Some ideas:
-trenches
-archer stakes
-flagpole that raises over time (could capture nearby buildings)
-banners that provide a small area buff when captured
-chinese style dirt walls(flood walls)
-chinese fire towers(signaling of enemy invasions)
-a randomizer feature(idk how feasable it is in the engine but a system where you assign a chance to a tile and select whether it’d spawn as something else(like nothing or a tree), and you can also select whether it requires a certain object nearby(that could of just spawned)… (ie. 49 empty tiles are set to tree at 50% chance but require trees nearby while one more empty tile is set to tree at 5% chance but does not require any tile nearby, so in total about 25 trees will spawn 5% of the time))
-capturable buildings in general (town center, houses, resource camps, farms)
-capturable gates that convert nearby walls(this is practically it’s own gamemode)
-capturable healing building
-walls that protect the units behind it like a hussite wagon but only for -25% damage
-bridges(someone mentioned we needed a big wooden bridge)
-ambience(placable sound files… the issue is 99% of the time people loop them far too often so this is my least favorite idea… but examples are crows, thunder, hawk(fake eagle), wind howlings, swampy stuff like frogs, whale, deep pitch elephant noises(distant), crickets(i fear the annoyingness potential), owls, vultures, church bells, flag in the wind, tree branches breaking, tall grass in the wind, civilization themes, middle eastern desert music, etc)
-weather effects (light snow, heavy snow, wind, light rain, heavy rain, hurricane rain)
-swamp terrain(slows mounted units, prevents ships)
-tall grass terrain(units move through it but slows mounted units, prevents buildings, may limit vision slightly)
-brush terrain(units move through it but blocks mounted units, prevents buildings, may limit vision slightly)
-high producing farm terrain(can not be placed near starting locations(balance), could even mesh well with capturable farms(my second least favorite idea is this resource))
-generic decor with variations(crates, barrels, camp fires, & other things)
Not specific to scenario editor (but very helpful):
-4 more players(even 2 more would be amazing; add a notification that the game isn’t optimized for many players if needed)
-water resources, water siege tech availability, and water ram ships from the latest dlc
-long pikeman(unlike the spear & halberdier units, this unit uses a real pike (similar to kamayuk); stats similar to the supposed in game pikeman unit but with +1 melee armor, 1.0 range, and 1.3x bonus against mounted units of a halberdier)
-axemen(historically more common than swords; could represent a unit line with higher damage against walls, siege, mounted units, especially elephants)
-regional swordsman skins (east asian, middle eastern, indian american)
-regional monks & monasteries(the biggest concern imo is monks)
-regional trade units(there were a few not done)
Our biggest hope is they start implementing such things on campaign DLCs but i have doubts