a great AI, and not based as in the last Age of Empires only on speed. (but this, in my opinion, is due to inadequate tactical/diplomacy aspect).
Possibility of choosing the depth level of the game mechanics:
beginner: basically something like an old AOE, with the same gameplay: military: rock,scissors,paper; and an elementary development of the civilization. This in order to be user-friendly for the neophytes.
Intermediate: where the formations of the battalions (land, naval, and aeronautics if present) are taken into account in terms of plus, and malus. For those who already know RTS, but who don’t want to try their hand at too complex mechanics.
Advanced: aspects like the field, meteorological aspects, the influence of altitude on charges, and range of archers are also taken into account. For those more experienced, who want to try challenges that take into account many aspects, and also to overcome the old and repetitive game mechanics.
Custom: where you can choose which advanced options to activate and which not: for example influence of the terrain, influence of meteorological agents, simple or complex economic, etc.
Military tactics and mechanics:
Possibility to put troops in formation, maybe if assigned to a general, and then get bonuses. The types of battalions have special properties (tortoise formation, exchange of lines and command that passes from centurion to decurion to reserve guy for the Roman legions; phalanges for others etc).
More realistic naval battles and not just throwing a harpoon (maybe boarding and rammed), with lots of possibilities for the application of naval tactics depending on the wind, shoal possibilities, etc.
The field and weather conditions that influence the units, as well as the altitudes on the range of the arrows
The possibility of troops to stay above the walls
Special units such as the Praetorians (if you put them), or immortals or royal guards who have a limit number (maybe a % of the population limit).
More diversified fortifications
The battalions cannot destroy the walls, they need siege weapons. In this case increase the cost of the walls (as well as construction time, greater diversification, such as large or small walls with different resistances or on which, perhaps, on the great walls the more basic siege weapons do not work).
Greater diversification of siege weapons, obviously also in relation to the characteristics of civilization and of the epoch (the slaves that pull the siege weapon should be visibles)
Boiling oil from fortresses and gates
Combining walls attached to others, the walls widen (instead of having columns as in aoe2) allowing the passage of siege weapons over them.
Depending on the map and the epoch, the presence (obviously if the game is set in the Middle Ages, late Middle Ages) of mercenaries or Templars on the map who fight only for the Christian religion, or mercenaries (and who are not controlled by any civilization, this like in imperium). Could also be added other orders like the hospitallers, or other military orders, or type of mercenaries.
The explorers, don’t have the only purpose of exploring the map as in the previous AOE, but also to be used for tactical purposes in order to understand ahead if they are going to attack.
Possibility to create towers on the walls
The possibility of huge maps, where you can see even more the difference between cavalry and infantry at the level of army mobility.
Historical realism and the possibility of learning history from the game.
A lot of campaigns
In random maps the button “realism” mode in order to choose between only civilizations of the same era or civilization of the same geographical area.
Differentiation between the units, technologies, and buildings of the various civilizations
Restore the info button by clicking on the unit or building icon (this section possibly, made with extensive use of illustrations). As in Age of Mithology
Improvements on the stone and its recollection, it isn’t reasonable to make a barrage of castles, (funny, but not reasonable) so I would increase the costs, as well as the resistance.
Economy, demography and logistics:
Possibility to build roads; which there is a speed bonus (obviously with a cost that doesn’t give you the possibility to make all the map a huge highway :D)
Possibility of building bridges (different bridges, depending on the flow, from the floating bridge to stone bridges; to steel bridgeif after the 1800.)
Possibilities like in caesar and pharaoh that by putting the houses together they become larger (it’s just beautiful for graphics, but not so necessary)
Gameplay:
Difficulty levels at least 6.
Not necessarily incredible graphics. (the game as in the past should focus on the gameplay in order to capture the old fans, but also to attract new ones with a graphic not exceptional, but still acceptable).
Higher costs to change epoch.
Maps, real and random, in order to increase the replayability.
For advanced mechanics:
More smiths, based on the number of locksmiths you have a certain number of armor available (or weapons, armor that these can create), Withdrawal of another resource: iron, introduce the tax system: possibility of rebellions according to this (of the type that appear enemy units in the city center, or in houses)
As one goes on with age, the variety of secondary structures increases , for example structures that don’t directly affect the economy but indirectly, for example, similar to “aoe2 commercial laboratory” but for silk labs, craft labs, labs etc. .that go to increase the income from commerce (on this it would be nice to have a greater complexity), or armors, or other matters.
University: more technologies, taking into account historical realism, of course, merlons technology for the walls: (for example, property of giving units to be hit twice by 3 by enemy darts instead of 3 out of 3).
Introduce moral into the troops, which influences the ability of training
Monks who instead of re-establishing the health bar re-establish vigor.