
1) In the original game each unit have hand drawing that was visible in the units panel. I think that this added much to the atmosphere of the game - will there be something like this in the new game?
2) In the first game the player chooses one of four avatars - each with its own mechanics (sort of). In the new game we will start with only one. Is there some sort of progression paths for him? Will we be able to add to him some special traits (like cavalry or infantry commander (access to cheaper or more units of the respective type?) or commander of fantasy/mechanical creatures) and some magic spells or abilities to use. I`m asking about global ones like mass heal or fireball, earthquake? So something to do with our leader (avatar) in the game.
3) In the first game there were four (if I remember correctly) types of units: mortal, magical, mechanical and beasts. Will there be such distinction in the sequel? And with their vulnerabilities (mechanical to magical and vice versa)? For mortal and magical (and beasts from what I see) it is certain and probably for mechanical (the golems that were mentioned in the stream). Access to them will be gained from certain point in the campaign (like in the first game)?
4.1) Will there be the same classes of units and even some new classes? So: light infantry, heavy infantry, skirmishers, archers, siege engines, light and heavy cavalry, sky hunters, bombers and magic users (as units not only as heroes)? And will there be some changes to the way that they worked in the past? In mentioned above "Fantasy wars" there were one good IMHO addition to the formula - the changes in parameters of unit due to terrain were visible in her info panel (so when you move a heavy cavalry in the woods/rough terrain its defense and attack parameters visibly changed (with red if it goes down or with green if its go up) or you move a skirmisher in the rough its parameters goes up and so on).
Just to give example: if sky hunters is near own ground unit and it is attacked by bomber, the sky hunter will counter attack the bomber; or how siege engine helped every unit it is adjacent to, if the unit attacked fortifications and etc.
4.2) Another question, related to the units: will there be more active abilities for them - more choice what to do then movement/attack? Things like changing unit formation (to give an example: unit of heavy infantry to be able to change between column formation (+2/+3 movement but reduced attack and defense), shield wall (unable to move but with great addition to defense and especially against missile fire), spear wall (great improvement to defense against cavalry attack but more vulnerable to missile fire), phalanx (great against other infantry units, vulnerable flanks) or wedge formation (great for crushing shield wall and immune to flank attacks)? Or just some activated abilities like in the old game (forced marsh - to give an example). I hope that at least we will have ability to choose between offensive and defensive modes (orders/formations) for heavy infantry units so will be able to form defensive and offensive parts of our battle line.
4.3) About units again: how will work attack/defense parameters now (and generally the unit combat)? From what I`have seen - maybe for all units we will choose weapon and armor types and they will have some internal abilities (like spears are good against cavalry or attack first against shorter weapons like swords, maces, axes and so on; some weapons will give skirmish and missile attack?). Will there be some values related to this weapons and armors (like attack and armor values) or we will see just armor and weapon type for each unit?
4.4) One thing that I don`t like particularly about the first game was the fact that unit become obsolete relatively fast - in the new game I hope that this don`t be the case? So even the first types of units will have some place in battle line latter in the game?
4.5) How will work unit actions? Will there be only two: movement and combat and we will chose which one to use (first move and than - attack or the other way around) and if they work that way will we be able to move one unit, than move another unit and latter in the turn to use their attack actions? Or we will have several actions per unit and will have the abilities to choose to move one space, attack, than move again and so on (something more akin to the third installment of Panzer General)? And is there be a segmented movement for some units (like skirmishers and light cavalry, maybe sky hunters too)?
4.6) How will work unit morale? Will there be morale parameter for each unit and when it falls bellow some threshold the unit will receive "broken" (fight with great reduction to parameters) or "panicked" (the player cant control the unit and it flees) status? Or there will be some bonuses from high morale too? And will there be some effects/statuses for disordered units? Or the morale will be global parameter - like for whole army?
4.7) How will work purchase of new units in tactical map? Like in the old game (if I remember correctly how it worked) - when you have captured an important (objective) city, the next turn you can purchase in each empty neighbor hex a new unit (if you have resources needed for that)?
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5) About heroes: will we be able to gain new abilities/spells as they progress to new levels (of experience)? And another one - in the first game there were single entity non hero units like corporal, sergeant, captain etc. Will there be something like this now?
6) How will work unit limit (one prominent feature of the whole 5-star series)? Will there be some hard count limit for each step in the campaign or the limit will be soft one (with the access to gold/armor/weapons)? Maybe we could "purchase" not only new units but additional unit slots (something like additional logistic for supporting larger armies)? So there be another level of choice - to go for smaller but elite army or larger but more basic one?
7) How will work research or will there be one? I like in old game the decision between reserving gold for purchasing and upgrading units versus spending it for research of new units. From what I seen in the stream it seams that that level of decision is gone and progress is done purely trough experience (and maybe expenditure of resources like armor, weapons and gold)?

9) How will work the strategic level of management? It appears that this time instead of just gold we will have to work with at least three additional resources (weapons, armors, mana/magic (?)): maybe gold will be for purchase of units and upgrades and armor and weapons will be for changes to weapons and armor of each unit from default ones (or even in the cost of each new unit). Mana/magic - for casting spells and special abilities for the avatar/leader and maybe for purchasing magical units? Will there be access to mechanical units with associated resource type (something like gears/clocks

10) Will there be different types of victory conditions for different scenarios in the campaign? Some things like entirely defensive scenarios (you have to hold some key hexes) or we will have to always kill all enemy units to finish a map (something I dont particularly like in the first game - the chaise for that lonely enemy unit)?
11) Will there be a hot seat mode to the game and ability to play on random map with purchasing an army from some limit of gold, like in the first game? Back in the days I have played probably more in this mode that in the campaign and enjoyed it immensely.
12) Last question: will there be map/campaign editor for the game?
Thank you for any answers in advance
