My wish list is for either the next patch or sometimes it's just for the series in general.
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Those pikemen could be made a bit more like the phalanx units from RTW. How I used them in RTW was pretty nice, but using them in M2TW plain sucks, as you know they change arms instead of making infantry kebab. Just reuse the old phalanx, because it worked.

Repost: to organize unit cards on the campaign map by dragging and dropping to facilitate viewing of armies' varieties and strengths.

Repost: optimization of engine.

Option to auto-recruit spies in settlements if existing one dies.

Option to auto-recruit priests.

Less heretics and witches. At some point they aren't a nice gameplay element at all nor a challenge: they are just a nuisance hindering enjoyable gameplay.... unless you're a masochist who enjoys pain and suffering playing this game. Or just get rid of heretics and witches totally.

Obvious: improve diplomacy, or otherwise in the expansion.

To crush enemy/neutral/allied agents with army units or kick them out with army units.

To engage in diplomacy using family members.

More settlements/regions on map (otherwise in expansion) though I've seen a mod about this, which looks very interesting and promising.

Unless you have the higher assassin buildings, assassins are still underpowered. With +1 subterfuge I couldn't clean up a rebel captain. Below 60% ain't nothing.

When an assassin has a chance of 95% he should always succeed. He should even succeed at sabotaging an assassins building when at 95%. If you mean to make it harder to sabotage an assassins building because it has assassins and spies in it (or it's connected, whatever), lessen the showed chance, don't show 95% like with all the other buildings that will ALWAYS go down anyway.

Include 100% for assassins, like with spies.

When your spy infiltrates a settlement, show its vital information directly on the campaign map like you'd see with your own settlements. This saves time and effort: it lets you know you have a spy in there, and you don't have to open the settlement to see information (unless detailed information is what you want).

Optimization of the engine.

More factions.

Optimization of the engine.

Give assassins greater view radius. Or better yet make one unit: a combination of a spy and assassin, so no need for two different ones.

When a spy infiltrates a settlement, give the option to 'Spy' or to 'Cause Unrest' (or both obviously). Sometimes you don't want them to cause unrest.

Option to choose your battle time limit.

AI in battle sometimes leaves a small number of forces standing in a corner, even if the rest has already routed. They don't stand a chance anyway, so the battle should be over. I saw one man standing in a corner. Had to look for him. It's only annoying.... unless you like getting annoyed playing games. I thought they were supposed to bring a person joy.

Optimization of engine.

Pike use optimization: instead of "spear wall" have them set to their most effective mode from the start. When selected and you click once, they move slowly, double-click they move fast. But there doesn't have to be a special option: only takes time and micromanagement. When engaging the enemy they automatically lower their pikes and move slower. This way you can close in on them without having to use special option.
They should automatically switch to other weapons if they got closed in on.

All long weapons should have bonus against cavalry.

Repost: "Get Off My Land".

New gameplay element of spies/assassins: they should be able to kidnap an enemy family member (or other valuable character) and you could then demand ransom money or some other "diplomatic" demand. This allows for beautiful dirty play, hah hah! And a powerful bargaining chip.
Of course this spy/assassin mission would have the typical chance of success shown in percentage.

Fix the movement of cavalry. When pursuing routing units they don't always cut them down, but just stay behind them and let them run, or they just suddenly stop moving.

Infantry charge still isn't fixed, or sometimes it works, sometimes it doesn't.

Same with cavalry charge. The rear horsemen just stay behind.



Wow... took some time to put this in.