Some suggestions: 1) Cancel fortesses and towers number limit Never knew why the number of fortresses is limited to 10 and can't think of a good explanation. Maybe it is time to reconsider? 2) Autopause when a player leaves an MP game (as an option) When a player suddenly leaves a game, a common courtesy is to pause and wait for him for a while. Would be nice to have an option for autopause if a player left not through menu but because of a crash or connection issue. Should be unpausable from menu. 3) Do not allow warships/heavy wasrships in shallow waters Military ships in oases are a joke. If there is a way to know max depth of waters in a basin where a dock is, would be nice to disable warships/heavy warships building for depths less than some value. 4) Giving a rotary mill a functionality of a farmstead (so that workers can drop resources there) 5) Changing alert bell functionality Now, increasing the alert level is mostly useless option: normally, after an initial alert a CC and towers garrisoned with women, and this is pointless to hide citizen soldiers in houses, better to make them fight. I would suggest at least not let women to hide in towers on alert (or maybe give houses a priority to towers), so that after an alert level increase ranged inf could get there. Another idea is to replace an alert level increase feature with an independent alert for ranged troops, calling them to garrison in CC/towers/forts. 6) Remove player number tips from the map sizes control (eg make it just "Small" instead of "Small (2 players)" ) What we have now, leads to stereotypical thinking. In practice, an 'open' Medium map can be just perfect for 4 players game. This also depends on a game type: if you play 2v2 or 3v3 on a large map, this is ok; if you play all-vs-all, this can just become boring when only two stay alive. 7) "Shared" pop cap for locked teams, as an option A bit crazy, but... In 2v2, after one of the enemies is killed, it is normally won, not because it becomes 2v1, but because it eventually becomes "600v300". What if pop cap could be set per team, depending on initial number of players? 8) Disable teamchat for defeated players, so that they couldn't secretly give hints to their teammates, seeing a revealed map 9) Make foundations of health 1 (placed, but not being constructed yet) not visible to enemies