I am hoping to see EBII as the greatest gameplay experience in the history of turn-based strategy games.
A great oppurtunity is before the EBII development team: a group that, even though I have never had the pleasure of meeting, elicits a respect I am often reticent to deliver. Cheers to you all!
New characters, abilities, dynamics and game-play characteristics are going to be made available when EBII gets adapted to M2:TW (A game whose current mods I have played extensively).
Chief among them, is the role of the Papacy, of priests/cardinals and of religion.
I have heard, vis-a-vis Mssr. Marcus, that "Culture" is to take the place of Religion. That is a worthy idea. Middle-Age religion had a definitiveness that was lacking in the ancient world. Makes it easy to portray. Not so in the ancient world, I agree.
So, culture has been either floated as an idea, or a commitment has been made. I have no clue how that would be implemented (I am no modder), but considering 'Kingdoms' alllows for percentages of religious adherence to be known in a region, perhaps a nation like Bactria could be described as having some level of Hellenistic or other culture, and therefore some advantage could be gained by steering the popular culture in a particular direction.
If that is the basic idea behind the adaptation of religion to culture, then:
Let's consider the case for "Trade":
I'd like to have a discussion about the merits of Trade, be it for the sake of realism or game-play.
The first reason I will present for the adaption to trade instead of culture is that trade has immediate effects. If it is cut off, it can be extremely political. It works on a day-to-day basis, and has a year-to-year scale as well. Take away a cities access to grain, and you have a serious issue. Culture on the other hand is a generational effect, that changes over the millenia (historically anyway, pre-industrial revolution). Where some may have certain pride in thier tribe or culture, not often will they break-out in open war due to some slight. Culture is ethereal. Trade is physical. Culture is relative. Am I American or Baby-boomer? Trade is absolute. You either get your shipment of tin from Britain or you don't.
So, since this is a game: how am I to manipulate my own Culture, not to mention another faction's Culture? How about his Economy? I can blockade his ports. That is tactical. Or I can import luxuries for decades to diminish their warrior ethos. That is strategic. The latter one is a process of culture, but both rely on all-mighty Trade.
Someone will say (obtusely) in response to this entire post, "We already can blockade ports." Yes, but oddly they can still produce what ever they want... Let's put some teeth in it, before we go messing around with trying to change the identities of our entire populations. As if any ruler was ever successful at that!