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Chicken coups. Raising chickens can contribute to protein count as well as produce eggs, and player could set priority for either. Feathers could create opportunities for clothing and other non-food luxury items. Calcium from egg shells could contribute to fertiliser, as well as chicken poop. Chickens would be fed on grains.
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Recyclable spent grain. Spent grains from breweries could be cycled through to use as cow feed.
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Corn. Another option for veg growing, can also feed cows and chickens and boost animal health, as well as potentially boost fisheries too as they could use as bait.
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Horses. Raise horses to use as an upgrade for production. Could be raised through a Barn-type stimulus, then fed as upgrades through buildings, or perhaps just universally through Wagon shops. Horses could also be used to upgrade infantry, as well as be armoured themselves.
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Vineyards/More alcohol customisation. Perhaps introduce vineyards to grow grapes for both food and wine. Could introduce a mixture mechanic similar to farming where you set different variations to create different products. This can affect value of the product through quality to sell or provide varied levels of happiness. Mead could be made with Honey, also.
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Potatoes. More veg diversity, as well as can be distilled into vodka.
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Sheep. More protein diversity, wool to make clothes/luxury items.
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Silver, tin, copper mines. Could use variations of these to create other items. Weapon upgrades (Iron to Bronze to Steel), as well as possibilities for a jewellery shop to create luxury trade goods.
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Ceremonies. Perhaps create town-wide events which boost happiness and productivity or other boosts depending on type. I.e. Putting on a melee (boosts soldier readiness/effectiveness for a time with a small boost to entertainment for villagers) or a feast (huge boost to villager happiness), etc
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Knighthood. Soliders that survive battles gain experience and can eventually become knighted. Knights can be given land/a hall of their own but involve gold costs to upkeep. Knights deployed boost surrounding forces/act as leadership.
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Ballistas/catapults for boosted defense opportunities.
I’ve probably got many more ideas tucked away, but a lot of these I’d love to see in future versions.