I'm very good at finding obscure bugs or what can be improved in the interface, but I'm not good at all to find ideas of things that could be implemented so I hope other players will have ideas. Here is what I found:
- I spent a lot of time studying the tech tree to see where precisely I should stop research in order to not obsolete something that is better than what I unlock. One particular case involve the sulfur: I'm almost certain that I will never have enough in my country to compensate all the good things I loose because of it, but if a perk would allow me to see world resources in my country that I didn't unlock yet, I could change my mind and research it. Even better, it could be fun to be able to lend world resources that I have but didn't research.
- One of the biggest thing that is present in the main game that inspired totem tribe 2 and that isn't present here, is the ability to change terrain. It would be too much asked to be able to change, say forest to mountains, but just at least be able to change a forest/hill to a flat land in order to be able to build a town on it (or directly being able to build a town on those cells) could lead to a lot of strategy, mainly but not only for monarchy since it's quite unfair how some are able to make a perfect 3x3 squares while some struggle to even have 6 towns not so far from each other. One problem though is that the game is made so that we build all our towns in the first few weeks when we're far from level 50 and never build more after so it couldn't be one of the 3 "special" perks that require 30 stats and a lot of perks, it should more be one on the side that requires 15 similar to disintegration.
- Finally, something that you may not like at first but that wouldn't actually be useful for most players since they reach victory way before 150 days: a perk to extend the apocalypse to a bit more than 150 days, not a lot, say just to 165 days. Could be useful for those that are researching techs very slowly to enjoy a bit more of the game, and once it's here: to enjoy space age a bit longer or reach science victory (and maybe war victory too given the high amount of trophies required compared to how some players don't make much units to defend themselves). Other than that, things can be simple: just like the perks to give the hero more health have 2 side perks that give even more health, whirlwind can give even more speed, weapon damage even more damage, resources bonus even more resources, but since you did it for health and not for those it's likely because you though that it would be too much bonus.
By the way, there is one specific perk that is, quite odd: boosting damage of bare hands. I currently don't see much purpose to this one, I always guessed that one day you would add a location where the hero have to fight alone and without weapon so those perks would help a player low in levels/age, or maybe if the hero get disarmed during a battle but that's not currently possible, I just think that I saw this idea somewhere in the game files. Otherwise that's just for the fun of doing the movement bonus message "For you, I can kill a royal worm by my bare hands!". I though that it could be useful for someone that regularly find a better weapon, thus not always an axe/sword/maces (or someone that decided to only choose charisma stats) and thus that in theory you would do more damage with no weapons thanks to those perks, but in most cases it's still less powerful than a sword without perks, plus you loose some artifact bonuses, maybe then to motivate some people to take those perks for this reason the boost should be more than 60% ? In fact I realized something even more obvious: if no shield is equipped too, since the hero can hit with both his hands, it would make sense if damage was increased. I also though about the simple fact that weapons can break after a while but it takes a very long time to happen and they can be easily repaired even without repair perks. I think I covered it all, or did I miss a purpose ?