I didn't see this thread until a bit ago. Here's a slightly modified version from my original review thread of stuff I'd like to see.

- 2 years per turn? Ugh. 2 turns per year is much better. At least it's modable. Better yet, someone else in this thread suggested making it a game option from the menu.

- Please un-encrypt the pack files/use a COMMON compression mechanism that we can all use to open it, aka 7z, rar, zip, etc. Having and "unpacker" tool is completely overkill and pointless, in my humble opinion.

- Dismounting units aren't in the game?!?? Please fix this CA, pronto!

- Titles. This was another great part of the original MTW and RTW:BI, and in my humble opinion it should be back in. Given that they were in BI, this should not be hard to implement. I would further like to see them implemented in some fashion like the risk style drag-and-drop on the generals, rather than fiddling with ancillaries like in BI. Also give us the ability to strip a general of his titles, a la MTW.

- I'm not really sold on the whole city/castle difference. I can understand it's purpose but I don't unnecessarily like it, nor do I feel it's very useful.

- The building browser is not the least bit intuitive. One of the mods said in another post, "RTW's was perfect, why change it?" I couldn't agree more.

- In terms of "building cards" when selecting buildings to be built, or showing what is built in a settlement on the campaign map, I can't help but feel that they are graphically not as good looking as in RTW. It's not very easy for me to establish what the various buildings are.. In other words it's not always obvious, at least to me. I can't really think of a good way to describe this, but I just feel that a better job could have been done on the images to make them sharper or more distinct.

- There really needs to be an easier way to remove excommunication (recommunicate) with the Pope for catholic factions besides the pope dying or your faction leader dying. I know this wasn't in the original MTW and can appreciate that it's in M2TW. Excommunication was a very big factor in the middle ages, "recommunicating" with the catholic church was also a very real deal and a natural counterpart to the removal process, in fact if I remember correctly part of the process of excommunicating someone is extending the olive branch and stating how they can be recommunicated, a "penance" if you will. In other words, the papacy should automatically send a recommunication mission that doesn't expire after a few turns which you can ignore or complete, imo. The way for resolving diplomacy shouldn't be terribly difficult, but it shouldn't be mind-numbingly easy either. For example, an open-ended (no time limit) quest with several line items would be a great idea, imo. For example, 1. join/start a crusade, 2. build several churches, 3. recruit x priests. At the very least it should put you back to neutral status with 5 crosses on the Pope-o-matic-chart. :)

- Likewise, I would still like to see the option for a catholic faction to change it's faith, this would have been an outstanding idea in the original MTW. For example, to go "protestant" and sever ties with Rome, on the premise that you'd be vulnerable to crusades, reduced diplomacy with other catholic factions, lots and lots of unrest for a transition period, other factions catholic priests could make your life hell, etc. I understand that the probability of this making it in is near zero, but it's still a great and entirely logical idea, and can probably be done without too much trouble. Also going with my above statement, it should be possible to reestablish ties with Rome, but in this case it should be *very* difficult to do. One of my main reasons for wanting this is avoiding those damn Inquisitors. Speaking of which...

- Give us back inquisitors for all the catholic factions. :)

- Give us back the ability to assassinate our own named characters!

- Give us the ability to gracefully retire unwanted/unused characters, such as diplomats/priests/assassins, who are otherwise just sucking up cash flow. SORELY missed in RTW/BI/A, which was my most recent memory.

- Move rates and move distances for units on the campaign map are woefully inadequate. I'd like to see them increased by at *least* another 50% across the board, even for crusading/jihad armies. After all, crusade/jihad is pretty much a race and a special condition.

- Just fought a custom siege battle for poops and giggles. Set myself up as the french, 1 late commander, 6 dismounted chivalric knights, and 10 trebuchets vs a single unit of polish peasants in an unwalled village. After expending ALL trebuchet ammo (flaming), including dead cows, with the city in flaming ruins dripping with cow chunks all around them, I calmly marched my army into the mess, and when in range I charged with the knights followed closely by the general. The poor bone-stock unbuffed peasants, after spending a good deal of time having large, ugly, smell, demoralizing unpleasantries lobbed at them, were able to kill ***25*** knights and 3 general's horsemen. Something just does *not* feel right about that.

- I ... don't unnecessarily like the new damage models for city structures during sieges. I think there's a happy medium somewhere between RTW where buildings collapse into a generic featureless "rubble pile" and M2TW's "it's got a few holes in it". Just my 2 cents. For one thing, I think it'd look much better and it'd be easier to tell what buildings you've demolished already. Also, structures that catch on fire tend to stay on fire and smoke, which imo isn't a good idea, especially for frame rates, and might be one of the reasons they made this so. The best possible solution I can think of is simply to limit how long destroyed structures remain on fire, say maybe 3-5 minutes max. Perhaps this is modable? Irregardless, I'd like to see this addressed in the base campaign by CA.

- I don't like the fact that huge cities cannot be converted into citadels, but citadels can be made into 3rd level cities with no going back. This goes hand in hand with my above comment about the castles/cities system.

- The routing-unit-kill-rate feels far too slow for my tastes. I actually liked RTW's routing-kill-rate, in fact if anything I would have preferred that cavalry chasing down routers would kill them faster. I do understand that CA wanted to make routing units harder to do, and for them to recover earlier, which is fine, but if kept on and after by chasers, they should be mopped up in short order. After all, it's been well noted during large battles in the past that quite often the vast majority of the slaughter occurs when the losing army routes. If a unit routes and I let them go due to negligence or I have other pressing issues like the rest of the enemy army, fine, let them go, and then when they recover with what should be very reduced moral, let them come back to haunt me. This is perfectly logical in my view. If I make a unit route, I need to keep on them and either kill them all or chase them off the map. If I can't expend forces to do this or I just forget/whatever, then the opponent should be able to recover them and send them back into the melee.

- Cavalry not being able to move through troop formations, friendly or foe, is really annoying. I liked RTW's cavalry movement implementations for this issue with horses being able to "pass through" lines of units who would make way for them. Even when not standing still, cavalry should still be able to pass through units much easier than they can in M2TW. /shrug I still liked RTW's implementation of this. If the complaint was being able to charge THROUGH infantry formations, that I can understand, to me the fix is just removing the charge bonuses if you choose to have cavalry attack through already-engaged troops.

- I tend not to use archers so this took a bit of using them to come to this conclusion; they don't always shoot cohesively. I don't know whether to list this as a bug or a suggestion, so I listed it here, because I almost get the feeling CA designed it this way. I don't unnecessarily like it, if that was the intent. If it is a bug, then great let's get it fixed. Don't get me wrong, I don't expect them all to shoot at the EXACT same instant, but a trained group of medieval archers should fire as a single cohesive group with VERY little margin of difference in release time. Like maybe half a second on the far outside, imo.

- Someone else made this comment and I can't agree more, this was also badly missed in RTW. We need the ability to tell enemy army stacks to get the #@$!@# off our land or else, and if they don't then THEY started the war, not us. I can't count how many times I was held as responsible for starting a war in RTW just by parking some army stacks on a neighbors land, then not removing them when warned. That's fine and dandy, but the same thing needs to hold true for the cpu players.

- Only named characters with above a certain size stack can go on crusades? Tripe. Give me the ability to send just a big stack w/out one of my characters on a crusade!

Cheers!