Interesting Choices: I was one to like the idea of spending essence to gain build able land however i can see why it shouldn't be called fun. The main reason i liked it was that it prevented a huge ammounts of city's spawning near the ''end game'' and therefore leaving some of the land intact, to let it stay a fantasy game with stretched out forests and ''lush'' fields (or dark patches of land littered with volcanoes your choice). It seems that the coice of building everywhere is predominant on these boards so my opinion would have to encompass this.
Lets say pioneers could with distance constrictions build outposts (the smallest settlement size) everywhere, these outposts serve the function of border settlements safeguarding natural borders (like mountain ranges rivers and how knows deserts) they can not build gardens or any growth city buildings, to pass the level 1 mark (ergo they can not grow larger than the most basic city level), and are used generally as place fillers and to create a natural looking border.
If you want such an outpost to grow the sovereign needs to embody the land with a spell (with or without costing essence, but this frees the sovereign for more important tasks like questing and clarifies where the people come from, because none embodyd land is still inhabited by small groups of settlers according the lore) this makes farming possible and let the settlement grow to a village or town, which makes it perfect for a resource production centre, heavy fortification or trading city in general. I myself would like to see corruption gone rampant when you have to many of these kind of citys but i am afraid that would not be fun.
Last but not least we have the citys, the real pearls of your empire large trading and production capitols seats of power whom need to be located alongside a river for sanitation. Easy troop recruitment here and a lot of tax and trade income. prime targets for other empires because of that. (in my fantasy i dare to see paved streets and golden buildings, long live the editor i would say) they cause massive corruption but also can construct buildings that would create a government that fights this. (diversity of buildings?)
This setup however has a few flaws, by letting everybody build everywhere it would be more difficult to let monsters appear and find places suitable for quests it also will make your kingdom more difficult to defend, plus there is no space for epic battles (no choke points). so i propose a few more places where nobody can build, mountain ranges, oceans cliffs are known, new additions could be a deep and magical forest (you are not even allowed to build lumber camps or whatever they are called) deep desserts (the land is realy stript of energy here, to hot dry and windy to even live here).
I geuss for every terrain there is a ''magical'' or non build able variant, wich allows for streches of land to become natural borders, and more importantly open spawning places for quests, monsters and NPCs in general so even when you are late game you can keep on questing and exploring, while having a naturally formed kingdom which is defend able (with natural nice looking borders), functional and diverse (many different specialised city's, which seems to be the goal) while not being extremely limited where to build. (yet you still have to think hard and long where to place your important settlements)
On a side node for editing random generation of maps: no so called resources spawn at these non build able places only lost equipment does, the caravan train that is robbed or the magical adventurers that got beaten by a monster long gone (enable monster spawning points which can be destroyed as part of a quest maybe?) are the excuses for finding loot and or quests there. People will cross these areas but are not nearly hardy enough to live there. (maybe a single road to connect kingdoms can be formed?, which makes pirating easier, and sea trade more logical?)
NPCs: To be honest from an rpg perspective bribing is your way to go, if any of the fractions not coincide with te viewpoints of the npc the recruiter needs to put more money down on the table, simple yet effective, however for more diversity one could consider to link recruiting towards the caracter points of the hero or champion. If the hero likes magic or has magic bonuses he likes to appear near magical citys or elements and likes to be recruited by a magical fraction, if one is noble of sorts they appear at the gates of a noble player (kingdoms?) or can only be recruited by kindoms, however when the character is cruel it is attracted towards cruel players (empires), if a npc is human its easy to be recruited by humans, if the npc is not of de kingdom of man he is easyer to recruit by empires, and so for every NPC trait there will be atractions and dislikes, and the spawining point and point of bearing (where he is likely to ''quest'' or be found) is near the place he likes to be recruited.
Npcs deserve to be there own individual person, background story's are nice, but need to back up by quality's that match, maybe even hero specific or unique spells weapons or abilitys (class abilitys, are already in the beta i believe?).
It would be nice if one could have the same bond with a party of adventurers as in a real rpg, a possibility would be to give a party specific quest wich makes sense according to the level and members of the party, and it will make the party pay for itself in the long run. (You are more willing to spend the money on npcs if they are unique and can get quests that give you the loot you desire).
Quests: Not much to add here, difference and emergence is good, sharing is not bad in all cases, however when it goes against the fractions ideas or lore, it could be inappropriate and plain weird sometimes. what i do find wondering when watching the beta videos quest seem to generate fertile land, now i know that viligers have to live somewhere, from my persenal viewpoint i find it verry destructive, and i dont want to build my city somewhere without penalty just because there is a green patch of land, in a otherwise deserted land, but i digress.
Diversity in quests is always nice, And adding a certain RPG element is in accordance with the games idea, The sovereign wil get quests offered, kingdoms will do them out of the goodness of there heart or for the good of the populous, and empires.............well i want to see my subjects grovelling, dear sir and overlord please help us..........an option to kill them is always nice for the evil doer.
