*replace "Building Efficiency" by "Average Building Efficiency"
The way this would work is that you ASSIGN a percentage or number of your peasants to work in a specific building type. This would result in a lot more diversity options for players. If you need more gc, you assign more peasants to banks. If you need more food, you assign more peasants to farms. If you need higher defense, you assign more peasants to forts. Etc etc. Only static buildings like Stables require a given number of peasants to operate.
*Add seasonal effects to Utopia
For example, 1 year of little rain: reducing bushel production by 20%. FL would compensate this. Other example: 1 month of heavy snowfall: decreasing attack speed by 20%. Other example: vulcano erruption, darkening the skies for 2 months. Orcs and Dark Elves have increased morale during this time, resulting in increased building efficiency, Dwarves are unaffected and Elves, Gnomes and Humans have reduced BE.
*Add a gc reward to the winning kd after war
Take 50% of the gc of the losing kd and spread it across the winning kd, much like honor.
*Make hostile spells contribute to increasing relations
No more 'abusing the button' without giving unfriendly. This would result in more wars as well as kingdoms would be less reluctant to get to unfriendly/hostile