The responses of the survey were mixed in many ways:
Should more features be added?
Average 3.1/5. The response seemed to favor more functionalities. I will try to see which can be implemented in the least hacky, broken ways. Maybe, if that is impossible, I will have one stable, bug-free version of the mod and one with more functionalities that might have minor issues.
Hills have to be hold for N turns before victory is awarded
Average 3.9/5. This suggestion was quite popular. I will try to build this but need to figure out a few details. Do you need all hills for a timer to start? Should the timer be reset if you lose a hill, or will it continue on the amount you had? Will it become publicly known if a player has all hills?
In team games, 1 player has to hold all hills to win
Average: 1.6. This was the most unpopular suggestion. So I keep the current set-up for team games.
One only needs to hold a certain amount of hills to win
Average: 3.0. Kind of popular, but not so popular that I want to add this immediately. I could foresee problems with multiple players securing enough hills simultaneously and with the first new suggestion. Maybe I will add it to an extended edition.
The ability to pick specific territories to be hills
Average: 2.7. Some people seem to love it, but I do not see any applications to strategic games. If other forms of play have applications, let me know, and I will consider implementing that idea. It will not be added until I figure out a way to do it with a decent UI. That seems another major issue.
Hills are indicated on the map with cities or boss icons
Average: 3.8. Another popular suggestion and the problem is the implementation. Cities are very weird outside of commerce games, and that might give problems. I got to look into that. Disabling commanders or bosses is a little hacky, and I have bad experiences with that. Maybe having them appear only during the distribution is an option, but some problems stay. For example, they have to be assigned to a player (which is impossible at that moment). A menu with clickable buttons where the territories flash up also seems impossible in the current framework. If I find a way to do this cleanly, I will do it.
Which other features would you want to be added?
A few decent ideas:
You can start in the hill
This would be possible, so it becomes a commander game with commanders who cannot move, basically. Some sort of capture the flag.
If can't specifically name the territories to become hills, should at least have a distribution mode for them similar to starting points - random, only 1 in a given bonus, etc. This would prevent a game from having all hills really close together (or at least letting the game host choose).
A way of assigning via an interface on the 1st turn would work too. Could be a way for the host to assign them. Could also have a mode where all the players vote for a territory, and if there is a tie, randomly chosen from the selections. The available voting options would be tied back to the distribution choice (random, max 1 per bonus, etc).
A few remarks. More options on how to distribute hills would be a good idea. Only, in my experience, few hills play the best. Then there is the most tension. Otherwise, it would boil down to a very late game feature that would barely ever matter. More distributions could be added to an extended version of the mod. I dislike the idea of a host assigning hills when the game has already begun. Even in diplo games or FFAs, I see no real purpose. Voting would be fun in any mod would be fun, but I don't think hills would be the best designation. For example, voting on who gets card pieces would be a reasonable addition to FFAs/diplos.
only thing that still came to mind is the concept of "growing hills", +1 army every turn or so, could give an interesting dynamic
Yeah, this could be cool. I would playtest this first whether it has true potential before adding it to the main mod.
could the hills icon be a new different icon?
lol. No. Impossible in the current framework.