- The user interface in battles needs to be smaller and more compact so that I can have it open all the time. I shouldn't have to open and close it all the time. One reason I still haven't memorized the unit cards is because I have barely seen them (they are always hidden).
Works fine on higher resolutions but I agree
- The ability to build roads and highways. This has been in every TW and removing it destroys depth. You should have the ability to develop the infrastructure of your province without actually improving the provincial capital or towns. A new building chain in the provincial capital called "trails" > "roads" > "highways" should do the trick. All this building chain has to do is increase the army movement distance significantly.
Nah this isn't a must have, roads already upgrade with the main building line
- Army, agent, and navy movement distance in friendly territory needs to be increased dramatically. This is linked to point two and armies within their own territories should be able to travel across their own empire within at most three/four turns. Army movement distance within enemy territory is modeled fine.
Again, not mandatory, forced march and transports already exist for this. I think it's fine.
- Pila firing infantry (such as spearmen and swordsmen) need to fire at will automatically if enemy infantry is within range. A fire-at-will button would do good here because sometimes you want this to happen and sometimes not.
A nice feature, yes, but not the highest priority.
- More building slots because I shouldn't have to choose what I want my city to be. Why can't a city be everything? I shouldn't have to choose between producing cav or infantry or archers, I should be able to construct all the buildings that can be built.
Absolutely not, the new system is fine, there's no reason why you shouldn't have to choose how to specialize your cities. Number tweaks should be enough.
- An option for banning artillery in multiplayer battles. Artillery is still OP and I see many hosts "banning" artillery and people bringing it anyway.
No, this is just inane.
- The ability to change faction capital. Historically factions changed their capitals and in the game if you start off with a town as a capital you are stuck with it for the rest of the game, which just sucks. The capitals of empires are generally the capitals of that region.
This is incredibly minor and not a must-fix at all, capitals don't even mean much in this game.
- In a civil war your own armies and territories should rebel. Armies should not just spawn a crap load of units, instead it should be one of your generals who automatically gets adopted by a rival family and then immediately rebels against you. He should automatically gain access to some territories and part of your treasury should be lost. He then uses these territories to produce more units.
Agreed, the civil war is currently broken and needs a rehaul.
- Trade shouldn't all flow in and out of your capital city before moving on to other parts of your empire. Honestly I don't know what to say about this because it makes no sense.
Again this is incredibly minor and doesn't matter that much.
- The recruitment cap of armies should be more than three units per turn (4 or 5 would be better). It shouldn't take more than six years to raise an army.
Completely disagree, armies are already too easy to recruit, units should actually take multiple turns to recruit.
- Small towns should have wooden walls just like in Rome 2. This would allow the AIs units to break line of sight and hide behind their walls instead of me just lining up my slingers and shooting them while they just sit there. To eliminate the need for a seige just automatically give the attackers battering rams at the start of the seige, a fight for the front gate should then ensue. Towns almost always had walls of some sort so I don't understand why they would remove them.
Because walls aren't fun and there are too many sieges already. Maybe some minor cities should get walls, but definitely not all of them.