself:
Make Spellcasting fully functional when granted by items; it only works in battle at present.
Make Spellcasting functional on units if possible (currently assignable but has no effects, not even mana gen).
Make Construct and Healing work when granted by items, make tunneling work when placed on a 'use' slot item.
Post edited October 21, 2020 by southern