An option would be to let them share most quest but give the quest an evil and good option, because my guess is that there are Evil kingdom players and good empire players, i doesn't make much sense according to the lore, but i hope this would create a sort of fun factor. however the trade-off is that with such quests there is little reason to play both kingdom and empire fractions, and coding would be more diverse and difficult, so in the end i would choose for empire and kingdom quests to be different, if the area coincides with the taken quest, (escorting a fair maiden for a kingdom quest should not end up in the middle of empire territory)
Maybe its nice to let an adventurer party hunt for other hero`s or for technology, when the party level is high enough, in any case the route taken by the quest independent of how full the world is needs to be full of peril. (but yet again my mind seems to wander)
Spells: I am for diversity not quantity, there is no use for a fire spell and a water spell that have both a AOE and damage quotient wich is equel or slightly different, make them vastly different so it makes sense to choose and learn al four spellbooks and let us marvel at the different effects. For example, fire in itself does damage but not that many on the first strike, burns however haunt te victim long after the battje the land is always scorched, and smoke wil make it tougher to see the map, after effects can be a loss of production, especially when wood or other flammable smoking materials are involved and last but not least is the fact that fire in itself is not man made but comes from the earth wich gives you the possibility to let lava come in to play and spoil citys or the earth scaring slowing troops down or let them disappear al together(possibly in combination with the spell book earth?) .
Earth in itself is the heavy hitter, a fireball will hurt you, a rock will squish you with or without umbrella. earth is in itself not only the rocks we see but also the plant life which can constrict or flourish call forth monsters (maybe something for all magic classes?) rip walls down or create them, reform the land or even create natural barriers. Mud will slow down creatures or let them be swallowed, Etc..
Water could be place bound, powerfull rising tides at coastal spots, bring in food from the sea, bless trade overseas bring in mist, freeze people drown pleople, rain down on people maybe even poison or choke people etc..
Wind: the howling of the wind terrefies, to have the wind comming from the rear wil hasten soldiers blowing against them will slow them down, gives the ability to fly and creates a path of windy destruction. Maybe its even possible to gain loot by letting it be transported on the winds of a tornado, we are not in Kansas any more.
About spell queueing use a spellbook, a book where all spells can be organised and cast from, your spellbook, your RPG. or maybe an interface tab for magic, handy to let npcs cast magic to, however with a lot of spells this van become crowded and difficult to chain the so called spells. maybe its possible to limit the spell book choise of NPCs to one but i doubt if that will be fun. maybe a rightclick system is workable, in the interface a few empty boxes appear, just like items are shown, and with a right or leftclick a parcment like list would pop up of all your spells, which you then can select within the empty box wich then is filled with that spell, cast when clicked upon. (the amount of boxes depend on your level as wizard?)
City improvements: Small citys look alike, larger citys do not, the higher the tier buildings are, the more different versions could be made. (if smaller city's stay in existence even in later games there will be use for the smaller and lower tier buildings, maximizing the difference between city's even more, not to mention the use of different skins that do not go to waste because of the ''i need to upgrade every city'' drive). What we see in real live is that when citys become larger they specialize, they get many different industry's in one particular field, become administrative city's or focus on its port or trade. unique buildings should reflect this, options are one per city, one per city depending on a certain value (if the city has lots of goods it will get a goods producing building if it gets a lot of trade, or has a lot of markets it gets some building to emphasise that) one per empire (to pimp the capitol or at least make it the center of a great kingdom/ empire, to fight corruption maybe?) one building per amount of city's, linkable buildings with different skins (which was already mentioned i believe?) maybe even buildings depending on an NPC or sovereign housing in the city (electing NPCS as governors maybe?) fact is that not al citys will be treated as equel, lots of resources mean that it becomes a player invested city, we will look at that city more often, to see if everything is working properly, so for atmospheric depth diversity would be nice. As for the Game perspective specialisation needs to be rewarded, if you make a city weaker in one aspect it would be nice to see it excel in another.
Like spells quantity for it own sake does not matter much, I believe its not fun but tedious scrolling trough menus that are always the same, so in both cases when they become larger they should become more diverse without sacrificing its functionality upgrading buildings by tech and city size like we've seen in the beta seems to work in this set-up. my opinion however is that i get a strange feeling when having high level housing in the smallest of city's, it just doesn't seem to fit. (for game-play reasons i understand that this is necessary maybe there could be a single house and a housing block, where the housing block contains more citizens, and therefore is more attractive for larger city's, while smaller villages use the single and more rural looking house?)
Empires are more polished: I can not really comment on that statement as Iam not participating in the beta (alas i do not have the money to pre order) but then again empires are not in the beta yet as far as i know. Kingdoms need to be loved to, and because they are the fractions that are spreading the love, well it will all be just lovely. i like the difference seen from the screenshot, where the empire is ordely and the kingdom builds with more Flair, maybe some streets would be nice, or dark mud whatever you prefer purly seen from an aesthetic point of view. Good luck with balancing out the fractions and let us know when you want opinions!
Comments: Iam loving the active approach towards your fans potential customers and intrested people in general, a game for gamers by gamers.....very few developers dare to risk that approach, but iam guessing the game will be a little gem and a marvel in its own right. I know that most Ive said is barging down an already open door,so I dont expect to be red and if I am red don't mind the grammatical and spelling mistakes. I tried to be as general as possible, but the things I like always seem to get in the way. alas its the only help I can offer, so and after so many words I am hoping it does, Good luck.
All comments are welcome,
Jasper