randomwalker wrote:
I'd love to see the ability to sabotage enemy(*) settlements, giving them temporary maluses or even lowering hex values. A bit of cold war action with spies vs. spy hunters.
(*) "Enemy settlement" has to be clearly defined. I suggest tying it to contracts that only settlement leaders (with appropriate abilities) can offer, or to declared 'cold war' so that the victims know who could have done it. Sabotage even in declared war might be a crime.
Ditto. Hopefully Alchemists make it into the game eventually...