I've kinda just been sitting back to see where this goes, but lots of good ideas! This would be my input:
Paradoxnrt
Leadership +1ATK / +1 DEF / +1 RES / +4 MP, 30 cost .... I really like this idea, but I don't think increased movement will be possible, nor different types of Leadership. I think 30 cost is too high (because Leadership cost is locked in DevEd, right? I forget). I would propose 20 cost for Leadership +1 ATK / +1 DEF / +1 RES?
Southern
1: Neutral city recruit cost 150% of Polite cost ... Yes agreed, will help players without affecting AI Emperor
2. Friendly cities recruit cost 25% of Polite cost ... Again agreed, while I did like the idea of friendly cities joining free, in practice it is too easily abused and I think 25% would play better.
3. City rebuild 50-100-150-200 / 2-4-6-8- turns .... Agreed, I would prefer this
4. Rebuild Tower 40 cost / 2 turns ... Agreed, especially with Lagi's Vision suggestions
5. Build Road ... Sure, I'm kind of indifferent to this one, as roads are a double-edged sword that allow quicker invasions into your empire as well. But I like it
6. I'd like to see Hero experience remain as it is in 1.45 .. I like that it further encourages players to level up their weaker units instead of hoarding all XP for their Leader. Also in LAN, XP hoarding massively slows down the game, to the point where we play with FC only against AI to make the game tolerable. The 1.45 hero level system allows us to play with TC against AI without it being highly abused (i.e. every player is constantly doing easily winnable TC combat, forcing all other players to wait, to ensure their Leader gets all the XP). I also think the drastic amounts of XP granted for higher level kills compensates nicely, and makes TC combat more interesting as both a participating or spectating LAN player.
7. To be honest, I really like that a level up only allows a single stat increase (or two levels per DEF, the most important stat). Abilities can be lowered in cost via ruleset, which leads to piling up diverse abilities instead of automatically maxing out stats. I think it more accurately represents the value of stats vs abilities (stats shouldn't be cheaper than most mediocre/average abilities in my opinion). If skill points were raised to 10 per level, I would want all stat costs to be doubled as well to maintain only one increase per level (essentially this would just allow more diverse ability cost scaling in a ruleset).
8. Hero movement cost of 3: I would support this. While I do prefer 1.45 cost, 3 is still reasonable (and is still a 50% increase over 1.36 cost).
9. I much prefer 1.45 restrictions on hero HP, but what about 10 points per HP (same as DEF) as a compromise?
10. Marksmanship cost 3 .... Yes, absolutely in agreement, It's too expensive with weakened basic ranged attacks (and other ranged attack costs can be altered in rulesets accordingly), especially with 5 points per level up which I really like otherwise.
11. I think that's too extreme lol but I do like the idea alot for basic ranged attacks. What about (1/1, 2/1, 3/2, 4/2), where ATK increases each level but damage remains vanilla? I think that'd be a good balance for basic ranged vs some of the better ranged attacks in the game?
12. I do agree with this for units. I find Gold Medal level 1 units underwhelming without it, and it's not gamebreaking.
Lagi
1. Vision .. I do agree with lowering vision range, but to a lesser degree considering it has no discernible effect on AI and will have a huge effect on map design. I'd like to see towers decreased to 10 range and structures decreased to 4. II love the passive vision so that needs to stay in the game for sure. I'd like Vision I/II/III/IV at +2/+3/+5/+6 .. This would make Vision i/II noticeably lower tier vision ranges, more for ground scouts in a ruleset... Vision IV could be made available to all flyers in a ruleset, and Vision III would likely be the most common vision range for levelled up Heroes
2. Monster / monster slayer & Hero/assassin ... I really like both these ideas, but pretty sure it'll be one or the other. I'm torn between the two, but would probably say I like Hero/Assassin the most
4. I've always found Seduce/Charm/Dominate to be quite effective in MP, especially with lowered RES in both Southern's ruleset and my own. I did add Bard's Skills to Seduce/Charm type units in my ruleset which makes them especially useful with the terrain/morale modifiers in AoW+
KingCrimson250
I really like the idea of certain attacks only targeting RES and not DEF. Would be curious to know if this is possible?
My own ideas: (excluding my ideal mana income which never caught on in the other thread :P )
1. Rename Summon Mermaid (and its description) to Summon Serpent ... then a ruleset mod could change the Mermaid unit into a Sea Serpent and vice-versa and would be a very cool Secret Spell?
2. Burning status effect: Whether it's a decrease to stats while burning, or increased ATK/DMG inflicted to burning unit, I'd like to see this improved if possible.
3. Fury: How about +2ATK / -2RES .. In mine, and especially Southern's ruleset, with lowered RES for weak units, Fury would become excellent for low tier units who already only have 1 RES, but remains questionable for higher tier units.
4. Lifestealing: possible to make it apply to defensive strikes as in version 1.0, as Thereunto mentioned?