I would like PReDS, Captain, Kama, Brennan, and of course Dust to share their valuable opinions.
Here's my reasoning. In the third game, they play without water. So, maybe we don't need water either. Water, on the one hand, adds variety to the strategy, which seems good, but on the other hand, players of the third game have accumulated vast experience and play without water (and there are special magic and artifacts for this!). The same goes for barriers/tents. It's a very ambiguous thing, especially in generation. Sphinxes are also unnecessary. Also, there shouldn't be burial mounds (where you can hire ghosts). Because finding a burial mound makes the rest of the game 95% meaningless. Now, about teleports. As you know, in the second game (unlike the third), there is a tactical trick called "teleport block." Plus, there is no way to control the teleport with the spacebar. Therefore, I would also cut down on teleports.
I repeat: all of this is just my IMHO.
The opinions of experienced online players are extremely needed.
At Qwerty's invitation, I'm sharing my opinion on this here...
I would leave the water, after all, this isn't the third game, and secondly, an entire class (of which there are only 6) (and not just a couple of heroes, as in the third game) specializes specifically as a seafarer, and this greatly increases the strategic possibilities of the game...
Tents/barriers - I agree, let's get rid of them, along with sphinxes and burial mounds....
But regarding teleports, I would leave them... Because they expand the strategy too much; otherwise, it's just a simple run and fight, which isn't as interesting. Plus, the possibility of opponents clashing on some island early in the game, fighting for gold mines, is also interesting, as you can dive into a teleport and spend almost all your warriors for the gold or even die, or you can go wandering, gather a company, find loot, or something else tasty... The only thing is that something needs to be done about the locking mechanism. Because then whoever is the host wins, or whoever is closer. Mike and I, when we played a map with teleports on an island a long time ago, simply agreed not to lock them (well, regarding the limitation of this, there are many options, or lock them, but not for more than a day, etc.)